Mindustry/core/src/mindustry/ai/ControlPathfinder.java
2025-04-30 13:10:01 -04:00

1628 lines
65 KiB
Java

package mindustry.ai;
import arc.*;
import arc.graphics.*;
import arc.graphics.g2d.*;
import arc.math.*;
import arc.math.geom.*;
import arc.struct.*;
import arc.util.*;
import mindustry.annotations.Annotations.*;
import mindustry.content.*;
import mindustry.core.*;
import mindustry.game.EventType.*;
import mindustry.game.*;
import mindustry.gen.*;
import mindustry.graphics.*;
import mindustry.world.*;
import static mindustry.Vars.*;
import static mindustry.ai.Pathfinder.*;
//https://webdocs.cs.ualberta.ca/~mmueller/ps/hpastar.pdf
//https://www.gameaipro.com/GameAIPro/GameAIPro_Chapter23_Crowd_Pathfinding_and_Steering_Using_Flow_Field_Tiles.pdf
public class ControlPathfinder implements Runnable{
private static final int wallImpassableCap = 1_000_000;
private static final int solidCap = 7000;
private static boolean initialized;
public static boolean showDebug;
public static final PathCost
costGround = (team, tile) ->
//deep is impassable
PathTile.allDeep(tile) ? impassable :
//impassable same-team or neutral block
PathTile.solid(tile) && ((PathTile.team(tile) == team && !PathTile.teamPassable(tile)) || PathTile.team(tile) == 0) ? impassable :
//impassable synthetic enemy block
((PathTile.team(tile) != team && PathTile.team(tile) != 0) && PathTile.solid(tile) ? wallImpassableCap : 0) +
1 +
(PathTile.nearSolid(tile) ? 6 : 0) +
(PathTile.nearLiquid(tile) ? 8 : 0) +
(PathTile.deep(tile) ? 6000 : 0) +
(PathTile.damages(tile) ? 50 : 0),
//same as ground but ignores liquids/deep stuff
costHover = (team, tile) ->
//impassable same-team or neutral block
PathTile.solid(tile) && ((PathTile.team(tile) == team && !PathTile.teamPassable(tile)) || PathTile.team(tile) == 0) ? impassable :
//impassable synthetic enemy block
((PathTile.team(tile) != team && PathTile.team(tile) != 0) && PathTile.solid(tile) ? wallImpassableCap : 0) +
1 +
(PathTile.nearSolid(tile) ? 6 : 0),
costLegs = (team, tile) ->
PathTile.legSolid(tile) ? impassable : 1 +
(PathTile.deep(tile) ? 6000 : 0) +
(PathTile.nearLegSolid(tile) ? 3 : 0),
costNaval = (team, tile) ->
//impassable same-team neutral block, or non-liquid
(PathTile.solid(tile) && ((PathTile.team(tile) == team && !PathTile.teamPassable(tile)) || PathTile.team(tile) == 0)) ? impassable :
(!PathTile.liquid(tile) ? 6000 : 1) +
//impassable synthetic enemy block
((PathTile.team(tile) != team && PathTile.team(tile) != 0) && PathTile.solid(tile) ? wallImpassableCap : 0) +
(PathTile.nearGround(tile) || PathTile.nearSolid(tile) ? 6 : 0);
public static final int
costIdGround = 0,
costIdHover = 1,
costIdLegs = 2,
costIdNaval = 3;
public static final Seq<PathCost> costTypes = Seq.with(
costGround,
costHover,
costLegs,
costNaval
);
private static final long maxUpdate = Time.millisToNanos(12);
private static final int updateStepInterval = 200;
private static final int updateFPS = 30;
private static final int updateInterval = 1000 / updateFPS, invalidateCheckInterval = 1000;
static final int clusterSize = 12;
static final int[] offsets = {
1, 0, //right: bottom to top
0, 1, //top: left to right
0, 0, //left: bottom to top
0, 0 //bottom: left to right
};
static final int[] moveDirs = {
0, 1,
1, 0,
0, 1,
1, 0
};
static final int[] nextOffsets = {
1, 0,
0, 1,
-1, 0,
0, -1
};
//maps team -> pathCost -> flattened array of clusters in 2D
//(what about teams? different path costs?)
final Cluster[][][] clusters = new Cluster[256][][];
final int cwidth = Mathf.ceil((float)world.width() / clusterSize), cheight = Mathf.ceil((float)world.height() / clusterSize);
//temporarily used for resolving connections for intra-edges
final IntSet usedEdges = new IntSet();
//tasks to run on pathfinding thread
final TaskQueue queue = new TaskQueue();
//individual requests based on unit - MAIN THREAD ONLY
final ObjectMap<Unit, PathRequest> unitRequests = new ObjectMap<>();
final Seq<PathRequest> threadPathRequests = new Seq<>(false);
//TODO: very dangerous usage;
//TODO - it is accessed from the main thread
//TODO - it is written to on the pathfinding thread
//maps position in world in (x + y * width format) | path type | team (bitpacked to long with FieldIndex.get) to a cache of flow fields
final LongMap<FieldCache> fields = new LongMap<>();
//MAIN THREAD ONLY
final Seq<FieldCache> fieldList = new Seq<>(false);
//these are for inner edge A* (temporary!)
final IntFloatMap innerCosts = new IntFloatMap();
final PathfindQueue innerFrontier = new PathfindQueue();
//ONLY modify on pathfinding thread.
final IntSet clustersToUpdate = new IntSet();
final IntSet clustersToInnerUpdate = new IntSet();
//PATHFINDING THREAD - requests that should be recomputed
final ObjectSet<PathRequest> invalidRequests = new ObjectSet<>();
/** Current pathfinding thread */
@Nullable Thread thread;
/** If true, this pathfinder is no longer relevant (stopped) and its errors can be ignored. */
volatile boolean invalidated;
//path requests are per-unit
static class PathRequest{
final Unit unit;
final int destination, team, costId;
//resulting path of nodes
final IntSeq resultPath = new IntSeq();
//node index -> total cost
@Nullable IntFloatMap costs = new IntFloatMap();
//node index (NodeIndex struct) -> node it came from TODO merge them, make properties of FieldCache?
@Nullable IntIntMap cameFrom = new IntIntMap();
//frontier for A*
@Nullable PathfindQueue frontier = new PathfindQueue();
//main thread only!
long lastUpdateId = state.updateId;
//both threads
volatile boolean notFound = false;
volatile boolean invalidated = false;
//old field assigned before everything was recomputed
@Nullable volatile FieldCache oldCache;
boolean lastRaycastResult = false;
int lastRaycastTile, lastWorldUpdate;
int lastTile;
@Nullable Tile lastTargetTile;
PathRequest(Unit unit, int team, int costId, int destination){
this.unit = unit;
this.costId = costId;
this.team = team;
this.destination = destination;
}
}
static class FieldCache{
final PathCost cost;
final int costId;
final int team;
final int goalPos;
//frontier for flow fields
final IntQueue frontier = new IntQueue();
//maps cluster index to field weights; 0 means uninitialized
final IntMap<int[]> fields = new IntMap<>();
//packed (goalPos | costId | team) long key to use in the global fields map
final long mapKey;
//main thread only!
long lastUpdateId = state.updateId;
//TODO: how are the nodes merged? CAN they be merged?
