mirror of
https://github.com/Anuken/Mindustry.git
synced 2026-01-27 15:02:03 -08:00
1628 lines
65 KiB
Java
1628 lines
65 KiB
Java
package mindustry.ai;
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import arc.*;
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import arc.graphics.*;
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import arc.graphics.g2d.*;
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import arc.math.*;
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import arc.math.geom.*;
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import arc.struct.*;
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import arc.util.*;
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import mindustry.annotations.Annotations.*;
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import mindustry.content.*;
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import mindustry.core.*;
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import mindustry.game.EventType.*;
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import mindustry.game.*;
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import mindustry.gen.*;
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import mindustry.graphics.*;
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import mindustry.world.*;
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import static mindustry.Vars.*;
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import static mindustry.ai.Pathfinder.*;
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//https://webdocs.cs.ualberta.ca/~mmueller/ps/hpastar.pdf
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//https://www.gameaipro.com/GameAIPro/GameAIPro_Chapter23_Crowd_Pathfinding_and_Steering_Using_Flow_Field_Tiles.pdf
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public class ControlPathfinder implements Runnable{
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private static final int wallImpassableCap = 1_000_000;
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private static final int solidCap = 7000;
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private static boolean initialized;
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public static boolean showDebug;
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public static final PathCost
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costGround = (team, tile) ->
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//deep is impassable
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PathTile.allDeep(tile) ? impassable :
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//impassable same-team or neutral block
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PathTile.solid(tile) && ((PathTile.team(tile) == team && !PathTile.teamPassable(tile)) || PathTile.team(tile) == 0) ? impassable :
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//impassable synthetic enemy block
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((PathTile.team(tile) != team && PathTile.team(tile) != 0) && PathTile.solid(tile) ? wallImpassableCap : 0) +
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1 +
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(PathTile.nearSolid(tile) ? 6 : 0) +
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(PathTile.nearLiquid(tile) ? 8 : 0) +
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(PathTile.deep(tile) ? 6000 : 0) +
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(PathTile.damages(tile) ? 50 : 0),
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//same as ground but ignores liquids/deep stuff
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costHover = (team, tile) ->
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//impassable same-team or neutral block
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PathTile.solid(tile) && ((PathTile.team(tile) == team && !PathTile.teamPassable(tile)) || PathTile.team(tile) == 0) ? impassable :
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//impassable synthetic enemy block
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((PathTile.team(tile) != team && PathTile.team(tile) != 0) && PathTile.solid(tile) ? wallImpassableCap : 0) +
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1 +
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(PathTile.nearSolid(tile) ? 6 : 0),
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costLegs = (team, tile) ->
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PathTile.legSolid(tile) ? impassable : 1 +
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(PathTile.deep(tile) ? 6000 : 0) +
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(PathTile.nearLegSolid(tile) ? 3 : 0),
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costNaval = (team, tile) ->
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//impassable same-team neutral block, or non-liquid
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(PathTile.solid(tile) && ((PathTile.team(tile) == team && !PathTile.teamPassable(tile)) || PathTile.team(tile) == 0)) ? impassable :
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(!PathTile.liquid(tile) ? 6000 : 1) +
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//impassable synthetic enemy block
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((PathTile.team(tile) != team && PathTile.team(tile) != 0) && PathTile.solid(tile) ? wallImpassableCap : 0) +
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(PathTile.nearGround(tile) || PathTile.nearSolid(tile) ? 6 : 0);
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public static final int
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costIdGround = 0,
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costIdHover = 1,
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costIdLegs = 2,
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costIdNaval = 3;
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public static final Seq<PathCost> costTypes = Seq.with(
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costGround,
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costHover,
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costLegs,
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costNaval
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);
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private static final long maxUpdate = Time.millisToNanos(12);
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private static final int updateStepInterval = 200;
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private static final int updateFPS = 30;
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private static final int updateInterval = 1000 / updateFPS, invalidateCheckInterval = 1000;
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static final int clusterSize = 12;
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static final int[] offsets = {
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1, 0, //right: bottom to top
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0, 1, //top: left to right
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0, 0, //left: bottom to top
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0, 0 //bottom: left to right
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};
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static final int[] moveDirs = {
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0, 1,
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1, 0,
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0, 1,
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1, 0
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};
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static final int[] nextOffsets = {
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1, 0,
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0, 1,
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-1, 0,
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0, -1
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};
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//maps team -> pathCost -> flattened array of clusters in 2D
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//(what about teams? different path costs?)
