244 lines
6.8 KiB
C#
244 lines
6.8 KiB
C#
using System;
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using System.Collections.Generic;
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using IjwFramework.Collections;
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using System.Linq;
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using OpenRa.FileFormats;
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using OpenRa.Game.Graphics;
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using OpenRa.Game.Support;
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namespace OpenRa.Game
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{
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class PathFinder
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{
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float[][,] passableCost = new float[4][,];
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Map map;
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public PathFinder(Map map, TileSet tileSet)
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{
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this.map = map;
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for (var umt = UnitMovementType.Foot; umt <= UnitMovementType.Float; umt++)
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passableCost[(int)umt] = new float[128, 128];
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for( int x = 0 ; x < 128 ; x++ )
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for( int y = 0 ; y < 128 ; y++ )
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for (var umt = UnitMovementType.Foot; umt <= UnitMovementType.Float; umt++ )
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passableCost[(int)umt][ x, y ] = ( map.IsInMap( x, y ) )
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? (float)TerrainCosts.Cost( umt, tileSet.GetWalkability( map.MapTiles[ x, y ] ) )
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: float.PositiveInfinity;
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}
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public List<int2> FindUnitPath(int2 src, int2 dest, UnitMovementType umt)
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{
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using (new PerfSample("find_unit_path"))
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{
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var sw = new Stopwatch();
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/*if (passableCost[(int)umt][dest.X, dest.Y] == float.PositiveInfinity)
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return new List<int2>();
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if (!Game.BuildingInfluence.CanMoveHere(dest))
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return new List<int2>();*/
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var result = FindUnitPath(src, DefaultEstimator(dest), umt);
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Game.NormalPathTime += sw.ElapsedTime();
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Game.NormalPathCount++;
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return result;
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}
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}
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public List<int2> FindUnitPathToRange(int2 src, int2 dest, UnitMovementType umt, int range)
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{
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var tilesInRange = Game.FindTilesInCircle(dest, range)
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.Where(t => Game.IsCellBuildable(t, umt));
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var path = FindUnitPath(tilesInRange, DefaultEstimator(src), umt);
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path.Reverse();
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return path;
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}
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public List<int2> FindPathToPath( int2 from, List<int2> path, UnitMovementType umt )
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{
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using (new PerfSample("find_path_to_path"))
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{
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var anyMovePossible = false;
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for( int v = -1; v < 2; v++ )
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for( int u = -1; u < 2; u++ )
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if (u != 0 || v != 0)
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{
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var p = from + new int2(u, v);
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if (passableCost[(int)umt][from.X + u, from.Y + v] < float.PositiveInfinity)
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if (Game.BuildingInfluence.CanMoveHere(p) && (Game.UnitInfluence.GetUnitAt(p) == null))
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anyMovePossible = true;
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}
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if (!anyMovePossible)
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return new List<int2>();
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CellInfo[,] cellInfo = null;
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var queue = new PriorityQueue<PathDistance>();
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var estimator = DefaultEstimator(from);
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var cost = 0.0f;
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var prev = path[0];
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for (int i = 0; i < path.Count; i++)
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{
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var sl = path[i];
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if ( /*i == 0 || */(Game.BuildingInfluence.CanMoveHere(path[i]) && Game.UnitInfluence.GetUnitAt(path[i]) == null))
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{
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queue.Add(new PathDistance(estimator(sl), sl));
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if (cellInfo == null)
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cellInfo = InitCellInfo();
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cellInfo[sl.X, sl.Y] = new CellInfo(cost, prev, false);
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}
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var d = sl - prev;
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cost += ((d.X * d.Y != 0) ? 1.414213563f : 1.0f) * passableCost[(int)umt][sl.X, sl.Y];
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prev = sl;
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}
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if (queue.Empty) return new List<int2>();
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var ret = FindPath(cellInfo, queue, estimator, umt, true);
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ret.Reverse();
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return ret;
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}
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}
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public List<int2> FindUnitPath( int2 unitLocation, Func<int2,float> estimator, UnitMovementType umt )
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{
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return FindUnitPath( new[] { unitLocation }, estimator, umt );
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}
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public List<int2> FindUnitPath( IEnumerable<int2> startLocations, Func<int2, float> estimator, UnitMovementType umt )
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{
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var cellInfo = InitCellInfo();
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var queue = new PriorityQueue<PathDistance>();
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foreach (var sl in startLocations)
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{
