Introduced also a small Unit test project to prove it. - Separated caching capabilities from PathFinder class to increase cohesion and maintainability. Refactored the pathfinding algorithm by extracting methods based on responsibilities like calculating costs and reordering functions. These changes should provide a in average a small increase in pathfinding performance and maintainability. - Optimized the pathfinder algorithm to reuse calculations like the MovementCost and heuristics. - Introduced base classes, IPathSearch and IPriorityQueue interfaces, and restructured code to ease readability and testability - Renamed the PathFinder related classes to more appropriate names. Made the traits rely on the interface IPathfinder instead of concrete PathFinder implementation. - Massive performance improvements - Solved error with harvesters' Heuristic - Updated the heuristic to ease redability and adjustability. D can be adjusted to offer best paths by decreasing and more performance by increasing it - Refactored the CellLayer<CellInfo> creation in its own Singleton class - Extracted the graph abstraction onto an IGraph interface, making the Pathfinder agnostic to the definition of world and terrain. This abstraction can help in the future to be able to cache graphs for similar classes and their costs, speeding up the pathfinder and being able to feed the A* algorithm with different types of graphs like Hierarchical graphs
274 lines
7.7 KiB
C#
274 lines
7.7 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2015 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. For more information,
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* 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.Diagnostics;
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using System.Drawing;
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using System.Linq;
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using Moq;
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using NUnit.Framework;
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using OpenRA;
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using OpenRA.Mods.Common.Pathfinder;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Test;
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namespace PathfinderTests
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{
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[TestFixture]
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public class PathfinderTests
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{
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const int Width = 128;
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const int Height = 128;
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IWorld world;
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IMap map;
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IActor actor;
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[SetUp]
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public void Setup()
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{
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map = new FakeMap(Width, Height);
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var worldactor = new FakeActor();
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world = new FakeWorld(map, worldactor);
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actor = new FakeActor(world);
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}
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IMap BuildFakeMap(int mapWidth, int mapHeight)
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{
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var map = new Mock<IMap>();
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map.SetupGet(m => m.TileShape).Returns(TileShape.Rectangle);
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map.Setup(m => m.MapSize).Returns(new int2(mapWidth, mapHeight));
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map.Setup(m => m.Contains(It.Is<CPos>(pos => pos.X >= 0 && pos.X < mapWidth && pos.Y >= 0 && pos.Y < mapHeight))).Returns(true);
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return map.Object;
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}
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IWorld BuildFakeWorld(IMap map)
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{
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var world = new Mock<IWorld>();
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world.SetupGet(m => m.Map).Returns(map);
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world.SetupGet(m => m.WorldActor).Returns(new Mock<IActor>().Object);
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return world.Object;
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}
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static bool IsValidPos(CPos pos, int mapWidth, int mapHeight)
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{
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return pos.X >= 0 && pos.X < mapWidth && pos.Y >= 0 && pos.Y < mapHeight;
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}
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[Test]
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[Ignore]
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public void FindPathOnRoughTerrainTest()
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{
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// Arrange
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// Create the MobileInfo Mock. Playing with this can help to
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// check the different paths and points a unit can walk into
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var mi = new FakeMobileInfo(pos => !(!IsValidPos(pos, Width, Height) ||
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(pos.X == 50 && pos.Y < 100) ||
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(pos.X == 100 && pos.Y > 50)));
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var from = new CPos(1, 1);
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var target = new CPos(125, 75);
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IPathSearch search;
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Stopwatch stopwatch;
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List<CPos> path1 = null;
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List<CPos> path2 = null;
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List<CPos> path3 = null;
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List<CPos> path4 = null;
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List<CPos> path5 = null;
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List<CPos> path6 = null;
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List<CPos> path7 = null;
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List<CPos> path8 = null;
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var pathfinder = new PathFinder(world);
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// Act
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stopwatch = new Stopwatch();
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foreach (var a in Enumerable.Range(1, 50))
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{
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search = PathSearch.FromPoint(world, mi, actor, from, target, true);
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stopwatch.Start();
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path5 = pathfinder.FindPath(search);
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stopwatch.Stop();
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search = PathSearch.FromPoint(world, mi, actor, new CPos(0, 0), new CPos(51, 100), true);
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stopwatch.Start();
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path6 = pathfinder.FindPath(search);
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stopwatch.Stop();
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search = PathSearch.FromPoint(world, mi, actor, new CPos(0, 0), new CPos(49, 50), true);
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stopwatch.Start();
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path7 = pathfinder.FindPath(search);
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stopwatch.Stop();
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search = PathSearch.FromPoint(world, mi, actor, new CPos(127, 0), new CPos(50, 101), true);
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stopwatch.Start();
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path8 = pathfinder.FindPath(search);
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}
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Console.WriteLine("I took " + stopwatch.ElapsedMilliseconds + " ms with new pathfinder");
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IPathSearch search2;
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stopwatch = new Stopwatch();
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foreach (var a in Enumerable.Range(1, 50))
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{
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search = PathSearch.FromPoint(world, mi, actor, from, target, true);
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search2 = PathSearch.FromPoint(world, mi, actor, target, from, true).Reverse();
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stopwatch.Start();
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path5 = pathfinder.FindBidiPath(search, search2);
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stopwatch.Stop();
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search = PathSearch.FromPoint(world, mi, actor, new CPos(0, 0), new CPos(51, 100), true);
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search2 = PathSearch.FromPoint(world, mi, actor, new CPos(51, 100), new CPos(0, 0), true).Reverse();
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stopwatch.Start();
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path6 = pathfinder.FindBidiPath(search, search2);
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stopwatch.Stop();
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search = PathSearch.FromPoint(world, mi, actor, new CPos(0, 0), new CPos(49, 50), true);
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search2 = PathSearch.FromPoint(world, mi, actor, new CPos(49, 50), new CPos(0, 0), true).Reverse();
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stopwatch.Start();
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path7 = pathfinder.FindBidiPath(search, search2);
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stopwatch.Stop();
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search = PathSearch.FromPoint(world, mi, actor, new CPos(127, 0), new CPos(50, 101), true);
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search2 = PathSearch.FromPoint(world, mi, actor, new CPos(50, 101), new CPos(127, 0), true).Reverse();
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stopwatch.Start();
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path8 = pathfinder.FindBidiPath(search, search2);
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}
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Console.WriteLine("I took " + stopwatch.ElapsedMilliseconds + " ms with new FindBidipathfinder");
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}
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/// <summary>
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/// We can't rely on floating point math to be deterministic across all runtimes.