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final Cluster[][][] clusters = new Cluster[256][][];
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final int cwidth = Mathf.ceil((float)world.width() / clusterSize), cheight = Mathf.ceil((float)world.height() / clusterSize);
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//temporarily used for resolving connections for intra-edges
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final IntSet usedEdges = new IntSet();
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//tasks to run on pathfinding thread
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final TaskQueue queue = new TaskQueue();
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//individual requests based on unit - MAIN THREAD ONLY
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final ObjectMap<Unit, PathRequest> unitRequests = new ObjectMap<>();
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final Seq<PathRequest> threadPathRequests = new Seq<>(false);
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//TODO: very dangerous usage;
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//TODO - it is accessed from the main thread
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//TODO - it is written to on the pathfinding thread
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//maps position in world in (x + y * width format) | path type | team (bitpacked to long with FieldIndex.get) to a cache of flow fields
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final LongMap<FieldCache> fields = new LongMap<>();
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//MAIN THREAD ONLY
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final Seq<FieldCache> fieldList = new Seq<>(false);
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//these are for inner edge A* (temporary!)
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final IntFloatMap innerCosts = new IntFloatMap();
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final PathfindQueue innerFrontier = new PathfindQueue();
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//ONLY modify on pathfinding thread.
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final IntSet clustersToUpdate = new IntSet();
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final IntSet clustersToInnerUpdate = new IntSet();
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//PATHFINDING THREAD - requests that should be recomputed
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final ObjectSet<PathRequest> invalidRequests = new ObjectSet<>();
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/** Current pathfinding thread */
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@Nullable Thread thread;
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/** If true, this pathfinder is no longer relevant (stopped) and its errors can be ignored. */
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volatile boolean invalidated;
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//path requests are per-unit
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static class PathRequest{
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final Unit unit;
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final int destination, team, costId;
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//resulting path of nodes
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final IntSeq resultPath = new IntSeq();
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//node index -> total cost
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@Nullable IntFloatMap costs = new IntFloatMap();
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//node index (NodeIndex struct) -> node it came from TODO merge them, make properties of FieldCache?
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@Nullable IntIntMap cameFrom = new IntIntMap();
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//frontier for A*
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@Nullable PathfindQueue frontier = new PathfindQueue();
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//main thread only!
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long lastUpdateId = state.updateId;
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//both threads
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volatile boolean notFound = false;
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volatile boolean invalidated = false;
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//old field assigned before everything was recomputed
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@Nullable volatile FieldCache oldCache;
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boolean lastRaycastResult = false;
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int lastRaycastTile, lastWorldUpdate;
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int lastTile;
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@Nullable Tile lastTargetTile;
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PathRequest(Unit unit, int team, int costId, int destination){
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this.unit = unit;
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this.costId = costId;
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this.team = team;
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this.destination = destination;
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}
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}
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static class FieldCache{
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final PathCost cost;
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final int costId;
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final int team;
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final int goalPos;
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//frontier for flow fields
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final IntQueue frontier = new IntQueue();
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//maps cluster index to field weights; 0 means uninitialized
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final IntMap<int[]> fields = new IntMap<>();
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//packed (goalPos | costId | team) long key to use in the global fields map
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final long mapKey;
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//main thread only!
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long lastUpdateId = state.updateId;
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//TODO: how are the nodes merged? CAN they be merged?
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FieldCache(PathCost cost, int costId, int team, int goalPos){
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this.cost = cost;
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this.team = team;
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this.goalPos = goalPos;
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this.costId = costId;
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this.mapKey = FieldIndex.get(goalPos, costId, team);
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}
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}
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static class Cluster{
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IntSeq[] portals = new IntSeq[4];
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//maps rotation + index of portal to list of IntraEdge objects
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LongSeq[][] portalConnections = new LongSeq[4][];
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}
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//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
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static void checkEvents(){
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if(initialized) return;
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initialized = true;
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Events.on(ResetEvent.class, event -> controlPath.stop());
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Events.on(WorldLoadEvent.class, event -> {
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controlPath.stop();
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//create a new pathfinder to avoid contaminating the new pathfinding state with the old thread, which may still be running
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controlPath = new ControlPathfinder();
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controlPath.start();
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});
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Events.on(TileChangeEvent.class, e -> {
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controlPath.updateTile(e.tile);
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});
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//invalidate paths
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Events.run(Trigger.update, () -> {
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for(var req : controlPath.unitRequests.values()){
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//skipped N update -> drop it
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if(req.lastUpdateId <= state.updateId - 10 || !req.unit.isAdded()){
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req.invalidated = true;
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//concurrent modification!