FieldCache(PathCost cost, int costId, int team, int goalPos){
this.cost = cost;
this.team = team;
this.goalPos = goalPos;
this.costId = costId;
this.mapKey = FieldIndex.get(goalPos, costId, team);
}
}
static class Cluster{
IntSeq[] portals = new IntSeq[4];
//maps rotation + index of portal to list of IntraEdge objects
LongSeq[][] portalConnections = new LongSeq[4][];
}
//this method is not run in a static initializer because it must only happen after Pathfinder registers its events, which means it should happen in the ControlPathfinder constructor
static void checkEvents(){
if(initialized) return;
initialized = true;
Events.on(ResetEvent.class, event -> controlPath.stop());
Events.on(WorldLoadEvent.class, event -> {
controlPath.stop();
//create a new pathfinder to avoid contaminating the new pathfinding state with the old thread, which may still be running
controlPath = new ControlPathfinder();
controlPath.start();
});
Events.on(TileChangeEvent.class, e -> {
controlPath.updateTile(e.tile);
});
//invalidate paths
Events.run(Trigger.update, () -> {
for(var req : controlPath.unitRequests.values()){
//skipped N update -> drop it
if(req.lastUpdateId <= state.updateId - 10 || !req.unit.isAdded()){
req.invalidated = true;
//concurrent modification!
controlPath.queue.post(() -> controlPath.threadPathRequests.remove(req));
Time.run(0f, () -> controlPath.unitRequests.remove(req.unit));
}
}
for(var field : controlPath.fieldList){
//skipped N update -> drop it
if(field.lastUpdateId <= state.updateId - 30){
//make sure it's only modified on the main thread...? but what about calling get() on this thread??
controlPath.queue.post(() -> controlPath.fields.remove(field.mapKey));
Time.run(0f, () -> controlPath.fieldList.remove(field));
}
}
});
if(showDebug){
Events.run(Trigger.draw, () -> {
int team = player.team().id;
int cost = 0;
Draw.draw(Layer.overlayUI, () -> {
Lines.stroke(1f);
if(controlPath.clusters[team] != null && controlPath.clusters[team][cost] != null){
for(int cx = 0; cx < controlPath.cwidth; cx++){
for(int cy = 0; cy < controlPath.cheight; cy++){
var cluster = controlPath.clusters[team][cost][cy * controlPath.cwidth + cx];
if(cluster != null){
Lines.stroke(0.5f);
Draw.color(Color.gray);
Lines.stroke(1f);
Lines.rect(cx * clusterSize * tilesize - tilesize/2f, cy * clusterSize * tilesize - tilesize/2f, clusterSize * tilesize, clusterSize * tilesize);
for(int d = 0; d < 4; d++){
IntSeq portals = cluster.portals[d];
if(portals != null){
for(int i = 0; i < portals.size; i++){
int pos = portals.items[i];
int from = Point2.x(pos), to = Point2.y(pos);
float width = tilesize * (Math.abs(from - to) + 1), height = tilesize;
controlPath.portalToVec(cluster, cx, cy, d, i, Tmp.v1);
Draw.color(Color.brown);
Lines.ellipse(30, Tmp.v1.x, Tmp.v1.y, width / 2f, height / 2f, d * 90f - 90f);
LongSeq connections = cluster.portalConnections[d] == null ? null : cluster.portalConnections[d][i];
if(connections != null){
Draw.color(Color.forest);
for(int coni = 0; coni < connections.size; coni ++){
long con = connections.items[coni];
controlPath.portalToVec(cluster, cx, cy, IntraEdge.dir(con), IntraEdge.portal(con), Tmp.v2);
float
x1 = Tmp.v1.x, y1 = Tmp.v1.y,
x2 = Tmp.v2.x, y2 = Tmp.v2.y;
Lines.line(x1, y1, x2, y2);
}
}
}
}
}
}
}
}
}
for(var fields : controlPath.fieldList){
try{
for(var entry : fields.fields){
int cx = entry.key % controlPath.cwidth, cy = entry.key / controlPath.cwidth;
for(int y = 0; y < clusterSize; y++){
for(int x = 0; x < clusterSize; x++){
int value = entry.value[x + y * clusterSize];
Tmp.c1.a = 1f;
Lines.stroke(0.8f, Tmp.c1.fromHsv(value * 3f, 1f, 1f));
Draw.alpha(0.5f);
Fill.square((x + cx * clusterSize) * tilesize, (y + cy * clusterSize) * tilesize, tilesize / 2f);
}
}
}
}catch(Exception ignored){} //probably has some concurrency issues when iterating but I don't care, this is for debugging
}
});
Draw.reset();
});
}
}
public ControlPathfinder(){
checkEvents();
}
public void updateTile(Tile tile){
tile.getLinkedTiles(this::updateSingleTile);
}
public void updateSingleTile(Tile t){
int x = t.x, y = t.y, mx = x % clusterSize, my = y % clusterSize, cx = x / clusterSize, cy = y / clusterSize, cluster = cx + cy * cwidth;
//is at the edge of a cluster; this means the portals may have changed.
if(mx == 0 || my == 0 || mx == clusterSize - 1 || my == clusterSize - 1){
if(mx == 0) queueClusterUpdate(cx - 1, cy); //left
if(my == 0) queueClusterUpdate(cx, cy - 1); //bottom
if(mx == clusterSize - 1) queueClusterUpdate(cx + 1, cy); //right
if(my == clusterSize - 1) queueClusterUpdate(cx, cy + 1); //top
queueClusterUpdate(cx, cy);
//TODO: recompute edge clusters too.
}else{
//there is no need to recompute portals for block updates that are not on the edge.
queue.post(() -> clustersToInnerUpdate.add(cluster));
}
}
void queueClusterUpdate(int cx, int cy){
if(cx >= 0 && cy >= 0 && cx < cwidth && cy < cheight){
queue.post(() -> clustersToUpdate.add(cx + cy * cwidth));
}
}
//debugging only!