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/// The cases that use this will need to be changed to use integer math
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/// </summary>
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public const double Sqrt2 = 1.414;
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static int Est1(CPos here, CPos destination)
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{
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var diag = Math.Min(Math.Abs(here.X - destination.X), Math.Abs(here.Y - destination.Y));
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var straight = Math.Abs(here.X - destination.X) + Math.Abs(here.Y - destination.Y);
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// Min cost to arrive from once cell to an adjacent one
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// (125 according to tests)
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const int D = 100;
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// According to the information link, this is the shape of the function.
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// We just extract factors to simplify.
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var h = D * straight + (D * Sqrt2 - 2 * D) * diag;
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return (int)(h * 1.001);
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}
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static int Est2(CPos here, CPos destination)
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{
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var diag = Math.Min(Math.Abs(here.X - destination.X), Math.Abs(here.Y - destination.Y));
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var straight = Math.Abs(here.X - destination.X) + Math.Abs(here.Y - destination.Y);
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// HACK: this relies on fp and cell-size assumptions.
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var h = (100 * diag * Sqrt2) + 100 * (straight - (2 * diag));
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return (int)(h * 1.001);
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}
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/// <summary>
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/// Tests the refactor of the default heuristic for pathFinder
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/// </summary>
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[Test]
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public void EstimatorsTest()
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{
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Assert.AreEqual(Est1(new CPos(0, 0), new CPos(20, 30)), Est2(new CPos(0, 0), new CPos(20, 30)));
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}
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[Test]
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public void Remove1000StoredPaths()
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{
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var world = new Mock<IWorld>();
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world.SetupGet(m => m.WorldTick).Returns(50);
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var pathCacheStorage = new PathCacheStorage(world.Object);
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var stopwatch = new Stopwatch();
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for (var i = 0; i < 1100; i++)
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{
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if (i == 100)
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{
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// Let's make the world tick further so we can trigger the removals
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// when storing more stuff
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world.SetupGet(m => m.WorldTick).Returns(110);
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stopwatch.Start();
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}
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pathCacheStorage.Store(i.ToString(), new List<CPos>());
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if (i == 100)
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{
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stopwatch.Stop();
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Console.WriteLine("I took " + stopwatch.ElapsedMilliseconds + " ms to remove 1000 stored paths");
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}
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}
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}
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/// <summary>
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/// Test for the future feature of path smoothing for Pathfinder
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/// </summary>
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[Test]
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public void RayCastingTest()
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{
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// Arrange
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var sut = new RayCaster();
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CPos source = new CPos(1, 3);
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CPos target = new CPos(3, 0);
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// Act
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var valid = sut.RayCast(source, target);
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// Assert
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}
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}
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public class RayCaster
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{
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// Algorithm obtained in http://playtechs.blogspot.co.uk/2007/03/raytracing-on-grid.html
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public IEnumerable<CPos> RayCast(CPos source, CPos target)
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{
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int dx = Math.Abs(target.X - source.X);
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int dy = Math.Abs(target.Y - source.Y);
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int x = source.X;
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int y = source.Y;
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int x_inc = (target.X > source.X) ? 1 : -1;
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int y_inc = (target.Y > source.Y) ? 1 : -1;
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int error = dx - dy;
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dx *= 2;
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dy *= 2;
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for (int n = 1 + dx + dy; n > 0; --n)
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{
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yield return new CPos(x, y);
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if (error > 0)
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{
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x += x_inc;
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error -= dy;
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}
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else
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{
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y += y_inc;
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error += dx;
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}
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}
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}
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public bool RayClear()
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{
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return true;
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}
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}
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}
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