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controlPath.queue.post(() -> controlPath.threadPathRequests.remove(req));
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Time.run(0f, () -> controlPath.unitRequests.remove(req.unit));
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}
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}
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for(var field : controlPath.fieldList){
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//skipped N update -> drop it
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if(field.lastUpdateId <= state.updateId - 30){
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//make sure it's only modified on the main thread...? but what about calling get() on this thread??
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controlPath.queue.post(() -> controlPath.fields.remove(field.mapKey));
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Time.run(0f, () -> controlPath.fieldList.remove(field));
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}
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}
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});
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if(showDebug){
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Events.run(Trigger.draw, () -> {
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int team = player.team().id;
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int cost = 0;
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Draw.draw(Layer.overlayUI, () -> {
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Lines.stroke(1f);
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if(controlPath.clusters[team] != null && controlPath.clusters[team][cost] != null){
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for(int cx = 0; cx < controlPath.cwidth; cx++){
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for(int cy = 0; cy < controlPath.cheight; cy++){
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var cluster = controlPath.clusters[team][cost][cy * controlPath.cwidth + cx];
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if(cluster != null){
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Lines.stroke(0.5f);
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Draw.color(Color.gray);
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Lines.stroke(1f);
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Lines.rect(cx * clusterSize * tilesize - tilesize/2f, cy * clusterSize * tilesize - tilesize/2f, clusterSize * tilesize, clusterSize * tilesize);
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for(int d = 0; d < 4; d++){
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IntSeq portals = cluster.portals[d];
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if(portals != null){
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for(int i = 0; i < portals.size; i++){
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int pos = portals.items[i];
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int from = Point2.x(pos), to = Point2.y(pos);
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float width = tilesize * (Math.abs(from - to) + 1), height = tilesize;
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controlPath.portalToVec(cluster, cx, cy, d, i, Tmp.v1);
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Draw.color(Color.brown);
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Lines.ellipse(30, Tmp.v1.x, Tmp.v1.y, width / 2f, height / 2f, d * 90f - 90f);
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LongSeq connections = cluster.portalConnections[d] == null ? null : cluster.portalConnections[d][i];
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if(connections != null){
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Draw.color(Color.forest);
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for(int coni = 0; coni < connections.size; coni ++){
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long con = connections.items[coni];
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controlPath.portalToVec(cluster, cx, cy, IntraEdge.dir(con), IntraEdge.portal(con), Tmp.v2);
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float
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x1 = Tmp.v1.x, y1 = Tmp.v1.y,
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x2 = Tmp.v2.x, y2 = Tmp.v2.y;
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Lines.line(x1, y1, x2, y2);
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}
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}
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}
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}
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}
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}
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}
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}
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}
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for(var fields : controlPath.fieldList){
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try{
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for(var entry : fields.fields){
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int cx = entry.key % controlPath.cwidth, cy = entry.key / controlPath.cwidth;
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for(int y = 0; y < clusterSize; y++){
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for(int x = 0; x < clusterSize; x++){
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int value = entry.value[x + y * clusterSize];
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Tmp.c1.a = 1f;
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Lines.stroke(0.8f, Tmp.c1.fromHsv(value * 3f, 1f, 1f));
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Draw.alpha(0.5f);
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Fill.square((x + cx * clusterSize) * tilesize, (y + cy * clusterSize) * tilesize, tilesize / 2f);
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}
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}
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}
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}catch(Exception ignored){} //probably has some concurrency issues when iterating but I don't care, this is for debugging
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}
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});
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Draw.reset();
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});
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}
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}
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public ControlPathfinder(){
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checkEvents();
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}
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public void updateTile(Tile tile){
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tile.getLinkedTiles(this::updateSingleTile);
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}
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public void updateSingleTile(Tile t){
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int x = t.x, y = t.y, mx = x % clusterSize, my = y % clusterSize, cx = x / clusterSize, cy = y / clusterSize, cluster = cx + cy * cwidth;
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//is at the edge of a cluster; this means the portals may have changed.
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if(mx == 0 || my == 0 || mx == clusterSize - 1 || my == clusterSize - 1){
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if(mx == 0) queueClusterUpdate(cx - 1, cy); //left
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if(my == 0) queueClusterUpdate(cx, cy - 1); //bottom
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if(mx == clusterSize - 1) queueClusterUpdate(cx + 1, cy); //right
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if(my == clusterSize - 1) queueClusterUpdate(cx, cy + 1); //top
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queueClusterUpdate(cx, cy);
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//TODO: recompute edge clusters too.
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}else{
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//there is no need to recompute portals for block updates that are not on the edge.