void portalToVec(Cluster cluster, int cx, int cy, int direction, int portalIndex, Vec2 out){
int pos = cluster.portals[direction].items[portalIndex];
int from = Point2.x(pos), to = Point2.y(pos);
int addX = moveDirs[direction * 2], addY = moveDirs[direction * 2 + 1];
float average = (from + to) / 2f;
float
x = (addX * average + cx * clusterSize + offsets[direction * 2] * (clusterSize - 1) + nextOffsets[direction * 2] / 2f) * tilesize,
y = (addY * average + cy * clusterSize + offsets[direction * 2 + 1] * (clusterSize - 1) + nextOffsets[direction * 2 + 1] / 2f) * tilesize;
out.set(x, y);
}
/** Starts or restarts the pathfinding thread. */
private void start(){
if(net.client() || thread != null) return;
thread = new Thread(this, "Control Pathfinder");
thread.setPriority(Thread.MIN_PRIORITY);
thread.setDaemon(true);
thread.start();
}
/** Stops the pathfinding thread. */
private void stop(){
if(thread != null){
thread.interrupt();
thread = null;
}
invalidated = true;
queue.clear();
}
/** @return a cluster at coordinates; can be null if not cluster was created yet*/
@Nullable Cluster getCluster(int team, int pathCost, int cx, int cy){
return getCluster(team, pathCost, cx + cy * cwidth);
}
/** @return a cluster at coordinates; can be null if not cluster was created yet*/
@Nullable Cluster getCluster(int team, int pathCost, int clusterIndex){
if(clusters == null) return null;
Cluster[][] dim1 = clusters[team];
if(dim1 == null) return null;
Cluster[] dim2 = dim1[pathCost];
//TODO: how can index out of bounds happen? || clusterIndex >= dim2.length
if(dim2 == null) return null;
return dim2[clusterIndex];
}
/** @return the cluster at specified coordinates; never null. */
Cluster getCreateCluster(int team, int pathCost, int cx, int cy){
return getCreateCluster(team, pathCost, cx + cy * cwidth);
}
/** @return the cluster at specified coordinates; never null. */
Cluster getCreateCluster(int team, int pathCost, int clusterIndex){
Cluster result = getCluster(team, pathCost, clusterIndex);
if(result == null){
return updateCluster(team, pathCost, clusterIndex % cwidth, clusterIndex / cwidth);
}else{
return result;
}
}
Cluster updateCluster(int team, int pathCost, int cx, int cy){
//TODO: what if clusters are null for thread visibility reasons?
Cluster[][] dim1 = clusters[team];
if(dim1 == null){
dim1 = clusters[team] = new Cluster[Team.all.length][];
}
Cluster[] dim2 = dim1[pathCost];
if(dim2 == null){
dim2 = dim1[pathCost] = new Cluster[cwidth * cheight];
}
Cluster cluster = dim2[cy * cwidth + cx];
if(cluster == null){
cluster = dim2[cy * cwidth + cx] = new Cluster();
}else{
//reset data
for(var p : cluster.portals){
if(p != null){
p.clear();
}
}
}
PathCost cost = idToCost(pathCost);
for(int direction = 0; direction < 4; direction++){
int otherX = cx + Geometry.d4x(direction), otherY = cy + Geometry.d4y(direction);
//out of bounds, no portals in this direction
if(otherX < 0 || otherY < 0 || otherX >= cwidth || otherY >= cheight){
continue;
}
Cluster other = dim2[otherX + otherY * cwidth];
IntSeq portals;
if(other == null){
//create new portals at direction
portals = cluster.portals[direction] = new IntSeq(4);
}else{
//share portals with the other cluster
portals = cluster.portals[direction] = other.portals[(direction + 2) % 4];
//apparently this is somehow possible...?
if(portals == null){
portals = cluster.portals[direction] = other.portals[(direction + 2) % 4] = new IntSeq();
}
//clear the portals, they're being recalculated now
portals.clear();
}
int addX = moveDirs[direction * 2], addY = moveDirs[direction * 2 + 1];
int
baseX = cx * clusterSize + offsets[direction * 2] * (clusterSize - 1),
baseY = cy * clusterSize + offsets[direction * 2 + 1] * (clusterSize - 1),
nextBaseX = baseX + Geometry.d4[direction].x,
nextBaseY = baseY + Geometry.d4[direction].y;
int lastPortal = -1;
boolean prevSolid = true;
for(int i = 0; i < clusterSize; i++){
int x = baseX + addX * i, y = baseY + addY * i;
//scan for portals
if(solid(team, cost, x, y) || solid(team, cost, nextBaseX + addX * i, nextBaseY + addY * i)){
int previous = i - 1;
//hit a wall, create portals between the two points
if(!prevSolid && previous >= lastPortal){
//portals are an inclusive range
portals.add(Point2.pack(previous, lastPortal));
}
prevSolid = true;
}else{
//empty area encountered, mark the location of portal start
if(prevSolid){
lastPortal = i;
}
prevSolid = false;
}
}
//at the end of the loop, close any un-initialized portals; this is copy pasted code
int previous = clusterSize - 1;
if(!prevSolid && previous >= lastPortal){
//portals are an inclusive range
portals.add(Point2.pack(previous, lastPortal));
}
}
updateInnerEdges(team, cost, cx, cy, cluster);
return cluster;
}
void updateInnerEdges(int team, int cost, int cx, int cy, Cluster cluster){
updateInnerEdges(team, idToCost(cost), cx, cy, cluster);
}
void updateInnerEdges(int team, PathCost cost, int cx, int cy, Cluster cluster){
int minX = cx * clusterSize, minY = cy * clusterSize, maxX = Math.min(minX + clusterSize - 1, wwidth - 1), maxY = Math.min(minY + clusterSize - 1, wheight - 1);
usedEdges.clear();
//clear all connections, since portals changed, they need to be recomputed.
cluster.portalConnections = new LongSeq[4][];
for(int direction = 0; direction < 4; direction++){
var portals = cluster.portals[direction];
if(portals == null) continue;
int addX = moveDirs[direction * 2], addY = moveDirs[direction * 2 + 1];
for(int i = 0; i < portals.size; i++){
usedEdges.add(Point2.pack(direction, i));
int
portal = portals.items[i],
from = Point2.x(portal), to = Point2.y(portal),
average = (from + to) / 2,
x = (addX * average + cx * clusterSize + offsets[direction * 2] * (clusterSize - 1)),
y = (addY * average + cy * clusterSize + offsets[direction * 2 + 1] * (clusterSize - 1));
for(int otherDir = 0; otherDir < 4; otherDir++){
var otherPortals = cluster.portals[otherDir];
if(otherPortals == null) continue;
for(int j = 0; j < otherPortals.size; j++){
if(!usedEdges.contains(Point2.pack(otherDir, j))){
int
other = otherPortals.items[j],
otherFrom = Point2.x(other), otherTo = Point2.y(other),
otherAverage = (otherFrom + otherTo) / 2,
ox = cx * clusterSize + offsets[otherDir * 2] * (clusterSize - 1),
oy = cy * clusterSize + offsets[otherDir * 2 + 1] * (clusterSize - 1),
otherX = (moveDirs[otherDir * 2] * otherAverage + ox),
otherY = (moveDirs[otherDir * 2 + 1] * otherAverage + oy);
//duplicate portal; should never happen.
