Files
OpenRA/OpenRA.Mods.Common/Pathfinder/PathGraph.cs
RoosterDragon ac55c5bf09 Fix pathfinding using PriorityQueue incorrectly.
By providing a comparer that could change over time (as estimated costs on the graph were updated), this meant the priority queue could have its heap property invalidated and thus not maintain a correct ordering. Instead we store elements into the queue with their estimations at the time. This preserves the heap property and thus ensures the queue returns properly ordered results, although it may contain out of date estimations.

This also improves performance. The fixed comparer need not perform expensive lookups into the graph, but can instead use the readily available value. This speeds up adds and removes on the queue significantly.
2015-09-01 17:29:36 +01:00

200 lines
5.9 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using OpenRA.Mods.Common.Traits;
namespace OpenRA.Mods.Common.Pathfinder
{
/// <summary>
/// Represents a graph with nodes and edges
/// </summary>
/// <typeparam name="T">The type of node used in the graph</typeparam>
public interface IGraph<T> : IDisposable
{
/// <summary>
/// Gets all the Connections for a given node in the graph
/// </summary>
List<GraphConnection> GetConnections(CPos position);
/// <summary>
/// Retrieves an object given a node in the graph
/// </summary>
T this[CPos pos] { get; set; }
Func<CPos, bool> CustomBlock { get; set; }
Func<CPos, int> CustomCost { get; set; }
int LaneBias { get; set; }
bool InReverse { get; set; }
Actor IgnoredActor { get; set; }
World World { get; }
Actor Actor { get; }
}
public struct GraphConnection
{
public static readonly CostComparer ConnectionCostComparer = CostComparer.Instance;
public sealed class CostComparer : IComparer<GraphConnection>
{
public static readonly CostComparer Instance = new CostComparer();
CostComparer() { }
public int Compare(GraphConnection x, GraphConnection y)
{
return x.Cost.CompareTo(y.Cost);
}
}
public readonly CPos Destination;
public readonly int Cost;
public GraphConnection(CPos destination, int cost)
{
Destination = destination;
Cost = cost;
}
}
public class PathGraph : IGraph<CellInfo>
{
public Actor Actor { get; private set; }
public World World { get; private set; }
public Func<CPos, bool> CustomBlock { get; set; }
public Func<CPos, int> CustomCost { get; set; }
public int LaneBias { get; set; }
public bool InReverse { get; set; }
public Actor IgnoredActor { get; set; }
readonly CellConditions checkConditions;
readonly MobileInfo mobileInfo;
readonly MobileInfo.WorldMovementInfo worldMovementInfo;
CellLayer<CellInfo> cellInfo;
public PathGraph(CellLayer<CellInfo> cellInfo, MobileInfo mobileInfo, Actor actor, World world, bool checkForBlocked)
{
this.cellInfo = cellInfo;
World = world;
this.mobileInfo = mobileInfo;
worldMovementInfo = mobileInfo.GetWorldMovementInfo(world);
Actor = actor;
LaneBias = 1;
checkConditions = checkForBlocked ? CellConditions.TransientActors : CellConditions.None;
}
// 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, which we cannot exclude without knowing if
// the cell directly between them and our parent is passable.
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) },
new[] { new CVec(-1, -1), new CVec(0, -1), new CVec(1, -1) },
new[] { new CVec(-1, -1), new CVec(0, -1), new CVec(1, -1), new CVec(1, 0), new CVec(1, 1) },
new[] { new CVec(-1, -1), new CVec(-1, 0), new CVec(-1, 1) },
CVec.Directions,
new[] { new CVec(1, -1), new CVec(1, 0), new CVec(1, 1) },
new[] { new CVec(-1, -1), new CVec(-1, 0), new CVec(-1, 1), new CVec(0, 1), new CVec(1, 1) },
new[] { new CVec(-1, 1), new CVec(0, 1), new CVec(1, 1) },
new[] { new CVec(1, -1), new CVec(1, 0), new CVec(-1, 1), new CVec(0, 1), new CVec(1, 1) },
};
public List<GraphConnection> GetConnections(CPos position)
{
var previousPos = cellInfo[position].PreviousPos;
var dx = position.X - previousPos.X;
var dy = position.Y - previousPos.Y;
var index = dy * 3 + dx + 4;
var directions = DirectedNeighbors[index];
var validNeighbors = new List<GraphConnection>(directions.Length);
for (var i = 0; i < directions.Length; i++)
{
var neighbor = position + directions[i];
var movementCost = GetCostToNode(neighbor, directions[i]);
if (movementCost != Constants.InvalidNode)
validNeighbors.Add(new GraphConnection(neighbor, movementCost));
}
return validNeighbors;
}
int GetCostToNode(CPos destNode, CVec direction)
{
var movementCost = mobileInfo.MovementCostToEnterCell(worldMovementInfo, Actor, destNode, IgnoredActor, checkConditions);
if (movementCost != int.MaxValue && !(CustomBlock != null && CustomBlock(destNode)))
return CalculateCellCost(destNode, direction, movementCost);
return Constants.InvalidNode;
}
int CalculateCellCost(CPos neighborCPos, CVec direction, int movementCost)
{
var cellCost = movementCost;
if (direction.X * direction.Y != 0)
cellCost = (cellCost * 34) / 24;
if (CustomCost != null)
{
var customCost = CustomCost(neighborCPos);
if (customCost == Constants.InvalidNode)
return Constants.InvalidNode;
cellCost += customCost;
}
// directional bonuses for smoother flow!
if (LaneBias != 0)
{
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 += LaneBias;
if ((uy == 0 && direction.X < 0) || (uy == 1 && direction.X > 0))
cellCost += LaneBias;
}
return cellCost;
}
bool disposed;
public void Dispose()
{
if (disposed)
return;
disposed = true;
CellInfoLayerManager.Instance.PutBackIntoPool(cellInfo);
cellInfo = null;
GC.SuppressFinalize(this);
}
~PathGraph() { Dispose(); }
public CellInfo this[CPos pos]
{
get { return cellInfo[pos]; }
set { cellInfo[pos] = value; }
}
}
}