Files
OpenRA/OpenRA.Mods.Common/Pathfinder/PathGraph.cs
RoosterDragon d2935672ca Fix the shape of the IPathFinder interface, ensure all path searches use it.
Some path searches, using PathSearch, were created directly at the callsite rather than using the pathfinder trait. This means some searches did not not benefit from the performance checks done in the pathfinder trait. It also means the pathfinder trait was not responsible for all pathing done in the game. Fix this with the following changes:
- Create a sensible shape for the IPathFinder interface and promote it to a trait interface, allowing theoretical replacements of the implementation. Ensure none of the concrete classes in OpenRA.Mods.Common.Pathfinder are exposed in the interface to ensure this is possible.
- Update the PathFinder class to implement the interface, and update several callsites manually running pathfinding code to instead call the IPathFinder interface.
- Overall, this allows any implementation of the IPathFinder interface to intercept and control all path searching performed by the game. Previously some searches would not have used it, and no alternate implementations were possible as the existing implementation was hardcoded into the interface shape.

Additionally:
- Move the responsibility of finding paths on completed path searches from pathfinder to path search, which is a more sensible location.
- Clean up the pathfinder pre-search optimizations.
2022-04-18 11:18:43 +01:00

224 lines
8.7 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2021 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 supports a search over all cells within a map.
/// It implements the ability to cost and get connections for cells, and supports <see cref="ICustomMovementLayer"/>.
/// </summary>
sealed class PathGraph : IPathGraph
{
public const int PathCostForInvalidPath = int.MaxValue;
public const short MovementCostForUnreachableCell = short.MaxValue;
const int LaneBiasCost = 1;
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;
readonly CellInfoLayerPool.PooledCellInfoLayer pooledLayer;
readonly CellLayer<CellInfo>[] cellInfoForLayer;
public PathGraph(CellInfoLayerPool layerPool, 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;
// As we support a search over the whole map area,
// use the pool to grab the CellInfos we need to track the graph state.
// This allows us to avoid the cost of allocating large arrays constantly.
// PERF: Avoid LINQ
pooledLayer = layerPool.Get();
cellInfoForLayer = new CellLayer<CellInfo>[customMovementLayers.Length];
cellInfoForLayer[0] = pooledLayer.GetLayer();
foreach (var cml in customMovementLayers)
if (cml != null && cml.EnabledForLocomotor(locomotor.Info))
cellInfoForLayer[cml.Index] = pooledLayer.GetLayer();
}
// 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;
var pathCost = GetPathCostToNode(position, neighbor, dir);
if (pathCost != 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);
var entryCost = cml.EntryMovementCost(locomotor.Info, layerPosition);
if (entryCost != 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);
var exitCost = customMovementLayers[layer].ExitMovementCost(locomotor.Info, groundPosition);
if (exitCost != 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)
!= MovementCostForUnreachableCell;
}
int GetPathCostToNode(CPos srcNode, CPos destNode, CVec direction)
{
var movementCost = locomotor.MovementCostToEnterCell(actor, srcNode, destNode, check, ignoreActor);
if (movementCost != MovementCostForUnreachableCell)
return CalculateCellPathCost(destNode, direction, movementCost);
return 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 == PathCostForInvalidPath)
return 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;
}
public CellInfo this[CPos pos]
{
get => cellInfoForLayer[pos.Layer][pos];
set => cellInfoForLayer[pos.Layer][pos] = value;
}
public void Dispose()
{
pooledLayer.Dispose();
}
}
}