Files
OpenRA/OpenRA.Mods.Common/Pathfinder/DensePathGraph.cs
RoosterDragon 5a8f91aa21 Add a hierarchical path finder to improve pathfinding performance.
Replaces the existing bi-directional search between points used by the pathfinder with a guided hierarchical search. The old search was a standard A* search with a heuristic of advancing in straight line towards the target. This heuristic performs well if a mostly direct path to the target exists, it performs poorly it the path has to navigate around blockages in the terrain. The hierarchical path finder maintains a simplified, abstract graph. When a path search is performed it uses this abstract graph to inform the heuristic. Instead of moving blindly towards the target, it will instead steer around major obstacles, almost as if it had been provided a map which ensures it can move in roughly the right direction. This allows it to explore less of the area overall, improving performance.

When a path needs to steer around terrain on the map, the hierarchical path finder is able to greatly improve on the previous performance. When a path is able to proceed in a straight line, no performance benefit will be seen. If the path needs to steer around actors on the map instead of terrain (e.g. trees, buildings, units) then the same poor pathfinding performance as before will be observed.
2022-08-03 23:12:42 +02:00

226 lines
8.5 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2022 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.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.Traits;
namespace OpenRA.Mods.Common.Pathfinder
{
/// <summary>
/// A dense pathfinding graph that implements the ability to cost and get connections for cells,
/// and supports <see cref="ICustomMovementLayer"/>. Allows searching over a dense grid of cells.
/// Derived classes are required to provide backing storage for the pathfinding information.
/// </summary>
abstract class DensePathGraph : IPathGraph
{
const int LaneBiasCost = 1;
protected readonly ICustomMovementLayer[] CustomMovementLayers;
readonly int customMovementLayersEnabledForLocomotor;
readonly Locomotor locomotor;
readonly Actor actor;
readonly World world;
readonly BlockedByActor check;
readonly Func<CPos, int> customCost;
readonly Actor ignoreActor;
readonly bool laneBias;
readonly bool inReverse;
readonly bool checkTerrainHeight;
protected DensePathGraph(Locomotor locomotor, Actor actor, World world, BlockedByActor check,
Func<CPos, int> customCost, Actor ignoreActor, bool laneBias, bool inReverse)
{
CustomMovementLayers = world.GetCustomMovementLayers();
customMovementLayersEnabledForLocomotor = CustomMovementLayers.Count(cml => cml != null && cml.EnabledForLocomotor(locomotor.Info));
this.locomotor = locomotor;
this.world = world;
this.actor = actor;
this.check = check;
this.customCost = customCost;
this.ignoreActor = ignoreActor;
this.laneBias = laneBias;
this.inReverse = inReverse;
checkTerrainHeight = world.Map.Grid.MaximumTerrainHeight > 0;
}
public abstract CellInfo this[CPos node] { get; set; }
/// <summary>
/// Determines if a candidate neighbouring position is
/// allowable to be returned in a <see cref="GraphConnection"/>.
/// </summary>
/// <param name="neighbor">The candidate cell. This might not lie within map bounds.</param>
protected virtual bool IsValidNeighbor(CPos neighbor)
{
return true;
}
// Sets of neighbors for each incoming direction. These exclude the neighbors which are guaranteed
// to be reached more cheaply by a path through our parent cell which does not include the current cell.
// For horizontal/vertical directions, the set is the three cells 'ahead'. For diagonal directions, the set
// is the three cells ahead, plus the two cells to the side. Effectively, these are the cells left over
// if you ignore the ones reachable from the parent cell.
// We can do this because for any cell in range of both the current and parent location,
// if we can reach it from one we are guaranteed to be able to reach it from the other.
static readonly CVec[][] DirectedNeighbors =
{
new[] { new CVec(-1, -1), new CVec(0, -1), new CVec(1, -1), new CVec(-1, 0), new CVec(-1, 1) }, // TL
new[] { new CVec(-1, -1), new CVec(0, -1), new CVec(1, -1) }, // T
new[] { new CVec(-1, -1), new CVec(0, -1), new CVec(1, -1), new CVec(1, 0), new CVec(1, 1) }, // TR
new[] { new CVec(-1, -1), new CVec(-1, 0), new CVec(-1, 1) }, // L
CVec.Directions,
new[] { new CVec(1, -1), new CVec(1, 0), new CVec(1, 1) }, // R
new[] { new CVec(-1, -1), new CVec(-1, 0), new CVec(-1, 1), new CVec(0, 1), new CVec(1, 1) }, // BL
new[] { new CVec(-1, 1), new CVec(0, 1), new CVec(1, 1) }, // B
new[] { new CVec(1, -1), new CVec(1, 0), new CVec(-1, 1), new CVec(0, 1), new CVec(1, 1) }, // BR
};
// With height discontinuities between the parent and current cell, we cannot optimize the possible neighbors.
// It is no longer true that for any cell in range of both the current and parent location,
// if we can reach it from one we are guaranteed to be able to reach it from the other.
