Teach HierarchicalPathFinder to keep a cache of domain indices, refreshing them only on demand and when invalidated by terrain changes. This provides an accurate and quick determination for checking if paths exist between given locations. By exposing PathExistsForLocomotor on the IPathFinder interface, we can remove the DomainIndex trait entirely.
151 lines
5.1 KiB
C#
151 lines
5.1 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2022 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Commands;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[TraitLocation(SystemActors.World)]
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[Desc("Renders a debug overlay showing the abstract graph of the hierarchical pathfinder. Attach this to the world actor.")]
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public class HierarchicalPathFinderOverlayInfo : TraitInfo, Requires<PathFinderInfo>
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{
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public readonly string Font = "TinyBold";
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public readonly Color GroundLayerColor = Color.DarkOrange;
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public readonly Color CustomLayerColor = Color.Blue;
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public readonly Color GroundToCustomLayerColor = Color.Purple;
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public readonly Color AbstractNodeColor = Color.Red;
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public override object Create(ActorInitializer init) { return new HierarchicalPathFinderOverlay(this); }
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}
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public class HierarchicalPathFinderOverlay : IRenderAnnotations, IWorldLoaded, IChatCommand
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{
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const string CommandName = "hpf";
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const string CommandDesc = "toggles the hierarchical pathfinder overlay.";
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readonly HierarchicalPathFinderOverlayInfo info;
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readonly SpriteFont font;
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public bool Enabled { get; private set; }
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/// <summary>
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/// The Locomotor selected in the UI which the overlay will display.
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/// If null, will show the overlays for the currently selected units.
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/// </summary>
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public Locomotor Locomotor { get; set; }
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public HierarchicalPathFinderOverlay(HierarchicalPathFinderOverlayInfo info)
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{
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this.info = info;
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font = Game.Renderer.Fonts[info.Font];
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}
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void IWorldLoaded.WorldLoaded(World w, WorldRenderer wr)
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{
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var console = w.WorldActor.TraitOrDefault<ChatCommands>();
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var help = w.WorldActor.TraitOrDefault<HelpCommand>();
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if (console == null || help == null)
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return;
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console.RegisterCommand(CommandName, this);
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help.RegisterHelp(CommandName, CommandDesc);
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}
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void IChatCommand.InvokeCommand(string name, string arg)
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{
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if (name == CommandName)
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Enabled ^= true;
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}
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IEnumerable<IRenderable> IRenderAnnotations.RenderAnnotations(Actor self, WorldRenderer wr)
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{
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if (!Enabled)
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yield break;
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var pathFinder = self.Trait<PathFinder>();
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var visibleRegion = wr.Viewport.AllVisibleCells;
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var locomotors = Locomotor == null
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? self.World.Selection.Actors
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.Where(a => !a.Disposed)
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.Select(a => a.TraitOrDefault<Mobile>()?.Locomotor)
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.Where(l => l != null)
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.Distinct()
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: new[] { Locomotor };
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foreach (var locomotor in locomotors)
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{
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var (abstractGraph, abstractDomains) = pathFinder.GetOverlayDataForLocomotor(locomotor);
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// Locomotor doesn't allow movement, nothing to display.
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if (abstractGraph == null || abstractDomains == null)
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continue;
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foreach (var connectionsFromOneNode in abstractGraph)
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{
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var nodeCell = connectionsFromOneNode.Key;
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var srcUv = (PPos)nodeCell.ToMPos(self.World.Map);
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foreach (var cost in connectionsFromOneNode.Value)
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{
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var destUv = (PPos)cost.Destination.ToMPos(self.World.Map);
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if (!visibleRegion.Contains(destUv) && !visibleRegion.Contains(srcUv))
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continue;
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var connection = new WPos[]
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{
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self.World.Map.CenterOfSubCell(cost.Destination, SubCell.FullCell),
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self.World.Map.CenterOfSubCell(nodeCell, SubCell.FullCell),
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};
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// Connections on the ground layer given in ground color.
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// Connections on any custom layers given in custom color.
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// Connections that allow a transition between layers given in transition color.
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Color lineColor;
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if (nodeCell.Layer == 0 && cost.Destination.Layer == 0)
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lineColor = info.GroundLayerColor;
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else if (nodeCell.Layer == cost.Destination.Layer)
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lineColor = info.CustomLayerColor;
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else
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lineColor = info.GroundToCustomLayerColor;
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yield return new TargetLineRenderable(connection, lineColor, 1, 2);
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var centerCell = new CPos(
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(cost.Destination.X + nodeCell.X) / 2,
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(cost.Destination.Y + nodeCell.Y) / 2);
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var centerPos = self.World.Map.CenterOfSubCell(centerCell, SubCell.FullCell);
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yield return new TextAnnotationRenderable(font, centerPos, 0, lineColor, cost.Cost.ToString());
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}
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}
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foreach (var domainForCell in abstractDomains)
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{
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var nodeCell = domainForCell.Key;
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var srcUv = (PPos)nodeCell.ToMPos(self.World.Map);
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if (!visibleRegion.Contains(srcUv))
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continue;
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// Show the abstract cell and its domain index.
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var nodePos = self.World.Map.CenterOfSubCell(nodeCell, SubCell.FullCell);
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yield return new TextAnnotationRenderable(
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font, nodePos, 0, info.AbstractNodeColor, $"{domainForCell.Value}: {nodeCell}");
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}
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}
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}
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bool IRenderAnnotations.SpatiallyPartitionable => false;
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}
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}
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