mirror of
https://github.com/Anuken/Mindustry.git
synced 2025-08-01 15:39:36 +07:00
Better pathfinder path fallback system
This commit is contained in:
@ -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);
|
||||
|
Reference in New Issue
Block a user