Files
OpenRA/OpenRA.Mods.Common/Pathfinder/BasePathSearch.cs
2021-11-25 22:50:22 +01:00

183 lines
4.9 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2021 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.Linq;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
namespace OpenRA.Mods.Common.Pathfinder
{
public interface IPathSearch : IDisposable
{
/// <summary>
/// The Graph used by the A*
/// </summary>
IGraph<CellInfo> Graph { get; }
Player Owner { get; }
IPathSearch Reverse();
IPathSearch WithCustomBlocker(Func<CPos, bool> customBlock);
IPathSearch WithIgnoredActor(Actor b);
IPathSearch WithHeuristic(Func<CPos, int> h);
IPathSearch WithHeuristicWeight(int percentage);
IPathSearch WithCustomCost(Func<CPos, int> w);
IPathSearch WithoutLaneBias();
IPathSearch FromPoint(CPos from);
/// <summary>
/// Decides whether a location is a target based on its estimate
/// (An estimate of 0 means that the location and the unit's goal
/// are the same. There could be multiple goals).
/// </summary>
/// <param name="location">The location to assess</param>
/// <returns>Whether the location is a target</returns>
bool IsTarget(CPos location);
bool CanExpand { get; }
CPos Expand();
}
public abstract class BasePathSearch : IPathSearch
{
public IGraph<CellInfo> Graph { get; set; }
protected IPriorityQueue<GraphConnection> OpenQueue { get; private set; }
public Player Owner => Graph.Actor.Owner;
protected Func<CPos, int> heuristic;
protected Func<CPos, bool> isGoal;
protected int heuristicWeightPercentage;
// This member is used to compute the ID of PathSearch.
// Essentially, it represents a collection of the initial
// points considered and their Heuristics to reach
// the target. It pretty match identifies, in conjunction of the Actor,
// a deterministic set of calculations
protected readonly IPriorityQueue<GraphConnection> StartPoints;
readonly short cellCost;
readonly int diagonalCellCost;
protected BasePathSearch(IGraph<CellInfo> graph)
{
Graph = graph;
OpenQueue = new PriorityQueue<GraphConnection>(GraphConnection.ConnectionCostComparer);
StartPoints = new PriorityQueue<GraphConnection>(GraphConnection.ConnectionCostComparer);
heuristicWeightPercentage = 100;
// Determine the minimum possible cost for moving horizontally between cells based on terrain speeds.
// The minimum possible cost diagonally is then Sqrt(2) times more costly.
cellCost = ((Mobile)graph.Actor.OccupiesSpace).Info.LocomotorInfo.TerrainSpeeds.Values.Min(ti => ti.Cost);
diagonalCellCost = Exts.MultiplyBySqrtTwo(cellCost);
}
/// <summary>
/// Default: Diagonal distance heuristic. More information:
/// http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html
/// </summary>
/// <returns>A delegate that calculates the estimation for a node</returns>
protected Func<CPos, int> DefaultEstimator(CPos destination)
{
return here =>
{
var diag = Math.Min(Math.Abs(here.X - destination.X), Math.Abs(here.Y - destination.Y));
var straight = Math.Abs(here.X - destination.X) + Math.Abs(here.Y - destination.Y);
// According to the information link, this is the shape of the function.
// We just extract factors to simplify.
// Possible simplification: var h = Constants.CellCost * (straight + (Constants.Sqrt2 - 2) * diag);
return (cellCost * straight + (diagonalCellCost - 2 * cellCost) * diag) * heuristicWeightPercentage / 100;
};
}
public IPathSearch Reverse()
{
Graph.InReverse = true;
return this;
}
public IPathSearch WithCustomBlocker(Func<CPos, bool> customBlock)
{
Graph.CustomBlock = customBlock;
return this;
}
public IPathSearch WithIgnoredActor(Actor b)
{
Graph.IgnoreActor = b;
return this;
}
public IPathSearch WithHeuristic(Func<CPos, int> h)
{
heuristic = h;
return this;
}
public IPathSearch WithHeuristicWeight(int percentage)
{
heuristicWeightPercentage = percentage;
return this;
}
public IPathSearch WithCustomCost(Func<CPos, int> w)
{
Graph.CustomCost = w;
return this;
}
public IPathSearch WithoutLaneBias()
{
Graph.LaneBias = 0;
return this;
}
public IPathSearch FromPoint(CPos from)
{
if (Graph.World.Map.Contains(from))
AddInitialCell(from);
return this;
}
protected abstract void AddInitialCell(CPos cell);
public bool IsTarget(CPos location)
{
return isGoal(location);
}
public bool CanExpand => !OpenQueue.Empty;
public abstract CPos Expand();
protected virtual void Dispose(bool disposing)
{
if (disposing)
Graph.Dispose();
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
}
}