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queue.post(() -> clustersToInnerUpdate.add(cluster));
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}
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}
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void queueClusterUpdate(int cx, int cy){
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if(cx >= 0 && cy >= 0 && cx < cwidth && cy < cheight){
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queue.post(() -> clustersToUpdate.add(cx + cy * cwidth));
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}
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}
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//debugging only!
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void portalToVec(Cluster cluster, int cx, int cy, int direction, int portalIndex, Vec2 out){
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int pos = cluster.portals[direction].items[portalIndex];
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int from = Point2.x(pos), to = Point2.y(pos);
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int addX = moveDirs[direction * 2], addY = moveDirs[direction * 2 + 1];
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float average = (from + to) / 2f;
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float
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x = (addX * average + cx * clusterSize + offsets[direction * 2] * (clusterSize - 1) + nextOffsets[direction * 2] / 2f) * tilesize,
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y = (addY * average + cy * clusterSize + offsets[direction * 2 + 1] * (clusterSize - 1) + nextOffsets[direction * 2 + 1] / 2f) * tilesize;
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out.set(x, y);
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}
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/** Starts or restarts the pathfinding thread. */
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private void start(){
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if(net.client() || thread != null) return;
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thread = new Thread(this, "Control Pathfinder");
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thread.setPriority(Thread.MIN_PRIORITY);
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thread.setDaemon(true);
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thread.start();
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}
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/** Stops the pathfinding thread. */
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private void stop(){
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if(thread != null){
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thread.interrupt();
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thread = null;
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}
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invalidated = true;
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queue.clear();
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}
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/** @return a cluster at coordinates; can be null if not cluster was created yet*/
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@Nullable Cluster getCluster(int team, int pathCost, int cx, int cy){
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return getCluster(team, pathCost, cx + cy * cwidth);
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}
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/** @return a cluster at coordinates; can be null if not cluster was created yet*/
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@Nullable Cluster getCluster(int team, int pathCost, int clusterIndex){
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if(clusters == null) return null;
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Cluster[][] dim1 = clusters[team];
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if(dim1 == null) return null;
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Cluster[] dim2 = dim1[pathCost];
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//TODO: how can index out of bounds happen? || clusterIndex >= dim2.length
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if(dim2 == null) return null;
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return dim2[clusterIndex];
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}
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/** @return the cluster at specified coordinates; never null. */
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Cluster getCreateCluster(int team, int pathCost, int cx, int cy){
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return getCreateCluster(team, pathCost, cx + cy * cwidth);
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}
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/** @return the cluster at specified coordinates; never null. */
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Cluster getCreateCluster(int team, int pathCost, int clusterIndex){
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Cluster result = getCluster(team, pathCost, clusterIndex);
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if(result == null){
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return updateCluster(team, pathCost, clusterIndex % cwidth, clusterIndex / cwidth);
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}else{
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return result;
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}
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}
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Cluster updateCluster(int team, int pathCost, int cx, int cy){
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//TODO: what if clusters are null for thread visibility reasons?
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Cluster[][] dim1 = clusters[team];
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if(dim1 == null){
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dim1 = clusters[team] = new Cluster[Team.all.length][];
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}
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Cluster[] dim2 = dim1[pathCost];
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if(dim2 == null){
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dim2 = dim1[pathCost] = new Cluster[cwidth * cheight];
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}
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Cluster cluster = dim2[cy * cwidth + cx];
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if(cluster == null){
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cluster = dim2[cy * cwidth + cx] = new Cluster();
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}else{
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//reset data
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for(var p : cluster.portals){
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if(p != null){
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p.clear();
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}
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}
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}
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PathCost cost = idToCost(pathCost);
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for(int direction = 0; direction < 4; direction++){
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int otherX = cx + Geometry.d4x(direction), otherY = cy + Geometry.d4y(direction);
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//out of bounds, no portals in this direction
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if(otherX < 0 || otherY < 0 || otherX >= cwidth || otherY >= cheight){
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continue;
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}
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Cluster other = dim2[otherX + otherY * cwidth];
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IntSeq portals;
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if(other == null){
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//create new portals at direction
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portals = cluster.portals[direction] = new IntSeq(4);
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}else{
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//share portals with the other cluster
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portals = cluster.portals[direction] = other.portals[(direction + 2) % 4];
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//apparently this is somehow possible...?
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if(portals == null){
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portals = cluster.portals[direction] = other.portals[(direction + 2) % 4] = new IntSeq();
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}
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//clear the portals, they're being recalculated now
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portals.clear();
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}
|
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|
|
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;
|
|
}
|
|
}
|