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