Actor previously cached targetable locations for static actors as an optimization. As we can no longer reference the IPositionable interface, move this optimization to HitShape instead. Although we lose some of the efficiency of caching the final result on the actor, we gain some by allowing HitShape to cache the results as long as they have not changed. So instead of being limited to static actors, we can extend the caching to currently stationary actor.
224 lines
8.7 KiB
C#
224 lines
8.7 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2021 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;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Mods.Common.Traits;
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namespace OpenRA.Mods.Common.Pathfinder
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{
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/// <summary>
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/// A dense pathfinding graph that supports a search over all cells within a map.
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/// It implements the ability to cost and get connections for cells, and supports <see cref="ICustomMovementLayer"/>.
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/// </summary>
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sealed class PathGraph : IPathGraph
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{
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public const int PathCostForInvalidPath = int.MaxValue;
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public const short MovementCostForUnreachableCell = short.MaxValue;
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const int LaneBiasCost = 1;
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readonly ICustomMovementLayer[] customMovementLayers;
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readonly int customMovementLayersEnabledForLocomotor;
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readonly Locomotor locomotor;
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readonly Actor actor;
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readonly World world;
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readonly BlockedByActor check;
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readonly Func<CPos, int> customCost;
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readonly Actor ignoreActor;
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readonly bool inReverse;
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readonly bool laneBias;
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readonly bool checkTerrainHeight;
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readonly CellInfoLayerPool.PooledCellInfoLayer pooledLayer;
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readonly CellLayer<CellInfo>[] cellInfoForLayer;
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public PathGraph(CellInfoLayerPool layerPool, Locomotor locomotor, Actor actor, World world, BlockedByActor check,
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Func<CPos, int> customCost, Actor ignoreActor, bool inReverse, bool laneBias)
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{
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customMovementLayers = world.GetCustomMovementLayers();
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customMovementLayersEnabledForLocomotor = customMovementLayers.Count(cml => cml != null && cml.EnabledForLocomotor(locomotor.Info));
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this.locomotor = locomotor;
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this.world = world;
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this.actor = actor;
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this.check = check;
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this.customCost = customCost;
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this.ignoreActor = ignoreActor;
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this.inReverse = inReverse;
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this.laneBias = laneBias;
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checkTerrainHeight = world.Map.Grid.MaximumTerrainHeight > 0;
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// As we support a search over the whole map area,
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// use the pool to grab the CellInfos we need to track the graph state.
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// This allows us to avoid the cost of allocating large arrays constantly.
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// PERF: Avoid LINQ
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pooledLayer = layerPool.Get();
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cellInfoForLayer = new CellLayer<CellInfo>[customMovementLayers.Length];
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cellInfoForLayer[0] = pooledLayer.GetLayer();
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foreach (var cml in customMovementLayers)
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if (cml != null && cml.EnabledForLocomotor(locomotor.Info))
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cellInfoForLayer[cml.Index] = pooledLayer.GetLayer();
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}
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// Sets of neighbors for each incoming direction. These exclude the neighbors which are guaranteed
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// to be reached more cheaply by a path through our parent cell which does not include the current cell.
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// For horizontal/vertical directions, the set is the three cells 'ahead'. For diagonal directions, the set
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// is the three cells ahead, plus the two cells to the side. Effectively, these are the cells left over
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// if you ignore the ones reachable from the parent cell.
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// We can do this because for any cell in range of both the current and parent location,
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// if we can reach it from one we are guaranteed to be able to reach it from the other.
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static readonly CVec[][] DirectedNeighbors =
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{
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new[] { new CVec(-1, -1), new CVec(0, -1), new CVec(1, -1), new CVec(-1, 0), new CVec(-1, 1) }, // TL
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new[] { new CVec(-1, -1), new CVec(0, -1), new CVec(1, -1) }, // T
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new[] { new CVec(-1, -1), new CVec(0, -1), new CVec(1, -1), new CVec(1, 0), new CVec(1, 1) }, // TR
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new[] { new CVec(-1, -1), new CVec(-1, 0), new CVec(-1, 1) }, // L
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CVec.Directions,
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new[] { new CVec(1, -1), new CVec(1, 0), new CVec(1, 1) }, // R
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new[] { new CVec(-1, -1), new CVec(-1, 0), new CVec(-1, 1), new CVec(0, 1), new CVec(1, 1) }, // BL
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new[] { new CVec(-1, 1), new CVec(0, 1), new CVec(1, 1) }, // B
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new[] { new CVec(1, -1), new CVec(1, 0), new CVec(-1, 1), new CVec(0, 1), new CVec(1, 1) }, // BR
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};
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// With height discontinuities between the parent and current cell, we cannot optimize the possible neighbors.
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// It is no longer true that for any cell in range of both the current and parent location,
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// if we can reach it from one we are guaranteed to be able to reach it from the other.
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// This is because a height discontinuity may have prevented the parent location from reaching,
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// but our current cell on a new height may be able to reach as the height difference may be small enough.