if(Point2.pack(x, y) == Point2.pack(otherX, otherY)){
continue;
}
float connectionCost = innerAstar(
team, cost,
minX, minY, maxX, maxY,
x + y * wwidth,
otherX + otherY * wwidth,
(moveDirs[otherDir * 2] * otherFrom + ox),
(moveDirs[otherDir * 2 + 1] * otherFrom + oy),
(moveDirs[otherDir * 2] * otherTo + ox),
(moveDirs[otherDir * 2 + 1] * otherTo + oy)
);
if(connectionCost != -1f){
if(cluster.portalConnections[direction] == null) cluster.portalConnections[direction] = new LongSeq[cluster.portals[direction].size];
if(cluster.portalConnections[otherDir] == null) cluster.portalConnections[otherDir] = new LongSeq[cluster.portals[otherDir].size];
if(cluster.portalConnections[direction][i] == null) cluster.portalConnections[direction][i] = new LongSeq(8);
if(cluster.portalConnections[otherDir][j] == null) cluster.portalConnections[otherDir][j] = new LongSeq(8);
//TODO: can there be duplicate edges??
cluster.portalConnections[direction][i].add(IntraEdge.get(otherDir, j, connectionCost));
cluster.portalConnections[otherDir][j].add(IntraEdge.get(direction, i, connectionCost));
}
}
}
}
}
}
}
//distance heuristic: manhattan
private static float heuristic(int a, int b){
int x = a % wwidth, x2 = b % wwidth, y = a / wwidth, y2 = b / wwidth;
return Math.abs(x - x2) + Math.abs(y - y2);
}
private static int tcost(int team, PathCost cost, int tilePos){
return cost.getCost(team, pathfinder.tiles[tilePos]);
}
private static float tileCost(int team, PathCost type, int a, int b){
//currently flat cost
return cost(team, type, b);
}
/** @return -1 if no path was found */
float innerAstar(int team, PathCost cost, int minX, int minY, int maxX, int maxY, int startPos, int goalPos, int goalX1, int goalY1, int goalX2, int goalY2){
var frontier = innerFrontier;
var costs = innerCosts;
frontier.clear();
costs.clear();
//TODO: this can be faster and more memory efficient by making costs a NxN array... probably?
costs.put(startPos, 0);
frontier.add(startPos, 0);
if(goalX2 < goalX1){
int tmp = goalX1;
goalX1 = goalX2;
goalX2 = tmp;
}
if(goalY2 < goalY1){
int tmp = goalY1;
goalY1 = goalY2;
goalY2 = tmp;
}
while(frontier.size > 0){
int current = frontier.poll();
int cx = current % wwidth, cy = current / wwidth;
//found the goal (it's in the portal rectangle)
if((cx >= goalX1 && cy >= goalY1 && cx <= goalX2 && cy <= goalY2) || current == goalPos){
return costs.get(current);
}
for(Point2 point : Geometry.d4){
int newx = cx + point.x, newy = cy + point.y;
int next = newx + wwidth * newy;
if(newx > maxX || newy > maxY || newx < minX || newy < minY || tcost(team, cost, next) == impassable) continue;
float add = tileCost(team, cost, current, next);
if(add < 0) continue;
float newCost = costs.get(current) + add;
if(newCost < costs.get(next, Float.POSITIVE_INFINITY)){
costs.put(next, newCost);
float priority = newCost + heuristic(next, goalPos);
frontier.add(next, priority);
}
}
}
return -1f;
}
int makeNodeIndex(int cx, int cy, int dir, int portal){
//to make sure there's only one way to refer to each node, the direction must be 0 or 1 (referring to portals on the top or right edge)
//direction can only be 2 if cluster X is 0 (left edge of map)
if(dir == 2 && cx != 0){
dir = 0;
cx --;
}
//direction can only be 3 if cluster Y is 0 (bottom edge of map)
if(dir == 3 && cy != 0){
dir = 1;
cy --;
}
return NodeIndex.get(cx + cy * cwidth, dir, portal);
}
//uses A* to find the closest node index to specified coordinates
//this node is used in cluster A*
/** @return MAX_VALUE if no node is found */
private int findClosestNode(int team, int pathCost, int tileX, int tileY){
int cx = tileX / clusterSize, cy = tileY / clusterSize;
if(cx < 0 || cy < 0 || cx >= cwidth || cy >= cheight){
return Integer.MAX_VALUE;
}
PathCost cost = idToCost(pathCost);
Cluster cluster = getCreateCluster(team, pathCost, cx, cy);
int minX = cx * clusterSize, minY = cy * clusterSize, maxX = Math.min(minX + clusterSize - 1, wwidth - 1), maxY = Math.min(minY + clusterSize - 1, wheight - 1);
int bestPortalPair = Integer.MAX_VALUE;
float bestCost = Float.MAX_VALUE;
//A* to every node, find the best one (I know there's a better algorithm for this, probably dijkstra)
for(int dir = 0; dir < 4; dir++){
var portals = cluster.portals[dir];
if(portals == null) continue;
for(int j = 0; j < portals.size; j++){
int
other = portals.items[j],
otherFrom = Point2.x(other), otherTo = Point2.y(other),
otherAverage = (otherFrom + otherTo) / 2,
ox = cx * clusterSize + offsets[dir * 2] * (clusterSize - 1),
oy = cy * clusterSize + offsets[dir * 2 + 1] * (clusterSize - 1),
otherX = (moveDirs[dir * 2] * otherAverage + ox),
otherY = (moveDirs[dir * 2 + 1] * otherAverage + oy);
float connectionCost = innerAstar(
team, cost,
minX, minY, maxX, maxY,
tileX + tileY * wwidth,
otherX + otherY * wwidth,
(moveDirs[dir * 2] * otherFrom + ox),
(moveDirs[dir * 2 + 1] * otherFrom + oy),
(moveDirs[dir * 2] * otherTo + ox),
(moveDirs[dir * 2 + 1] * otherTo + oy)
);
//better cost found, update and return
if(connectionCost != -1f && connectionCost < bestCost){
bestPortalPair = Point2.pack(dir, j);
bestCost = connectionCost;
}
}
}
if(bestPortalPair != Integer.MAX_VALUE){
return makeNodeIndex(cx, cy, Point2.x(bestPortalPair), Point2.y(bestPortalPair));
}
return Integer.MAX_VALUE;
}
//distance heuristic: manhattan
private float clusterNodeHeuristic(int team, int pathCost, int nodeA, int nodeB){
int
clusterA = NodeIndex.cluster(nodeA),
dirA = NodeIndex.dir(nodeA),
portalA = NodeIndex.portal(nodeA),
clusterB = NodeIndex.cluster(nodeB),
dirB = NodeIndex.dir(nodeB),
portalB = NodeIndex.portal(nodeB),
rangeA = getCreateCluster(team, pathCost, clusterA).portals[dirA].items[portalA],
rangeB = getCreateCluster(team, pathCost, clusterB).portals[dirB].items[portalB];
float
averageA = (Point2.x(rangeA) + Point2.y(rangeA)) / 2f,
x1 = (moveDirs[dirA * 2] * averageA + (clusterA % cwidth) * clusterSize + offsets[dirA * 2] * (clusterSize - 1) + nextOffsets[dirA * 2] / 2f),
y1 = (moveDirs[dirA * 2 + 1] * averageA + (clusterA / cwidth) * clusterSize + offsets[dirA * 2 + 1] * (clusterSize - 1) + nextOffsets[dirA * 2 + 1] / 2f),
averageB = (Point2.x(rangeB) + Point2.y(rangeB)) / 2f,
x2 = (moveDirs[dirB * 2] * averageB + (clusterB % cwidth) * clusterSize + offsets[dirB * 2] * (clusterSize - 1) + nextOffsets[dirB * 2] / 2f),
y2 = (moveDirs[dirB * 2 + 1] * averageB + (clusterB / cwidth) * clusterSize + offsets[dirB * 2 + 1] * (clusterSize - 1) + nextOffsets[dirB * 2 + 1] / 2f);
return Math.abs(x1 - x2) + Math.abs(y1 - y2);
}
@Nullable IntSeq clusterAstar(PathRequest request, int pathCost, int startNodeIndex, int endNodeIndex){
var result = request.resultPath;
if(startNodeIndex == endNodeIndex){
result.clear();
result.add(startNodeIndex);
return result;
}
var team = request.team;
if(request.costs == null) request.costs = new IntFloatMap();
if(request.cameFrom == null) request.cameFrom = new IntIntMap();
if(request.frontier == null) request.frontier = new PathfindQueue();
//note: these are NOT cleared, it is assumed that this function cleans up after itself at the end
//is this a good idea? don't know, might hammer the GC with unnecessary objects too
var costs = request.costs;
var cameFrom = request.cameFrom;
var frontier = request.frontier;
cameFrom.put(startNodeIndex, startNodeIndex);
costs.put(startNodeIndex, 0);
frontier.add(startNodeIndex, 0);
boolean foundEnd = false;
while(frontier.size > 0){
int current = frontier.poll();
if(current == endNodeIndex){
foundEnd = true;
break;
}
int cluster = NodeIndex.cluster(current), dir = NodeIndex.dir(current), portal = NodeIndex.portal(current);
int cx = cluster % cwidth, cy = cluster / cwidth;
//invalid cluster index (TODO: how?)
