mirror of
https://github.com/Anuken/Mindustry.git
synced 2025-07-15 18:27:36 +07:00
916 lines
36 KiB
Java
916 lines
36 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.ui.*;
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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 HierarchyPathFinder implements Runnable{
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private static final long maxUpdate = Time.millisToNanos(12);
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private static final int updateFPS = 30;
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private static final int updateInterval = 1000 / updateFPS;
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static final int clusterSize = 12;
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static final boolean debug = true;
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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 pathCost -> flattened array of clusters in 2D
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Cluster[][] clusters;
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int cwidth, cheight;
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//temporarily used for resolving connections for intra-edges
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IntSet usedEdges = new IntSet();
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//tasks to run on pathfinding thread
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TaskQueue queue = new TaskQueue();
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//individual requests based on unit
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ObjectMap<Unit, PathRequest> unitRequests = new ObjectMap<>();
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//maps position in world in (x + y * width format) to a cache of flow fields
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IntMap<FieldCache> requests = new IntMap<>();
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/** Current pathfinding thread */
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@Nullable Thread thread;
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//path requests are per-unit
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//these contain
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static class PathRequest{
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int destination;
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//resulting path of nodes
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IntSeq resultPath = new IntSeq();
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//node index -> total cost
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IntFloatMap costs = new IntFloatMap();
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//node index (NodeIndex struct) -> node it came from TODO merge them
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IntIntMap cameFrom = new IntIntMap();
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//frontier for A*
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PathfindQueue frontier = new PathfindQueue();
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}
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static class FieldCache{
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int destination;
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//frontier for flow fields
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IntQueue frontier = new IntQueue();
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//maps cluster index to field weights; 0 means uninitialized
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IntMap<int[]> fields = new IntMap<>();
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//TODO: node map for merging
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//TODO: how to extend flowfields?
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}
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public HierarchyPathFinder(){
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Events.on(ResetEvent.class, event -> stop());
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Events.on(WorldLoadEvent.class, event -> {
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stop();
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//TODO 5 path costs, arbitrary number
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clusters = new Cluster[5][];
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cwidth = Mathf.ceil((float)world.width() / clusterSize);
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cheight = Mathf.ceil((float)world.height() / clusterSize);
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start();
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});
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//TODO very inefficient, this is only for debugging
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Events.on(TileChangeEvent.class, e -> {
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createCluster(Team.sharded.id, costGround, e.tile.x / clusterSize, e.tile.y / clusterSize);
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});
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if(debug){
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Events.run(Trigger.draw, () -> {
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int team = Team.sharded.id;
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int cost = costGround;
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if(clusters == null || clusters[cost] == null) return;
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Draw.draw(Layer.overlayUI, () -> {
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Lines.stroke(1f);
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for(int cx = 0; cx < cwidth; cx++){
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for(int cy = 0; cy < cheight; cy++){
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var cluster = clusters[cost][cy * 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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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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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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mx = (cx * clusterSize + clusterSize / 2f) * tilesize, my = (cy * clusterSize + clusterSize / 2f) * tilesize;
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//Lines.curve(x1, y1, mx, my, mx, my, x2, y2, 20);
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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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//TODO draw connections.
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/*
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Draw.color(Color.magenta);
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for(var con : cluster.cons){
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float
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x1 = Point2.x(con.posFrom) * tilesize, y1 = Point2.y(con.posFrom) * tilesize,
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x2 = Point2.x(con.posTo) * tilesize, y2 = Point2.y(con.posTo) * tilesize,
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mx = (cx * clusterSize + clusterSize/2f) * tilesize, my = (cy * clusterSize + clusterSize/2f) * tilesize;
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//Lines.curve(x1, y1, mx, my, mx, my, x2, y2, 20);
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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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if(fields != null){
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for(var entry : fields){
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int cx = entry.key % cwidth, cy = entry.key / 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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}
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*/
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});
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});
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}
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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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stop();
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if(net.client()) 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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queue.clear();
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}
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@Override
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public void run(){
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while(true){
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if(net.client()) return;
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try{
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if(state.isPlaying()){
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queue.run();
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//TODO: update everything
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}
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try{
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Thread.sleep(updateInterval);
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}catch(InterruptedException e){
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//stop looping when interrupted externally
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return;
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}
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}catch(Throwable e){
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e.printStackTrace();
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}
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}
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}
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Vec2 nodeToVec(int current, Vec2 out){
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portalToVec(0, NodeIndex.cluster(current), NodeIndex.dir(current), NodeIndex.portal(current), out);
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return out;
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}
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void portalToVec(int pathCost, int cluster, int direction, int portalIndex, Vec2 out){
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portalToVec(clusters[pathCost][cluster], cluster % cwidth, cluster / cwidth, direction, portalIndex, out);
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}
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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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void createCluster(int team, int pathCost, int cx, int cy){
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if(clusters[pathCost] == null) clusters[pathCost] = new Cluster[cwidth * cheight];
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Cluster cluster = clusters[pathCost][cy * cwidth + cx];
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if(cluster == null){
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cluster = clusters[pathCost][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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p.clear();
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}
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}
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//clear all connections, since portals changed, they need to be recomputed.
