Files
OpenRA/OpenRA.Mods.Common/Pathfinder/PathSearch.cs
2016-02-21 16:30:48 +00:00

164 lines
5.2 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2016 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 System.Runtime.CompilerServices;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
namespace OpenRA.Mods.Common.Pathfinder
{
public sealed class PathSearch : BasePathSearch
{
// PERF: Maintain a pool of layers used for paths searches for each world. These searches are performed often
// so we wish to avoid the high cost of initializing a new search space every time by reusing the old ones.
static readonly ConditionalWeakTable<World, CellInfoLayerPool> LayerPoolTable = new ConditionalWeakTable<World, CellInfoLayerPool>();
static readonly ConditionalWeakTable<World, CellInfoLayerPool>.CreateValueCallback CreateLayerPool = world => new CellInfoLayerPool(world.Map);
static CellInfoLayerPool LayerPoolForWorld(World world)
{
return LayerPoolTable.GetValue(world, CreateLayerPool);
}
public override IEnumerable<Pair<CPos, int>> Considered
{
get { return considered; }
}
LinkedList<Pair<CPos, int>> considered;
#region Constructors
private PathSearch(IGraph<CellInfo> graph)
: base(graph)
{
considered = new LinkedList<Pair<CPos, int>>();
}
public static IPathSearch Search(World world, MobileInfo mi, Actor self, bool checkForBlocked, Func<CPos, bool> goalCondition)
{
var graph = new PathGraph(LayerPoolForWorld(world), mi, self, world, checkForBlocked);
var search = new PathSearch(graph);
search.isGoal = goalCondition;
search.heuristic = loc => 0;
return search;
}
public static IPathSearch FromPoint(World world, MobileInfo mi, Actor self, CPos from, CPos target, bool checkForBlocked)
{
var graph = new PathGraph(LayerPoolForWorld(world), mi, self, world, checkForBlocked);
var search = new PathSearch(graph)
{
heuristic = DefaultEstimator(target)
};
search.isGoal = loc =>
{
var locInfo = search.Graph[loc];
return locInfo.EstimatedTotal - locInfo.CostSoFar == 0;
};
if (world.Map.Contains(from))
search.AddInitialCell(from);
return search;
}
public static IPathSearch FromPoints(World world, MobileInfo mi, Actor self, IEnumerable<CPos> froms, CPos target, bool checkForBlocked)
{
var graph = new PathGraph(LayerPoolForWorld(world), mi, self, world, checkForBlocked);
var search = new PathSearch(graph)
{
heuristic = DefaultEstimator(target)
};
search.isGoal = loc =>
{
var locInfo = search.Graph[loc];
return locInfo.EstimatedTotal - locInfo.CostSoFar == 0;
};
foreach (var sl in froms.Where(sl => world.Map.Contains(sl)))
search.AddInitialCell(sl);
return search;
}
protected override void AddInitialCell(CPos location)
{
var cost = heuristic(location);
Graph[location] = new CellInfo(0, cost, location, CellStatus.Open);
var connection = new GraphConnection(location, cost);
OpenQueue.Add(connection);
StartPoints.Add(connection);
considered.AddLast(new Pair<CPos, int>(location, 0));
}
#endregion
/// <summary>
/// This function analyzes the neighbors of the most promising node in the Pathfinding graph
/// using the A* algorithm (A-star) and returns that node
/// </summary>
/// <returns>The most promising node of the iteration</returns>
public override CPos Expand()
{
var currentMinNode = OpenQueue.Pop().Destination;
var currentCell = Graph[currentMinNode];
Graph[currentMinNode] = new CellInfo(currentCell.CostSoFar, currentCell.EstimatedTotal, currentCell.PreviousPos, CellStatus.Closed);
if (Graph.CustomCost != null && Graph.CustomCost(currentMinNode) == Constants.InvalidNode)
return currentMinNode;
foreach (var connection in Graph.GetConnections(currentMinNode))
{
// Calculate the cost up to that point
var gCost = currentCell.CostSoFar + connection.Cost;
var neighborCPos = connection.Destination;
var neighborCell = Graph[neighborCPos];
// Cost is even higher; next direction:
if (neighborCell.Status == CellStatus.Closed || gCost >= neighborCell.CostSoFar)
continue;
// Now we may seriously consider this direction using heuristics. If the cell has
// already been processed, we can reuse the result (just the difference between the
// estimated total and the cost so far
int hCost;
if (neighborCell.Status == CellStatus.Open)
hCost = neighborCell.EstimatedTotal - neighborCell.CostSoFar;
else
hCost = heuristic(neighborCPos);
var estimatedCost = gCost + hCost;
Graph[neighborCPos] = new CellInfo(gCost, estimatedCost, currentMinNode, CellStatus.Open);
if (neighborCell.Status != CellStatus.Open)
OpenQueue.Add(new GraphConnection(neighborCPos, estimatedCost));
if (Debug)
{
if (gCost > MaxCost)
MaxCost = gCost;
considered.AddLast(new Pair<CPos, int>(neighborCPos, gCost));
}
}
return currentMinNode;
}
}
}