Files
OpenRA/OpenRA.Mods.Common/Activities/Move/MoveAdjacentTo.cs
RoosterDragon 2ed0656d1b Introduce MoveCooldownHelper to prevent lag spikes from failed pathfinding
Several activities that queue child Move activities can get into a bad scenario where the actor is pathfinding and then gets stuck because the destination is unreachable. When the Move activity then completes, then parent activity sees it has yet to reach the destination and tries to move again. However, the actor is still blocked in the same spot as before and thus the movment finishes immediately. This causes a performance death spiral where the actor attempts to pathfind every tick. The pathfinding attempt can also be very expensive if it must exhaustively check the whole map to determine no route is possible.

In order to prevent blocked actors from running into this scenario, we introduce MoveCooldownHelper. In its default setup it allows the parent activity to bail out if the actor was blocked during a pathfinding attempt. This means the activity will be dropped rather than trying to move endlessly. It also has an option to allow retrying if pathfinding was blocked, but applies a cooldown to avoid the performance penalty. For activities such as Enter, this means the actors will still try and enter their target if it is unreachable, but will only attempt once a second now rather than every tick.

MoveAdjacentTo will now cancel if it fails to reach the destination. This fixes MoveOntoAndTurn to skip the Turn if the move didn't reach the intended destination. Any other derived classes will similarly benefit from skipping follow-up actions.
2024-07-01 15:56:11 +03:00

153 lines
5.0 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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.Collections.Generic;
using OpenRA.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Activities
{
public class MoveAdjacentTo : Activity
{
protected readonly Mobile Mobile;
readonly Color? targetLineColor;
protected Target Target => useLastVisibleTarget ? lastVisibleTarget : target;
Target target;
protected Target lastVisibleTarget;
protected CPos lastVisibleTargetLocation;
bool useLastVisibleTarget;
public MoveAdjacentTo(Actor self, in Target target, WPos? initialTargetPosition = null, Color? targetLineColor = null)
{
this.target = target;
this.targetLineColor = targetLineColor;
Mobile = self.Trait<Mobile>();
ChildHasPriority = false;
// The target may become hidden between the initial order request and the first tick (e.g. if queued)
// Moving to any position (even if quite stale) is still better than immediately giving up
if ((target.Type == TargetType.Actor && target.Actor.CanBeViewedByPlayer(self.Owner))
|| target.Type == TargetType.FrozenActor || target.Type == TargetType.Terrain)
{
lastVisibleTarget = Target.FromPos(target.CenterPosition);
SetVisibleTargetLocation(self, target);
}
else if (initialTargetPosition.HasValue)
{
lastVisibleTarget = Target.FromPos(initialTargetPosition.Value);
lastVisibleTargetLocation = self.World.Map.CellContaining(initialTargetPosition.Value);
}
}
protected virtual bool ShouldStop(Actor self)
{
return false;
}
protected virtual bool ShouldRepath(Actor self, CPos targetLocation)
{
return lastVisibleTargetLocation != targetLocation;
}
protected virtual void SetVisibleTargetLocation(Actor self, Target target)
{
lastVisibleTargetLocation = self.World.Map.CellContaining(target.CenterPosition);
}
protected override void OnFirstRun(Actor self)
{
QueueChild(Mobile.MoveTo(check => CalculatePathToTarget(self, check)));
}
public override bool Tick(Actor self)
{
var oldTargetLocation = lastVisibleTargetLocation;
target = target.Recalculate(self.Owner, out var targetIsHiddenActor);
if (!targetIsHiddenActor && target.Type == TargetType.Actor)
{
lastVisibleTarget = Target.FromTargetPositions(target);
SetVisibleTargetLocation(self, target);
}
// Target is equivalent to checkTarget variable in other activities
// value is either lastVisibleTarget or target based on visibility and validity
var targetIsValid = Target.IsValidFor(self);
useLastVisibleTarget = targetIsHiddenActor || !targetIsValid;
// Target is hidden or dead, and we don't have a fallback position to move towards
var noTarget = useLastVisibleTarget && !lastVisibleTarget.IsValidFor(self);
// Cancel the current path if the activity asks to stop.
if (ShouldStop(self) || noTarget)
Cancel(self, true);
else if (!IsCanceling && targetIsValid && ShouldRepath(self, oldTargetLocation))
{
// Target has moved, but is still valid.
ChildActivity?.Cancel(self);
QueueChild(Mobile.MoveTo(check => CalculatePathToTarget(self, check)));
}
// The last queued child activity is guaranteed to be the inner move,
// so if the child activity queue is empty it means the move completed.
if (!TickChild(self))
return false;
if (Mobile.MoveResult == MoveResult.CompleteDestinationReached)
return true;
// The move completed but we didn't reach the destination, so Cancel.
Cancel(self);
return true;
}
protected readonly List<CPos> SearchCells = new();
protected int searchCellsTick = -1;
protected virtual List<CPos> CalculatePathToTarget(Actor self, BlockedByActor check)
{
// PERF: Assume that candidate cells don't change within a tick to avoid repeated queries
// when Move enumerates different BlockedByActor values.
if (searchCellsTick != self.World.WorldTick)
{
SearchCells.Clear();
searchCellsTick = self.World.WorldTick;
foreach (var cell in Util.AdjacentCells(self.World, Target))
if (Mobile.CanStayInCell(cell) && Mobile.CanEnterCell(cell))
SearchCells.Add(cell);
}
if (SearchCells.Count == 0)
return PathFinder.NoPath;
return Mobile.PathFinder.FindPathToTargetCells(self, self.Location, SearchCells, check);
}
public override IEnumerable<Target> GetTargets(Actor self)
{
if (ChildActivity != null)
return ChildActivity.GetTargets(self);
return Target.None;
}
public override IEnumerable<TargetLineNode> TargetLineNodes(Actor self)
{
if (targetLineColor.HasValue)
yield return new TargetLineNode(useLastVisibleTarget ? lastVisibleTarget : target, targetLineColor.Value);
}
}
}