By providing a comparer that could change over time (as estimated costs on the graph were updated), this meant the priority queue could have its heap property invalidated and thus not maintain a correct ordering. Instead we store elements into the queue with their estimations at the time. This preserves the heap property and thus ensures the queue returns properly ordered results, although it may contain out of date estimations. This also improves performance. The fixed comparer need not perform expensive lookups into the graph, but can instead use the readily available value. This speeds up adds and removes on the queue significantly.
168 lines
4.4 KiB
C#
168 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.Text;
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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 interface IPathSearch
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{
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/// <summary>
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/// The Graph used by the A*
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/// </summary>
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IGraph<CellInfo> Graph { get; }
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/// <summary>
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/// Stores the analyzed nodes by the expand function
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/// </summary>
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IEnumerable<Pair<CPos, int>> Considered { get; }
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bool Debug { get; set; }
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Player Owner { get; }
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int MaxCost { get; }
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IPathSearch Reverse();
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IPathSearch WithCustomBlocker(Func<CPos, bool> customBlock);
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IPathSearch WithIgnoredActor(Actor b);
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IPathSearch WithHeuristic(Func<CPos, int> h);
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IPathSearch WithCustomCost(Func<CPos, int> w);
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IPathSearch WithoutLaneBias();
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IPathSearch FromPoint(CPos from);
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/// <summary>
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/// Decides whether a location is a target based on its estimate
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/// (An estimate of 0 means that the location and the unit's goal
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/// are the same. There could be multiple goals).
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/// </summary>
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/// <param name="location">The location to assess</param>
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/// <returns>Whether the location is a target</returns>
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bool IsTarget(CPos location);
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bool CanExpand { get; }
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CPos Expand();
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}
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public abstract class BasePathSearch : IPathSearch
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{
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public IGraph<CellInfo> Graph { get; set; }
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protected IPriorityQueue<GraphConnection> OpenQueue { get; private set; }
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public abstract IEnumerable<Pair<CPos, int>> Considered { get; }
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public Player Owner { get { return Graph.Actor.Owner; } }
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public int MaxCost { get; protected set; }
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public bool Debug { get; set; }
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protected Func<CPos, int> heuristic;
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protected Func<CPos, bool> isGoal;
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// This member is used to compute the ID of PathSearch.
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// Essentially, it represents a collection of the initial
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// points considered and their Heuristics to reach
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// the target. It pretty match identifies, in conjunction of the Actor,
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// a deterministic set of calculations
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protected readonly IPriorityQueue<GraphConnection> StartPoints;
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protected BasePathSearch(IGraph<CellInfo> graph)
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{
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Graph = graph;
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OpenQueue = new PriorityQueue<GraphConnection>(GraphConnection.ConnectionCostComparer);
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StartPoints = new PriorityQueue<GraphConnection>(GraphConnection.ConnectionCostComparer);
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Debug = false;
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MaxCost = 0;
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}
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/// <summary>
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/// Default: Diagonal distance heuristic. More information:
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/// http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html
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/// </summary>
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/// <returns>A delegate that calculates the estimation for a node</returns>
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protected static Func<CPos, int> DefaultEstimator(CPos destination)
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{
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return here =>
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{
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var diag = Math.Min(Math.Abs(here.X - destination.X), Math.Abs(here.Y - destination.Y));
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var straight = Math.Abs(here.X - destination.X) + Math.Abs(here.Y - destination.Y);
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// According to the information link, this is the shape of the function.
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// We just extract factors to simplify.
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// Possible simplification: var h = Constants.CellCost * (straight + (Constants.Sqrt2 - 2) * diag);
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return Constants.CellCost * straight + (Constants.DiagonalCellCost - 2 * Constants.CellCost) * diag;
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};
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}
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public IPathSearch Reverse()
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{
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Graph.InReverse = true;
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return this;
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}
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public IPathSearch WithCustomBlocker(Func<CPos, bool> customBlock)
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{
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Graph.CustomBlock = customBlock;
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return this;
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}
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public IPathSearch WithIgnoredActor(Actor b)
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{
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Graph.IgnoredActor = b;
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return this;
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}
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public IPathSearch WithHeuristic(Func<CPos, int> h)
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{
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heuristic = h;
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return this;
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}
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public IPathSearch WithCustomCost(Func<CPos, int> w)
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{
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Graph.CustomCost = w;
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return this;
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}
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public IPathSearch WithoutLaneBias()
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{
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Graph.LaneBias = 0;
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return this;
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}
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public IPathSearch FromPoint(CPos from)
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{
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if (Graph.World.Map.Contains(from))
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AddInitialCell(from);
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return this;
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}
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protected abstract void AddInitialCell(CPos cell);
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public bool IsTarget(CPos location)
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{
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return isGoal(location);
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}
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public bool CanExpand { get { return !OpenQueue.Empty; } }
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public abstract CPos Expand();
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}
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}
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