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// Therefore, we can only exclude the parent cell in each set of directions.
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static readonly CVec[][] DirectedNeighborsConservative =
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{
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CVec.Directions.Exclude(new CVec(1, 1)).ToArray(), // TL
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CVec.Directions.Exclude(new CVec(0, 1)).ToArray(), // T
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CVec.Directions.Exclude(new CVec(-1, 1)).ToArray(), // TR
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CVec.Directions.Exclude(new CVec(1, 0)).ToArray(), // L
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CVec.Directions,
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CVec.Directions.Exclude(new CVec(-1, 0)).ToArray(), // R
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CVec.Directions.Exclude(new CVec(1, -1)).ToArray(), // BL
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CVec.Directions.Exclude(new CVec(0, -1)).ToArray(), // B
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CVec.Directions.Exclude(new CVec(-1, -1)).ToArray(), // BR
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};
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public List<GraphConnection> GetConnections(CPos position)
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{
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var layer = position.Layer;
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var info = this[position];
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var previousNode = info.PreviousNode;
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var dx = position.X - previousNode.X;
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var dy = position.Y - previousNode.Y;
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var index = dy * 3 + dx + 4;
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var heightLayer = world.Map.Height;
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var directions =
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(checkTerrainHeight && layer == 0 && previousNode.Layer == 0 && heightLayer[position] != heightLayer[previousNode]
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? DirectedNeighborsConservative
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: DirectedNeighbors)[index];
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var validNeighbors = new List<GraphConnection>(directions.Length + (layer == 0 ? customMovementLayersEnabledForLocomotor : 1));
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for (var i = 0; i < directions.Length; i++)
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{
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var dir = directions[i];
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var neighbor = position + dir;
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var pathCost = GetPathCostToNode(position, neighbor, dir);
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if (pathCost != PathCostForInvalidPath &&
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this[neighbor].Status != CellStatus.Closed)
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validNeighbors.Add(new GraphConnection(neighbor, pathCost));
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}
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if (layer == 0)
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{
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foreach (var cml in customMovementLayers)
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{
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if (cml == null || !cml.EnabledForLocomotor(locomotor.Info))
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continue;
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var layerPosition = new CPos(position.X, position.Y, cml.Index);
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var entryCost = cml.EntryMovementCost(locomotor.Info, layerPosition);
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if (entryCost != MovementCostForUnreachableCell &&
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CanEnterNode(position, layerPosition) &&
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this[layerPosition].Status != CellStatus.Closed)
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validNeighbors.Add(new GraphConnection(layerPosition, entryCost));
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}
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}
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else
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{
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var groundPosition = new CPos(position.X, position.Y, 0);
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var exitCost = customMovementLayers[layer].ExitMovementCost(locomotor.Info, groundPosition);
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if (exitCost != MovementCostForUnreachableCell &&
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CanEnterNode(position, groundPosition) &&
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this[groundPosition].Status != CellStatus.Closed)
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validNeighbors.Add(new GraphConnection(groundPosition, exitCost));
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}
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return validNeighbors;
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}
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bool CanEnterNode(CPos srcNode, CPos destNode)
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{
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return
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locomotor.MovementCostToEnterCell(actor, srcNode, destNode, check, ignoreActor)
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!= MovementCostForUnreachableCell;
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}
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int GetPathCostToNode(CPos srcNode, CPos destNode, CVec direction)
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{
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var movementCost = locomotor.MovementCostToEnterCell(actor, srcNode, destNode, check, ignoreActor);
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if (movementCost != MovementCostForUnreachableCell)
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return CalculateCellPathCost(destNode, direction, movementCost);
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return PathCostForInvalidPath;
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}
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int CalculateCellPathCost(CPos neighborCPos, CVec direction, short movementCost)
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{
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var cellCost = direction.X * direction.Y != 0
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? Exts.MultiplyBySqrtTwo(movementCost)
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: movementCost;
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if (customCost != null)
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{
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var customCellCost = customCost(neighborCPos);
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if (customCellCost == PathCostForInvalidPath)
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return PathCostForInvalidPath;
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cellCost += customCellCost;
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}
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// Directional bonuses for smoother flow!
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if (laneBias)
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{
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var ux = neighborCPos.X + (inReverse ? 1 : 0) & 1;
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var uy = neighborCPos.Y + (inReverse ? 1 : 0) & 1;
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if ((ux == 0 && direction.Y < 0) || (ux == 1 && direction.Y > 0))
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cellCost += LaneBiasCost;
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if ((uy == 0 && direction.X < 0) || (uy == 1 && direction.X > 0))
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cellCost += LaneBiasCost;
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}
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return cellCost;
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}
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public CellInfo this[CPos pos]
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{
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get => cellInfoForLayer[pos.Layer][pos];
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set => cellInfoForLayer[pos.Layer][pos] = value;
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}
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public void Dispose()
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{
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pooledLayer.Dispose();
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}
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}
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}
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