if(cx >= cwidth || cy >= cheight || cx < 0 || cy < 0) continue;
Cluster clust = getCreateCluster(team, pathCost, cluster);
LongSeq innerCons = clust.portalConnections[dir] == null || portal >= clust.portalConnections[dir].length ? null : clust.portalConnections[dir][portal];
//edges for the cluster the node is 'in'
if(innerCons != null){
checkEdges(request, team, pathCost, current, endNodeIndex, cx, cy, innerCons);
}
//edges that this node 'faces' from the other side
int nextCx = cx + Geometry.d4[dir].x, nextCy = cy + Geometry.d4[dir].y;
if(nextCx >= 0 && nextCy >= 0 && nextCx < cwidth && nextCy < cheight){
Cluster nextCluster = getCreateCluster(team, pathCost, nextCx, nextCy);
int relativeDir = (dir + 2) % 4;
LongSeq outerCons = nextCluster.portalConnections[relativeDir] == null || nextCluster.portalConnections[relativeDir].length <= portal ? null : nextCluster.portalConnections[relativeDir][portal];
if(outerCons != null){
checkEdges(request, team, pathCost, current, endNodeIndex, nextCx, nextCy, outerCons);
}
}
}
//null them out, so they get GC'ed later
//there's no reason to keep them around and waste memory, since this path may never be recalculated
request.costs = null;
request.cameFrom = null;
request.frontier = null;
if(foundEnd){
result.clear();
int cur = endNodeIndex;
while(cur != startNodeIndex){
result.add(cur);
cur = cameFrom.get(cur);
}
result.reverse();
return result;
}
return null;
}
private void checkEdges(PathRequest request, int team, int pathCost, int current, int goal, int cx, int cy, LongSeq connections){
for(int i = 0; i < connections.size; i++){
long con = connections.items[i];
float cost = IntraEdge.cost(con);
int otherDir = IntraEdge.dir(con), otherPortal = IntraEdge.portal(con);
int next = makeNodeIndex(cx, cy, otherDir, otherPortal);
float newCost = request.costs.get(current) + cost;
if(newCost < request.costs.get(next, Float.POSITIVE_INFINITY)){
request.costs.put(next, newCost);
request.frontier.add(next, newCost + clusterNodeHeuristic(team, pathCost, next, goal));
request.cameFrom.put(next, current);
}
}
}
private void updateFields(FieldCache cache, long nsToRun){
var frontier = cache.frontier;
var fields = cache.fields;
var goalPos = cache.goalPos;
var pcost = cache.cost;
var team = cache.team;
long start = Time.nanos();
int counter = 0;
//actually do the flow field part
while(frontier.size > 0){
int tile = frontier.removeLast();
int baseX = tile % wwidth, baseY = tile / wwidth;
int curWeightIndex = (baseX / clusterSize) + (baseY / clusterSize) * cwidth;
//TODO: how can this be null??? serious problem!
int[] curWeights = fields.get(curWeightIndex);
if(curWeights == null) continue;
int cost = curWeights[baseX % clusterSize + ((baseY % clusterSize) * clusterSize)];
if(cost != impassable){
for(Point2 point : Geometry.d4){
int
dx = baseX + point.x, dy = baseY + point.y,
clx = dx / clusterSize, cly = dy / clusterSize;
if(clx < 0 || cly < 0 || dx >= wwidth || dy >= wheight) continue;
int nextWeightIndex = clx + cly * cwidth;
int[] weights = nextWeightIndex == curWeightIndex ? curWeights : fields.get(nextWeightIndex);
//out of bounds; not allowed to move this way because no weights were registered here
if(weights == null) continue;
int newPos = tile + point.x + point.y * wwidth;
//can't move back to the goal
if(newPos == goalPos) continue;
if(dx - clx * clusterSize < 0 || dy - cly * clusterSize < 0) continue;
int newPosArray = (dx - clx * clusterSize) + (dy - cly * clusterSize) * clusterSize;
int otherCost = pcost.getCost(team, pathfinder.tiles[newPos]);
int oldCost = weights[newPosArray];
//a cost of 0 means uninitialized, OR it means we're at the goal position, but that's handled above
if((oldCost == 0 || oldCost > cost + otherCost) && otherCost != impassable){
frontier.addFirst(newPos);
weights[newPosArray] = cost + otherCost;
}
}
}
//every N iterations, check the time spent - this prevents extra calls to nano time, which itself is slow
if(nsToRun >= 0 && (counter++) >= updateStepInterval){
counter = 0;
if(Time.timeSinceNanos(start) >= nsToRun){
return;
}
}
}
}
private void addFlowCluster(FieldCache cache, int cluster, boolean addingFrontier){
addFlowCluster(cache, cluster % cwidth, cluster / cwidth, addingFrontier);
}
private void addFlowCluster(FieldCache cache, int cx, int cy, boolean addingFrontier){
//out of bounds
if(cx < 0 || cy < 0 || cx >= cwidth || cy >= cheight) return;
var fields = cache.fields;
int key = cx + cy * cwidth;
if(!fields.containsKey(key)){
fields.put(key, new int[clusterSize * clusterSize]);
if(addingFrontier){
for(int dir = 0; dir < 4; dir++){
int ox = cx + nextOffsets[dir * 2], oy = cy + nextOffsets[dir * 2 + 1];
if(ox < 0 || oy < 0 || ox >= cwidth || oy >= cheight) continue;
var otherField = fields.get(ox + oy * cwidth);
if(otherField == null) continue;
int
relOffset = (dir + 2) % 4,
movex = moveDirs[relOffset * 2],
movey = moveDirs[relOffset * 2 + 1],
otherx1 = offsets[relOffset * 2] * (clusterSize - 1),
othery1 = offsets[relOffset * 2 + 1] * (clusterSize - 1);
//scan the edge of the cluster
for(int i = 0; i < clusterSize; i++){
int x = otherx1 + movex * i, y = othery1 + movey * i;
//check to make sure it's not 0 (uninitialized flowfield data)
if(otherField[x + y * clusterSize] > 0){
int worldX = x + ox * clusterSize, worldY = y + oy * clusterSize;
//add the world-relative position to the frontier, so it recalculates
cache.frontier.addFirst(worldX + worldY * wwidth);
if(showDebug){
Core.app.post(() -> Fx.placeBlock.at(worldX *tilesize, worldY * tilesize, 1f));
}
}
}
}
}
}
}
private void initializePathRequest(PathRequest request, int team, int costId, int unitX, int unitY, int goalX, int goalY){
PathCost pcost = idToCost(costId);
int goalPos = (goalX + goalY * wwidth);
int node = findClosestNode(team, costId, unitX, unitY);
int dest = findClosestNode(team, costId, goalX, goalY);
if(dest == Integer.MAX_VALUE){
request.notFound = true;
//no node found (TODO: invalid state??)
