Files
OpenRA/OpenRA.Mods.Common/Traits/World/PathFinder.cs
RoosterDragon 5a8f91aa21 Add a hierarchical path finder to improve pathfinding performance.
Replaces the existing bi-directional search between points used by the pathfinder with a guided hierarchical search. The old search was a standard A* search with a heuristic of advancing in straight line towards the target. This heuristic performs well if a mostly direct path to the target exists, it performs poorly it the path has to navigate around blockages in the terrain. The hierarchical path finder maintains a simplified, abstract graph. When a path search is performed it uses this abstract graph to inform the heuristic. Instead of moving blindly towards the target, it will instead steer around major obstacles, almost as if it had been provided a map which ensures it can move in roughly the right direction. This allows it to explore less of the area overall, improving performance.

When a path needs to steer around terrain on the map, the hierarchical path finder is able to greatly improve on the previous performance. When a path is able to proceed in a straight line, no performance benefit will be seen. If the path needs to steer around actors on the map instead of terrain (e.g. trees, buildings, units) then the same poor pathfinding performance as before will be observed.
2022-08-03 23:12:42 +02:00

144 lines
5.4 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2022 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Pathfinder;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[TraitLocation(SystemActors.World)]
[Desc("Calculates routes for mobile units with locomotors based on the A* search algorithm.", " Attach this to the world actor.")]
public class PathFinderInfo : TraitInfo, Requires<LocomotorInfo>
{
public override object Create(ActorInitializer init)
{
return new PathFinder(init.Self);
}
}
public class PathFinder : IPathFinder, IWorldLoaded
{
public static readonly List<CPos> NoPath = new List<CPos>(0);
/// <summary>
/// When searching for paths, use a default weight of 125% to reduce
/// computation effort - even if this means paths may be sub-optimal.
/// </summary>
const int DefaultHeuristicWeightPercentage = 125;
readonly World world;
Dictionary<Locomotor, HierarchicalPathFinder> hierarchicalPathFindersByLocomotor;
public PathFinder(Actor self)
{
world = self.World;
}
public IReadOnlyDictionary<CPos, List<GraphConnection>> GetOverlayDataForLocomotor(Locomotor locomotor)
{
return hierarchicalPathFindersByLocomotor[locomotor].GetOverlayData();
}
public void WorldLoaded(World w, WorldRenderer wr)
{
// Requires<LocomotorInfo> ensures all Locomotors have been initialized.
hierarchicalPathFindersByLocomotor = w.WorldActor.TraitsImplementing<Locomotor>().ToDictionary(
locomotor => locomotor,
locomotor => new HierarchicalPathFinder(world, locomotor));
}
/// <summary>
/// Calculates a path for the actor from multiple possible sources to target.
/// Returned path is *reversed* and given target to source.
/// The shortest path between a source and the target is returned.
/// </summary>
/// <remarks>
/// Searches that provide a multiple source cells are slower than those than provide only a single source cell,
/// as optimizations are possible for the single source case. Use searches from multiple source cells
/// sparingly.
/// </remarks>
public List<CPos> FindPathToTargetCell(
Actor self, IEnumerable<CPos> sources, CPos target, BlockedByActor check,
Func<CPos, int> customCost = null,
Actor ignoreActor = null,
bool laneBias = true)
{
var sourcesList = sources.ToList();
if (sourcesList.Count == 0)
return NoPath;
var locomotor = GetActorLocomotor(self);
// If the target cell is inaccessible, bail early.
var inaccessible =
!world.Map.Contains(target) ||
!locomotor.CanMoveFreelyInto(self, target, check, ignoreActor) ||
(customCost != null && customCost(target) == PathGraph.PathCostForInvalidPath);
if (inaccessible)
return NoPath;
// When searching from only one source cell, some optimizations are possible.
if (sourcesList.Count == 1)
{
var source = sourcesList[0];
// For adjacent cells on the same layer, we can return the path without invoking a full search.
if (source.Layer == target.Layer && (source - target).LengthSquared < 3)
{
if (!world.Map.Contains(source))
return NoPath;
return new List<CPos>(2) { target, source };
}
// Use a hierarchical path search, which performs a guided bidirectional search.
return hierarchicalPathFindersByLocomotor[locomotor].FindPath(
self, source, target, check, DefaultHeuristicWeightPercentage, customCost, ignoreActor, laneBias);
}
// Use a hierarchical path search, which performs a guided unidirectional search.
return hierarchicalPathFindersByLocomotor[locomotor].FindPath(
self, sourcesList, target, check, DefaultHeuristicWeightPercentage, customCost, ignoreActor, laneBias);
}
/// <summary>
/// Calculates a path for the actor from multiple possible sources, whilst searching for an acceptable target.
/// Returned path is *reversed* and given target to source.
/// The shortest path between a source and a discovered target is returned.
/// </summary>
/// <remarks>
/// Searches with this method are slower than <see cref="FindPathToTargetCell"/> due to the need to search for
/// and discover an acceptable target cell. Use this search sparingly.
/// </remarks>
public List<CPos> FindPathToTargetCellByPredicate(
Actor self, IEnumerable<CPos> sources, Func<CPos, bool> targetPredicate, BlockedByActor check,
Func<CPos, int> customCost = null,
Actor ignoreActor = null,
bool laneBias = true)
{
// With no pre-specified target location, we can only use a unidirectional search.
using (var search = PathSearch.ToTargetCellByPredicate(
world, GetActorLocomotor(self), self, sources, targetPredicate, check, customCost, ignoreActor, laneBias))
return search.FindPath();
}
static Locomotor GetActorLocomotor(Actor self)
{
// PERF: This PathFinder trait requires the use of Mobile, so we can be sure that is in use.
// We can save some performance by avoiding querying for the Locomotor trait and retrieving it from Mobile.
return ((Mobile)self.OccupiesSpace).Locomotor;
}
}
}