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queue.Add(new PathDistance(estimator(sl), sl));
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cellInfo[sl.X, sl.Y].MinCost = 0;
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}
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return FindPath( cellInfo, queue, estimator, umt, false );
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}
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List<int2> FindPath( CellInfo[ , ] cellInfo, PriorityQueue<PathDistance> queue, Func<int2, float> estimator, UnitMovementType umt, bool checkForBlock )
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{
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int samples = 0;
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using (new PerfSample("find_path_inner"))
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{
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while (!queue.Empty)
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{
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PathDistance p = queue.Pop();
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int2 here = p.Location;
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cellInfo[here.X, here.Y].Seen = true;
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if (estimator(here) == 0.0)
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{
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PerfHistory.Increment("nodes_expanded", samples * .01);
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return MakePath(cellInfo, here);
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}
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samples++;
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foreach (int2 d in Util.directions)
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{
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int2 newHere = here + d;
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if (cellInfo[newHere.X, newHere.Y].Seen)
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continue;
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if (passableCost[(int)umt][newHere.X, newHere.Y] == float.PositiveInfinity)
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continue;
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if (!Game.BuildingInfluence.CanMoveHere(newHere))
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continue;
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if (checkForBlock && Game.UnitInfluence.GetUnitAt(newHere) != null)
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continue;
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var est = estimator(newHere);
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if (est == float.PositiveInfinity)
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continue;
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float cellCost = ((d.X * d.Y != 0) ? 1.414213563f : 1.0f) * passableCost[(int)umt][newHere.X, newHere.Y];
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float newCost = cellInfo[here.X, here.Y].MinCost + cellCost;
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if (newCost >= cellInfo[newHere.X, newHere.Y].MinCost)
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continue;
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cellInfo[newHere.X, newHere.Y].Path = here;
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cellInfo[newHere.X, newHere.Y].MinCost = newCost;
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queue.Add(new PathDistance(newCost + est, newHere));
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}
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}
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PerfHistory.Increment("nodes_expanded", samples * .01);
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// no path exists
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return new List<int2>();
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}
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}
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static CellInfo[ , ] InitCellInfo()
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{
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var cellInfo = new CellInfo[ 128, 128 ];
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for( int x = 0 ; x < 128 ; x++ )
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for( int y = 0 ; y < 128 ; y++ )
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cellInfo[ x, y ] = new CellInfo( float.PositiveInfinity, new int2( x, y ), false );
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return cellInfo;
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}
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List<int2> MakePath( CellInfo[ , ] cellInfo, int2 destination )
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{
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List<int2> ret = new List<int2>();
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int2 pathNode = destination;
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while( cellInfo[ pathNode.X, pathNode.Y ].Path != pathNode )
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{
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ret.Add( pathNode );
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pathNode = cellInfo[ pathNode.X, pathNode.Y ].Path;
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}
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ret.Add(pathNode);
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return ret;
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}
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static Func<int2, float> DefaultEstimator(int2 destination)
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{
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return here =>
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{
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int2 d = ( here - destination ).Abs();
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int diag = Math.Min( d.X, d.Y );
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int straight = Math.Abs( d.X - d.Y );
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return 1.5f * diag + straight;
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};
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}
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}
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struct CellInfo
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{
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public float MinCost;
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public int2 Path;
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public bool Seen;
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public CellInfo( float minCost, int2 path, bool seen )
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{
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MinCost = minCost;
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Path = path;
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Seen = seen;
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}
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}
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struct PathDistance : IComparable<PathDistance>
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{
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public float EstTotal;
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public int2 Location;
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public PathDistance(float estTotal, int2 location)
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{
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EstTotal = estTotal;
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Location = location;
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}
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public int CompareTo(PathDistance other)
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{
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return Math.Sign(EstTotal - other.EstTotal);
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}
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}
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}
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