refactoring the Harvesters' pathfinding. Now they in first place assess which is the closest resource inside their search area and then a path is calculated Changed the way harvesters find resources by always trying to find the closest resource to their refinery. Changed the strategy of finding to find resources in Annulus.
149 lines
4.4 KiB
C#
149 lines
4.4 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Primitives;
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namespace OpenRA.Mods.Common.Pathfinder
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{
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public sealed class PathSearch : BasePathSearch
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{
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public override IEnumerable<Pair<CPos, int>> Considered
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{
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get { return considered; }
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}
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LinkedList<Pair<CPos, int>> considered;
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#region Constructors
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private PathSearch(IGraph<CellInfo> graph)
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: base(graph)
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{
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considered = new LinkedList<Pair<CPos, int>>();
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}
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public static IPathSearch Search(World world, MobileInfo mi, Actor self, bool checkForBlocked, Func<CPos, bool> goalCondition)
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{
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var graph = new PathGraph(CellInfoLayerManager.Instance.NewLayer(world.Map), mi, self, world, checkForBlocked);
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var search = new PathSearch(graph);
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search.isGoal = goalCondition;
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search.heuristic = loc => 0;
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return search;
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}
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public static IPathSearch FromPoint(World world, MobileInfo mi, Actor self, CPos from, CPos target, bool checkForBlocked)
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{
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var graph = new PathGraph(CellInfoLayerManager.Instance.NewLayer(world.Map), mi, self, world, checkForBlocked);
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var search = new PathSearch(graph)
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{
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heuristic = DefaultEstimator(target)
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};
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search.isGoal = loc =>
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{
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var locInfo = search.Graph[loc];
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return locInfo.EstimatedTotal - locInfo.CostSoFar == 0;
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};
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if (world.Map.Contains(from))
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search.AddInitialCell(from);
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return search;
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}
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public static IPathSearch FromPoints(World world, MobileInfo mi, Actor self, IEnumerable<CPos> froms, CPos target, bool checkForBlocked)
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{
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var graph = new PathGraph(CellInfoLayerManager.Instance.NewLayer(world.Map), mi, self, world, checkForBlocked);
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var search = new PathSearch(graph)
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{
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heuristic = DefaultEstimator(target)
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};
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search.isGoal = loc =>
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{
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var locInfo = search.Graph[loc];
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return locInfo.EstimatedTotal - locInfo.CostSoFar == 0;
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};
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foreach (var sl in froms.Where(sl => world.Map.Contains(sl)))
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search.AddInitialCell(sl);
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return search;
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}
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protected override void AddInitialCell(CPos location)
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{
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Graph[location] = new CellInfo(0, heuristic(location), location, CellStatus.Open);
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OpenQueue.Add(location);
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startPoints.Add(location);
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considered.AddLast(new Pair<CPos, int>(location, 0));
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}
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#endregion
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/// <summary>
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/// This function analyzes the neighbors of the most promising node in the Pathfinding graph
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/// using the A* algorithm (A-star) and returns that node
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/// </summary>
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/// <returns>The most promising node of the iteration</returns>
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public override CPos Expand()
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{
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var currentMinNode = OpenQueue.Pop();
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var currentCell = Graph[currentMinNode];
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Graph[currentMinNode] = new CellInfo(currentCell.CostSoFar, currentCell.EstimatedTotal, currentCell.PreviousPos, CellStatus.Closed);
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if (Graph.CustomCost != null && Graph.CustomCost(currentMinNode) == Constants.InvalidNode)
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return currentMinNode;
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foreach (var connection in Graph.GetConnections(currentMinNode))
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{
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// Calculate the cost up to that point
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var gCost = currentCell.CostSoFar + connection.Cost;
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var neighborCPos = connection.Destination;
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var neighborCell = Graph[neighborCPos];
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// Cost is even higher; next direction:
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if (neighborCell.Status == CellStatus.Closed || gCost >= neighborCell.CostSoFar)
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continue;
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// Now we may seriously consider this direction using heuristics. If the cell has
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// already been processed, we can reuse the result (just the difference between the
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// estimated total and the cost so far
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int hCost;
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if (neighborCell.Status == CellStatus.Open)
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hCost = neighborCell.EstimatedTotal - neighborCell.CostSoFar;
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else
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hCost = heuristic(neighborCPos);
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Graph[neighborCPos] = new CellInfo(gCost, gCost + hCost, currentMinNode, CellStatus.Open);
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if (neighborCell.Status != CellStatus.Open)
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OpenQueue.Add(neighborCPos);
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if (Debug)
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{
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if (gCost > MaxCost)
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MaxCost = gCost;
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considered.AddLast(new Pair<CPos, int>(neighborCPos, gCost));
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}
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}
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return currentMinNode;
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}
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}
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}
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