// This is because a height discontinuity may have prevented the parent location from reaching,
// but our current cell on a new height may be able to reach as the height difference may be small enough.
// Therefore, we can only exclude the parent cell in each set of directions.
static readonly CVec[][] DirectedNeighborsConservative =
{
CVec.Directions.Exclude(new CVec(1, 1)).ToArray(), // TL
CVec.Directions.Exclude(new CVec(0, 1)).ToArray(), // T
CVec.Directions.Exclude(new CVec(-1, 1)).ToArray(), // TR
CVec.Directions.Exclude(new CVec(1, 0)).ToArray(), // L
CVec.Directions,
CVec.Directions.Exclude(new CVec(-1, 0)).ToArray(), // R
CVec.Directions.Exclude(new CVec(1, -1)).ToArray(), // BL
CVec.Directions.Exclude(new CVec(0, -1)).ToArray(), // B
CVec.Directions.Exclude(new CVec(-1, -1)).ToArray(), // BR
};
public List<GraphConnection> GetConnections(CPos position)
{
var layer = position.Layer;
var info = this[position];
var previousNode = info.PreviousNode;
var dx = position.X - previousNode.X;
var dy = position.Y - previousNode.Y;
var index = dy * 3 + dx + 4;
var heightLayer = world.Map.Height;
var directions =
(checkTerrainHeight && layer == 0 && previousNode.Layer == 0 && heightLayer[position] != heightLayer[previousNode]
? DirectedNeighborsConservative
: DirectedNeighbors)[index];
var validNeighbors = new List<GraphConnection>(directions.Length + (layer == 0 ? customMovementLayersEnabledForLocomotor : 1));
for (var i = 0; i < directions.Length; i++)
{
var dir = directions[i];
var neighbor = position + dir;
if (!IsValidNeighbor(neighbor))
continue;
var pathCost = GetPathCostToNode(position, neighbor, dir);
if (pathCost != PathGraph.PathCostForInvalidPath &&
this[neighbor].Status != CellStatus.Closed)
validNeighbors.Add(new GraphConnection(neighbor, pathCost));
}
if (layer == 0)
{
foreach (var cml in CustomMovementLayers)
{
if (cml == null || !cml.EnabledForLocomotor(locomotor.Info))
continue;
var layerPosition = new CPos(position.X, position.Y, cml.Index);
if (!IsValidNeighbor(layerPosition))
continue;
var entryCost = cml.EntryMovementCost(locomotor.Info, layerPosition);
if (entryCost != PathGraph.MovementCostForUnreachableCell &&
CanEnterNode(position, layerPosition) &&
this[layerPosition].Status != CellStatus.Closed)
validNeighbors.Add(new GraphConnection(layerPosition, entryCost));
}
}
else
{
var groundPosition = new CPos(position.X, position.Y, 0);
if (IsValidNeighbor(groundPosition))
{
var exitCost = CustomMovementLayers[layer].ExitMovementCost(locomotor.Info, groundPosition);
if (exitCost != PathGraph.MovementCostForUnreachableCell &&
CanEnterNode(position, groundPosition) &&
this[groundPosition].Status != CellStatus.Closed)
validNeighbors.Add(new GraphConnection(groundPosition, exitCost));
}
}
return validNeighbors;
}
bool CanEnterNode(CPos srcNode, CPos destNode)
{
return
locomotor.MovementCostToEnterCell(actor, srcNode, destNode, check, ignoreActor)
!= PathGraph.MovementCostForUnreachableCell;
}
int GetPathCostToNode(CPos srcNode, CPos destNode, CVec direction)
{
var movementCost = locomotor.MovementCostToEnterCell(actor, srcNode, destNode, check, ignoreActor);
if (movementCost != PathGraph.MovementCostForUnreachableCell)
return CalculateCellPathCost(destNode, direction, movementCost);
return PathGraph.PathCostForInvalidPath;
}
int CalculateCellPathCost(CPos neighborCPos, CVec direction, short movementCost)
{
var cellCost = direction.X * direction.Y != 0
? Exts.MultiplyBySqrtTwo(movementCost)
: movementCost;
if (customCost != null)
{
var customCellCost = customCost(neighborCPos);
if (customCellCost == PathGraph.PathCostForInvalidPath)
return PathGraph.PathCostForInvalidPath;
cellCost += customCellCost;
}
// Directional bonuses for smoother flow!
if (laneBias)
{
var ux = neighborCPos.X + (inReverse ? 1 : 0) & 1;
var uy = neighborCPos.Y + (inReverse ? 1 : 0) & 1;
if ((ux == 0 && direction.Y < 0) || (ux == 1 && direction.Y > 0))
cellCost += LaneBiasCost;
if ((uy == 0 && direction.X < 0) || (uy == 1 && direction.X > 0))
cellCost += LaneBiasCost;
}
return cellCost;
}
protected virtual void Dispose(bool disposing) { }
public void Dispose()
{
Dispose(true);
}
}
}