return;
}
var nodePath = clusterAstar(request, costId, node, dest);
//no result found, bail out.
if(nodePath == null){
request.notFound = true;
//stop following the old path, it's not relevant now, it's just not possible to reach the destination anymore
request.oldCache = null;
return;
}
FieldCache cache = fields.get(FieldIndex.get(goalPos, costId, team));
//if true, extra values are added on the sides of existing field cells that face new cells.
boolean addingFrontier = true;
//create the cache if it doesn't exist, and initialize it
if(cache == null){
cache = new FieldCache(pcost, costId, team, goalPos);
fields.put(cache.mapKey, cache);
FieldCache fcache = cache;
//register field in main thread for iteration
Core.app.post(() -> fieldList.add(fcache));
cache.frontier.addFirst(goalPos);
addingFrontier = false; //when it's a new field, there is no need to add to the frontier to merge the flowfield
}
if(nodePath != null){
int cx = unitX / clusterSize, cy = unitY / clusterSize;
addFlowCluster(cache, cx, cy, addingFrontier);
for(int i = -1; i < nodePath.size; i++){
int
current = i == -1 ? node : nodePath.items[i],
cluster = NodeIndex.cluster(current),
dir = NodeIndex.dir(current),
dx = Geometry.d4[dir].x,
dy = Geometry.d4[dir].y,
ox = cluster % cwidth + dx,
oy = cluster / cwidth + dy;
addFlowCluster(cache, cluster, addingFrontier);
//store directional/flipped version of cluster
if(ox >= 0 && oy >= 0 && ox < cwidth && oy < cheight){
int other = ox + oy * cwidth;
addFlowCluster(cache, other, addingFrontier);
}
}
}
}
private PathCost idToCost(int costId){
return ControlPathfinder.costTypes.get(costId);
}
public static boolean isNearObstacle(Unit unit, int x1, int y1, int x2, int y2){
return raycast(unit.team().id, unit.type.pathCost, x1, y1, x2, y2);
}
public boolean getPathPosition(Unit unit, Vec2 destination, Vec2 out, @Nullable boolean[] noResultFound){
return getPathPosition(unit, destination, destination, out, noResultFound);
}
public boolean getPathPosition(Unit unit, Vec2 destination, Vec2 mainDestination, Vec2 out, @Nullable boolean[] noResultFound){
if(noResultFound != null){
noResultFound[0] = false;
}
int costId = unit.type.pathCostId;
PathCost cost = idToCost(costId);
int
team = unit.team.id,
tileX = unit.tileX(),
tileY = unit.tileY(),
packedPos = world.packArray(tileX, tileY),
destX = World.toTile(mainDestination.x),
destY = World.toTile(mainDestination.y),
actualDestX = World.toTile(destination.x),
actualDestY = World.toTile(destination.y),
actualDestPos = actualDestX + actualDestY * wwidth,
destPos = destX + destY * wwidth;
PathRequest request = unitRequests.get(unit);
unit.hitboxTile(Tmp.r3);
//tile rect size has tile size factored in, since the ray cannot have thickness
float tileRectSize = tilesize + Tmp.r3.height;
int lastRaycastTile = request == null || world.tileChanges != request.lastWorldUpdate ? -1 : request.lastRaycastTile;
boolean raycastResult = request != null && request.lastRaycastResult;
//cache raycast results to run every time the world updates, and every tile the unit crosses
if(lastRaycastTile != packedPos){
//near the destination, standard raycasting tends to break down, so use the more permissive 'near' variant that doesn't take into account edges of walls
raycastResult = unit.within(destination, tilesize * 2.5f) ?
!raycastRect(unit.x, unit.y, destination.x, destination.y, team, cost, tileX, tileY, actualDestX, actualDestY, tileRectSize) :
!raycast(team, cost, tileX, tileY, actualDestX, actualDestY);
if(request != null){
request.lastRaycastTile = packedPos;
request.lastRaycastResult = raycastResult;
request.lastWorldUpdate = world.tileChanges;
}
}
//if the destination can be trivially reached in a straight line, do that.
if(raycastResult){
out.set(destination);
return true;
}
boolean any = false;
long fieldKey = FieldIndex.get(destPos, costId, team);
//use existing request if it exists.
if(request != null && request.destination == destPos){
request.lastUpdateId = state.updateId;
Tile tileOn = unit.tileOn(), initialTileOn = tileOn;
//TODO: should fields be accessible from this thread?
FieldCache fieldCache = null;
try{
fieldCache = fields.get(fieldKey);
}catch(ArrayIndexOutOfBoundsException ignored){ //TODO fix this, rare crash due to remove() elsewhere
}
if(fieldCache == null) fieldCache = request.oldCache;
if(fieldCache != null && tileOn != null){
FieldCache old = request.oldCache;
FieldCache targetCache = old != null ? old : fieldCache;
boolean requeue = old == null;
//nullify the old field to be GCed, as it cannot be relevant anymore (this path is complete)
if(fieldCache != request.oldCache && fieldCache.frontier.isEmpty() && old != null){
request.oldCache = null;
}
fieldCache.lastUpdateId = state.updateId;
int maxIterations = 30; //TODO higher/lower number? is this still too slow?
int i = 0;
boolean recalc = false;
if(packedPos == actualDestPos){
request.lastTargetTile = tileOn;
//TODO last pos can change if the flowfield changes.
