Better pathfinder path fallback system

This commit is contained in:
Anuken
2022-02-14 10:31:53 -05:00
parent 41f50ff8ea
commit d7dffe4241

View File

@ -21,7 +21,7 @@ public class ControlPathfinder{
private static final long maxUpdate = Time.millisToNanos(20);
private static final int updateFPS = 60;
private static final int updateInterval = 1000 / updateFPS;
private static final int wallImpassable = -2;
private static final int wallImpassableCap = 100_000;
public static boolean showDebug = false;
@ -30,8 +30,10 @@ public class ControlPathfinder{
(team, tile) ->
//deep is impassable
PathTile.allDeep(tile) ? impassable :
((PathTile.team(tile) != team && PathTile.team(tile) != 0) && PathTile.solid(tile)) ? wallImpassable :
PathTile.solid(tile) ? impassable :
//impassable same-team or neutral block
PathTile.solid(tile) && (PathTile.team(tile) == team || 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) +
@ -39,12 +41,14 @@ public class ControlPathfinder{
(PathTile.damages(tile) ? 50 : 0),
//legs
(team, tile) -> PathTile.legSolid(tile) ? impassable : 1 +
(team, tile) ->
PathTile.legSolid(tile) ? impassable : 1 +
(PathTile.deep(tile) ? 6000 : 0) +
(PathTile.nearSolid(tile) || PathTile.solid(tile) ? 3 : 0),
//water
(team, tile) -> (PathTile.solid(tile) || !PathTile.liquid(tile) ? impassable : 1) +
(team, tile) ->
(PathTile.solid(tile) || !PathTile.liquid(tile) ? impassable : 1) +
(PathTile.nearGround(tile) || PathTile.nearSolid(tile) ? 2 : 0) +
(PathTile.deep(tile) ? 0 : 1)
);
@ -305,17 +309,6 @@ public class ControlPathfinder{
y += sy;
}
//no diagonals allowed here, mimics how units actually move
/*
if(2 * err + dy > dx - 2 * err){
err -= dy;
x += sx;
}else{
err += dx;
y += sy;
}*/
}
return true;
@ -368,11 +361,12 @@ public class ControlPathfinder{
private static boolean avoid(int type, int tilePos){
int cost = cost(type, tilePos);
return cost <= impassable || cost >= 2;
return cost == impassable || cost >= 2;
}
private static boolean solid(int type, int tilePos){
return cost(type, tilePos) <= impassable;
int cost = cost(type, tilePos);
return cost == impassable || cost >= 6000;
}
private static float tileCost(int type, int a, int b){
@ -428,7 +422,6 @@ public class ControlPathfinder{
volatile boolean done = false;
volatile boolean foundEnd = false;
volatile boolean fallback = false;
volatile Unit unit;
volatile int pathType;
volatile int team;
@ -492,22 +485,21 @@ public class ControlPathfinder{
int cx = current % wwidth, cy = current / wwidth;
//TODO corner traps? d8 vs d4 here?
for(Point2 point : Geometry.d4){
int newx = cx + point.x, newy = cy + point.y;
int next = newx + wwidth * newy;
if(newx >= wwidth || newy >= wheight || newx < 0 || newy < 0) continue;
float passTest = tcost(team, pathType, next);
//in fallback mode, enemy walls are passable
if((passTest <= impassable) && !(fallback && passTest == wallImpassable)) continue;
if(tcost(team, pathType, next) == impassable) continue;
float add = tileCost(pathType, current, next);
float currentCost = costs.get(current);
//the cost can include an impassable enemy wall, so handle that and add a base cost
float newCost = costs.get(current) + (add == wallImpassable ? 12 : add);
//the cost can include an impassable enemy wall, so cap the cost if so and add the base cost instead
//essentially this means that any path with enemy walls will only count the walls once, preventing strange behavior like avoiding based on wall count
float newCost = currentCost >= wallImpassableCap && add >= wallImpassableCap ? currentCost + add - wallImpassableCap : currentCost + add;
//a cost of 0 means "not set"
if(!costs.containsKey(next) || newCost < costs.get(next)){
@ -537,7 +529,6 @@ public class ControlPathfinder{
rayPathIndex = -1;
if(foundEnd){
fallback = false;
int cur = goal;
while(cur != start){
result.add(cur);
@ -547,15 +538,10 @@ public class ControlPathfinder{
result.reverse();
smoothPath();
done = true;
}else if(!fallback && pathType != 1){
clear(true);
//it's not over!
fallback = true;
}else{
done = true;
}
done = true;
//TODO free resources?
}
@ -586,7 +572,6 @@ public class ControlPathfinder{
start = world.packArray(unit.tileX(), unit.tileY());
goal = world.packArray(World.toTile(destination.x), World.toTile(destination.y));
fallback = false;
cameFrom.put(start, start);
costs.put(start, 0);