Files
OpenRA/OpenRA.Mods.Common/Pathfinder/PathGraph.cs
2015-05-01 16:24:14 +12:00

199 lines
5.5 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using OpenRA.Mods.Common.Traits;
namespace OpenRA.Mods.Common.Pathfinder
{
/// <summary>
/// Represents a graph with nodes and edges
/// </summary>
/// <typeparam name="T">The type of node used in the graph</typeparam>
public interface IGraph<T> : IDisposable
{
/// <summary>
/// Gets all the Connections for a given node in the graph
/// </summary>
ICollection<GraphConnection> GetConnections(CPos position);
/// <summary>
/// Retrieves an object given a node in the graph
/// </summary>
T this[CPos pos] { get; set; }
Func<CPos, bool> CustomBlock { get; set; }
Func<CPos, int> CustomCost { get; set; }
int LaneBias { get; set; }
bool InReverse { get; set; }
Actor IgnoredActor { get; set; }
World World { get; }
Actor Actor { get; }
}
public struct GraphConnection
{
public readonly CPos Source;
public readonly CPos Destination;
public readonly int Cost;
public GraphConnection(CPos source, CPos destination, int cost)
{
Source = source;
Destination = destination;
Cost = cost;
}
}
public class PathGraph : IGraph<CellInfo>
{
public Actor Actor { get; private set; }
public World World { get; private set; }
public Func<CPos, bool> CustomBlock { get; set; }
public Func<CPos, int> CustomCost { get; set; }
public int LaneBias { get; set; }
public bool InReverse { get; set; }
public Actor IgnoredActor { get; set; }
readonly CellConditions checkConditions;
readonly MobileInfo mobileInfo;
CellLayer<CellInfo> cellInfo;
public const int InvalidNode = int.MaxValue;
public PathGraph(CellLayer<CellInfo> cellInfo, MobileInfo mobileInfo, Actor actor, World world, bool checkForBlocked)
{
this.cellInfo = cellInfo;
World = world;
this.mobileInfo = mobileInfo;
Actor = actor;
LaneBias = 1;
checkConditions = checkForBlocked ? CellConditions.TransientActors : CellConditions.None;
}
// Sets of neighbors for each incoming direction. These exclude the neighbors which are guaranteed
// to be reached more cheaply by a path through our parent cell which does not include the current cell.
// For horizontal/vertical directions, the set is the three cells 'ahead'. For diagonal directions, the set
// is the three cells ahead, plus the two cells to the side, which we cannot exclude without knowing if
// the cell directly between them and our parent is passable.
static readonly CVec[][] DirectedNeighbors = {
new[] { new CVec(-1, -1), new CVec(0, -1), new CVec(1, -1), new CVec(-1, 0), new CVec(-1, 1) },
new[] { new CVec(-1, -1), new CVec(0, -1), new CVec(1, -1) },
new[] { new CVec(-1, -1), new CVec(0, -1), new CVec(1, -1), new CVec(1, 0), new CVec(1, 1) },
new[] { new CVec(-1, -1), new CVec(-1, 0), new CVec(-1, 1) },
CVec.Directions,
new[] { new CVec(1, -1), new CVec(1, 0), new CVec(1, 1) },
new[] { new CVec(-1, -1), new CVec(-1, 0), new CVec(-1, 1), new CVec(0, 1), new CVec(1, 1) },
new[] { new CVec(-1, 1), new CVec(0, 1), new CVec(1, 1) },
new[] { new CVec(1, -1), new CVec(1, 0), new CVec(-1, 1), new CVec(0, 1), new CVec(1, 1) },
};
public ICollection<GraphConnection> GetConnections(CPos position)
{
var previousPos = cellInfo[position].PreviousPos;
var dx = position.X - previousPos.X;
var dy = position.Y - previousPos.Y;
var index = dy * 3 + dx + 4;
var validNeighbors = new LinkedList<GraphConnection>();
var directions = DirectedNeighbors[index];
for (var i = 0; i < directions.Length; i++)
{
var neighbor = position + directions[i];
var movementCost = GetCostToNode(neighbor, directions[i]);
if (movementCost != InvalidNode)
validNeighbors.AddLast(new GraphConnection(position, neighbor, movementCost));
}
return validNeighbors;
}
int GetCostToNode(CPos destNode, CVec direction)
{
int movementCost;
if (mobileInfo.CanEnterCell(
World as World,
Actor as Actor,
destNode,
out movementCost,
IgnoredActor as Actor,
checkConditions) && !(CustomBlock != null && CustomBlock(destNode)))
{
return CalculateCellCost(destNode, direction, movementCost);
}
return InvalidNode;
}
int CalculateCellCost(CPos neighborCPos, CVec direction, int movementCost)
{
var cellCost = movementCost;
if (direction.X * direction.Y != 0)
cellCost = (cellCost * 34) / 24;
if (CustomCost != null)
cellCost += CustomCost(neighborCPos);
// directional bonuses for smoother flow!
if (LaneBias != 0)
{
var ux = neighborCPos.X + (InReverse ? 1 : 0) & 1;
var uy = neighborCPos.Y + (InReverse ? 1 : 0) & 1;
if ((ux == 0 && direction.Y < 0) || (ux == 1 && direction.Y > 0))
cellCost += LaneBias;
if ((uy == 0 && direction.X < 0) || (uy == 1 && direction.X > 0))
cellCost += LaneBias;
}
return cellCost;
}
bool disposed;
public void Dispose()
{
if (disposed)
return;
disposed = true;
CellInfoLayerManager.Instance.PutBackIntoPool(cellInfo);
cellInfo = null;
GC.SuppressFinalize(this);
}
~PathGraph() { Dispose(); }
public CellInfo this[CPos pos]
{
get
{
return cellInfo[pos];
}
set
{
cellInfo[pos] = value;
}
}
}
}