}else if(initialTileOn.pos() != request.lastTile || request.lastTargetTile == null){
boolean anyNearSolid = false;
//find the next tile until one near a solid block is discovered
while(i ++ < maxIterations){
int value = getCost(targetCache, tileOn.x, tileOn.y, requeue);
Tile current = null;
int minCost = 0;
for(int dir = 0; dir < 4; dir ++){
Point2 point = Geometry.d4[dir];
int dx = tileOn.x + point.x, dy = tileOn.y + point.y;
Tile other = world.tile(dx, dy);
if(other == null) continue;
int packed = world.packArray(dx, dy);
int otherCost = getCost(targetCache, dx, dy, requeue), relCost = otherCost - value;
if(relCost > 2 || otherCost <= 0){
anyNearSolid = true;
}
if((value == 0 || otherCost < value) && otherCost != impassable && ((otherCost != 0 && (current == null || otherCost < minCost)) || packed == actualDestPos || packed == destPos) && passable(team, cost, packed)){
current = other;
minCost = otherCost;
//no need to keep searching.
if(packed == destPos || packed == actualDestPos){
break;
}
}
}
//TODO raycast spam = extremely slow
//...flowfield integration spam is also really slow.
if(!(current == null || (costId == costIdGround && current.dangerous() && !tileOn.dangerous()))){
//when anyNearSolid is false, no solid tiles have been encountered anywhere so far, so raycasting is a waste of time
if(anyNearSolid && !(tileOn.dangerous() && costId == costIdGround) && raycastRect(unit.x, unit.y, current.x * tilesize, current.y * tilesize, team, cost, initialTileOn.x, initialTileOn.y, current.x, current.y, tileRectSize)){
//TODO this may be a mistake
if(tileOn == initialTileOn){
recalc = true;
any = true;
}
break;
}else{
tileOn = current;
any = true;
int a = current.array();
if(a == destPos || a == actualDestPos){
break;
}
}
}else{
break;
}
}
request.lastTargetTile = any ? tileOn : null;
if(showDebug && tileOn != null && Core.graphics.getFrameId() % 30 == 0){
Fx.placeBlock.at(tileOn.worldx(), tileOn.worldy(), 1);
}
}
if(request.lastTargetTile != null){
if(showDebug && Core.graphics.getFrameId() % 30 == 0){
Fx.breakBlock.at(request.lastTargetTile.worldx(), request.lastTargetTile.worldy(), 1);
}
out.set(request.lastTargetTile.worldx(), request.lastTargetTile.worldy());
request.lastTile = recalc ? -1 : initialTileOn.pos();
return true;
}
}
}else{
//destroy the old one immediately, it's invalid now
if(request != null){
request.lastUpdateId = -1000;
}
//queue new request.
unitRequests.put(unit, request = new PathRequest(unit, team, costId, destPos));
PathRequest f = request;
//on the pathfinding thread: initialize the request
queue.post(() -> {
threadPathRequests.add(f);
recalculatePath(f);
});
return false;
}
if(noResultFound != null){
noResultFound[0] = request.notFound;
}
return false;
}
private void recalculatePath(PathRequest request){
initializePathRequest(request, request.team, request.costId, request.unit.tileX(), request.unit.tileY(), request.destination % wwidth, request.destination / wwidth);
}
private int getCost(FieldCache cache, int x, int y, boolean requeue){
try{
int[] field = cache.fields.get(x / clusterSize + (y / clusterSize) * cwidth);
if(field == null){
if(!requeue) return 0;
//request a new flow cluster if one wasn't found; this may be a spammed a bit, but the function will return early once it's created the first time
queue.post(() -> addFlowCluster(cache, x / clusterSize, y / clusterSize, true));
return 0;
}
return field[(x % clusterSize) + (y % clusterSize) * clusterSize];
}catch(ArrayIndexOutOfBoundsException e){
//TODO: this crashes because the fields are being added while they're accessed. really bad. needs a long-term solution and some way to cache the map lookup results.
//using an array instead of a map would be nice, but that can mean something like 2500 entries in a sparse array, which is pretty terrible...
return 0;
}
}
private static boolean raycast(int team, PathCost type, int x1, int y1, int x2, int y2){
int ww = wwidth, wh = wheight;
int x = x1, dx = Math.abs(x2 - x), sx = x < x2 ? 1 : -1;
int y = y1, dy = Math.abs(y2 - y), sy = y < y2 ? 1 : -1;
int e2, err = dx - dy;
while(x >= 0 && y >= 0 && x < ww && y < wh){
if(avoid(team, type, x + y * wwidth)) return true;
if(x == x2 && y == y2) return false;
//diagonal ver
e2 = 2 * err;
if(e2 > -dy){
err -= dy;
x += sx;
}
if(e2 < dx){
err += dx;
y += sy;
}
}
return true;
}
/** @return 0 if nothing was hit, otherwise the packed coordinates. This is an internal function and will likely be moved - do not use!*/
public static int raycastFast(int team, PathCost type, int x1, int y1, int x2, int y2){
int ww = world.width(), wh = world.height();
int x = x1, dx = Math.abs(x2 - x), sx = x < x2 ? 1 : -1;
int y = y1, dy = Math.abs(y2 - y), sy = y < y2 ? 1 : -1;
int err = dx - dy;
while(x >= 0 && y >= 0 && x < ww && y < wh){
if(solid(team, type, x + y * wwidth, true)) return Point2.pack(x, y);
if(x == x2 && y == y2) return 0;
//no diagonals
if(2 * err + dy > dx - 2 * err){
err -= dy;
x += sx;
}else{
err += dx;
y += sy;
}
}
return 0;
}
/** @return 0 if nothing was hit, otherwise the packed coordinates. This is an internal function and will likely be moved - do not use!*/
public static int raycastFastAvoid(int team, PathCost type, int x1, int y1, int x2, int y2){
int ww = world.width(), wh = world.height();
int x = x1, dx = Math.abs(x2 - x), sx = x < x2 ? 1 : -1;
int y = y1, dy = Math.abs(y2 - y), sy = y < y2 ? 1 : -1;
int err = dx - dy;
while(x >= 0 && y >= 0 && x < ww && y < wh){
if(avoid(team, type, x + y * wwidth)) return Point2.pack(x, y);
if(x == x2 && y == y2) return 0;
//no diagonals
if(2 * err + dy > dx - 2 * err){
err -= dy;
x += sx;
}else{
err += dx;
y += sy;
}
}
return 0;
}
private static boolean overlap(int team, PathCost type, int x, int y, float startX, float startY, float endX, float endY, float rectSize){
if(x < 0 || y < 0 || x >= wwidth || y >= wheight) return false;
if(!nearPassable(team, type, x + y * wwidth)){
return Intersector.intersectSegmentRectangleFast(startX, startY, endX, endY, x * tilesize - rectSize/2f, y * tilesize - rectSize/2f, rectSize, rectSize);
}
return false;
}
private static boolean raycastRect(float startX, float startY, float endX, float endY, int team, PathCost type, int x1, int y1, int x2, int y2, float rectSize){
int ww = wwidth, wh = wheight;
int x = x1, dx = Math.abs(x2 - x), sx = x < x2 ? 1 : -1;
int y = y1, dy = Math.abs(y2 - y), sy = y < y2 ? 1 : -1;
int e2, err = dx - dy;
while(x >= 0 && y >= 0 && x < ww && y < wh){
if(
!nearPassable(team, type, x + y * wwidth) ||
overlap(team, type, x + 1, y, startX, startY, endX, endY, rectSize) ||
overlap(team, type, x - 1, y, startX, startY, endX, endY, rectSize) ||
overlap(team, type, x, y + 1, startX, startY, endX, endY, rectSize) ||
overlap(team, type, x, y - 1, startX, startY, endX, endY, rectSize)
) return true;
if(x == x2 && y == y2) return false;
//diagonal ver
e2 = 2 * err;
if(e2 > -dy){
err -= dy;
x += sx;
}
if(e2 < dx){
err += dx;
y += sy;
}
}
return true;
}
private static boolean avoid(int team, PathCost type, int tilePos){
int cost = cost(team, type, tilePos);
return cost == impassable || cost >= 2;
}
private static boolean passable(int team, PathCost cost, int pos){
int amount = cost.getCost(team, pathfinder.tiles[pos]);
return amount != impassable && amount < solidCap;
}
private static boolean nearPassable(int team, PathCost cost, int pos){
int amount = cost.getCost(team, pathfinder.tiles[pos]);
//for standard units: never consider deep water (cost = 6000) passable
//for leg units: consider it passable
return amount != impassable && amount < (cost == costLegs ? solidCap : 50);
}
private static boolean solid(int team, PathCost type, int x, int y){
return x < 0 || y < 0 || x >= wwidth || y >= wheight || solid(team, type, x + y * wwidth, true);
}
private static boolean solid(int team, PathCost type, int tilePos, boolean checkWall){
int cost = cost(team, type, tilePos);
return cost == impassable || cost >= solidCap;
}
private static int cost(int team, PathCost cost, int tilePos){
if(state.rules.limitMapArea && !Team.get(team).isAI()){
int x = tilePos % wwidth, y = tilePos / wwidth;
if(x < state.rules.limitX || y < state.rules.limitY || x > state.rules.limitX + state.rules.limitWidth || y > state.rules.limitY + state.rules.limitHeight){
return impassable;
}
}
return cost.getCost(team, pathfinder.tiles[tilePos]);
}
private void clusterChanged(int team, int pathCost, int cx, int cy){
int index = cx + cy * cwidth;
for(var req : threadPathRequests){
long mapKey = FieldIndex.get(req.destination, pathCost, team);
var field = fields.get(mapKey);
if((field != null && field.fields.containsKey(index)) || req.notFound){
invalidRequests.add(req);
}
}
}
private void updateClustersComplete(int clusterIndex){
for(int team = 0; team < clusters.length; team++){
var dim1 = clusters[team];
if(dim1 != null){
for(int pathCost = 0; pathCost < dim1.length; pathCost++){
var dim2 = dim1[pathCost];
if(dim2 != null){
var cluster = dim2[clusterIndex];
if(cluster != null){
updateCluster(team, pathCost, clusterIndex % cwidth, clusterIndex / cwidth);
clusterChanged(team, pathCost, clusterIndex % cwidth, clusterIndex / cwidth);
}
}
}
}
}
}
private void updateClustersInner(int clusterIndex){
for(int team = 0; team < clusters.length; team++){
var dim1 = clusters[team];
if(dim1 != null){
for(int pathCost = 0; pathCost < dim1.length; pathCost++){
var dim2 = dim1[pathCost];
if(dim2 != null){
var cluster = dim2[clusterIndex];
if(cluster != null){
updateInnerEdges(team, pathCost, clusterIndex % cwidth, clusterIndex / cwidth, cluster);
clusterChanged(team, pathCost, clusterIndex % cwidth, clusterIndex / cwidth);
}
}
}
}
}
}
@Override
public void run(){
long lastInvalidCheck = Time.millis() + invalidateCheckInterval;
while(true){
if(net.client() || invalidated) return;
try{
if(state.isPlaying()){
queue.run();
clustersToUpdate.each(cluster -> {
updateClustersComplete(cluster);
//just in case: don't redundantly update inner clusters after you've recalculated it entirely
clustersToInnerUpdate.remove(cluster);
});
clustersToInnerUpdate.each(cluster -> {
//only recompute the inner links
updateClustersInner(cluster);
});
clustersToInnerUpdate.clear();
clustersToUpdate.clear();
//periodically check for invalidated paths
if(Time.timeSinceMillis(lastInvalidCheck) > invalidateCheckInterval){
lastInvalidCheck = Time.millis();
var it = invalidRequests.iterator();
while(it.hasNext()){
var request = it.next();
//invalid request, ignore it
if(request.invalidated){
it.remove();
continue;
}
long mapKey = FieldIndex.get(request.destination, request.costId, request.team);
var field = fields.get(mapKey);
if(field != null){
//it's only worth recalculating a path when the current frontier has finished; otherwise the unit will be following something incomplete.
if(field.frontier.isEmpty()){
//remove the field, to be recalculated next update once recalculatePath is processed
fields.remove(field.mapKey);
Core.app.post(() -> fieldList.remove(field));
//once the field is invalidated, make sure that all the requests that have it stored in their 'old' field, so units don't stutter during recalculations
for(var otherRequest : threadPathRequests){
if(otherRequest.destination == request.destination){
otherRequest.oldCache = field;
if(otherRequest != request){
queue.post(() -> recalculatePath(otherRequest));
}
}
}
//the recalculation is done next update, so multiple path requests in the same batch don't end up removing and recalculating the field multiple times.
queue.post(() -> recalculatePath(request));
//it has been processed.
it.remove();
}
}else{ //there's no field, presumably because a previous request already invalidated it.
queue.post(() -> recalculatePath(request));
it.remove();
}
}
}
//each update time (not total!) no longer than maxUpdate
fields.eachValue(cache -> {
if(cache != null){
updateFields(cache, maxUpdate);
}
});
}
try{
Thread.sleep(updateInterval);
}catch(InterruptedException e){
//stop looping when interrupted externally
return;
}
}catch(Throwable e){
if(!invalidated){
Log.err(e);
}else{
//This pathfinder is done, don't bother doing any tasks
return;
}
}
}
}
@Struct
static class FieldIndexStruct{
int pos;
@StructField(8)
int costId;
@StructField(8)
int team;
}
@Struct
static class IntraEdgeStruct{
@StructField(8)
int dir;
@StructField(8)
int portal;
float cost;
}
@Struct
static class NodeIndexStruct{
@StructField(22)
int cluster;
@StructField(2)
int dir;
@StructField(8)
int portal;
}
}