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cluster.portalConnections = new LongSeq[4][];
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//TODO: other cluster inner edges should be recomputed if changed.
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//TODO look it up based on number.
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PathCost cost = ControlPathfinder.costGround;
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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 = clusters[pathCost][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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//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];
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int
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baseX = cx * clusterSize + offsets[direction * 2] * (clusterSize - 1),
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baseY = cy * clusterSize + offsets[direction * 2 + 1] * (clusterSize - 1),
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nextBaseX = baseX + Geometry.d4[direction].x,
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nextBaseY = baseY + Geometry.d4[direction].y;
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int lastPortal = -1;
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boolean prevSolid = true;
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for(int i = 0; i < clusterSize; i++){
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int x = baseX + addX * i, y = baseY + addY * i;
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//scan for portals
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if(solid(team, cost, x, y) || solid(team, cost, nextBaseX + addX * i, nextBaseY + addY * i)){
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int previous = i - 1;
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//hit a wall, create portals between the two points
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if(!prevSolid && previous >= lastPortal){
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//portals are an inclusive range
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portals.add(Point2.pack(previous, lastPortal));
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}
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prevSolid = true;
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}else{
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//empty area encountered, mark the location of portal start
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if(prevSolid){
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lastPortal = i;
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}
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prevSolid = false;
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}
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}
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//at the end of the loop, close any un-initialized portals; this is copy pasted code
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int previous = clusterSize - 1;
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if(!prevSolid && previous >= lastPortal){
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//portals are an inclusive range
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portals.add(Point2.pack(previous, lastPortal));
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}
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}
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connectInnerEdges(cx, cy, team, cost, cluster);
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}
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void connectInnerEdges(int cx, int cy, int team, PathCost cost, Cluster cluster){
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int minX = cx * clusterSize, minY = cy * clusterSize, maxX = Math.min(minX + clusterSize - 1, wwidth - 1), maxY = Math.min(minY + clusterSize - 1, wheight - 1);
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usedEdges.clear();
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//TODO: how the hell to identify a vertex?
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//cluster (i16) | direction (i2) | index (i14)
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//TODO: clear portal connections
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for(int direction = 0; direction < 4; direction++){
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var portals = cluster.portals[direction];
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if(portals == null) continue;
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int addX = moveDirs[direction * 2], addY = moveDirs[direction * 2 + 1];
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for(int i = 0; i < portals.size; i++){
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usedEdges.add(Point2.pack(direction, i));
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int
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portal = portals.items[i],
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from = Point2.x(portal), to = Point2.y(portal),
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average = (from + to) / 2,
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x = (addX * average + cx * clusterSize + offsets[direction * 2] * (clusterSize - 1)),
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y = (addY * average + cy * clusterSize + offsets[direction * 2 + 1] * (clusterSize - 1));
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for(int otherDir = 0; otherDir < 4; otherDir++){
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var otherPortals = cluster.portals[otherDir];
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if(otherPortals == null) continue;
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for(int j = 0; j < otherPortals.size; j++){
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//TODO redundant calculations?
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if(!usedEdges.contains(Point2.pack(otherDir, j))){
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int
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other = otherPortals.items[j],
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otherFrom = Point2.x(other), otherTo = Point2.y(other),
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otherAverage = (otherFrom + otherTo) / 2,
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ox = cx * clusterSize + offsets[otherDir * 2] * (clusterSize - 1),
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oy = cy * clusterSize + offsets[otherDir * 2 + 1] * (clusterSize - 1),
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otherX = (moveDirs[otherDir * 2] * otherAverage + ox),
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otherY = (moveDirs[otherDir * 2 + 1] * otherAverage + oy);
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//duplicate portal; should never happen.
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if(Point2.pack(x, y) == Point2.pack(otherX, otherY)){
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continue;
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}
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float connectionCost = innerAstar(
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team, cost,
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minX, minY, maxX, maxY,
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x + y * wwidth,
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otherX + otherY * wwidth,
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(moveDirs[otherDir * 2] * otherFrom + ox),
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(moveDirs[otherDir * 2 + 1] * otherFrom + oy),
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(moveDirs[otherDir * 2] * otherTo + ox),
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(moveDirs[otherDir * 2 + 1] * otherTo + oy)
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);
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if(connectionCost != -1f){
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if(cluster.portalConnections[direction] == null) cluster.portalConnections[direction] = new LongSeq[cluster.portals[direction].size];
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if(cluster.portalConnections[otherDir] == null) cluster.portalConnections[otherDir] = new LongSeq[cluster.portals[otherDir].size];
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if(cluster.portalConnections[direction][i] == null) cluster.portalConnections[direction][i] = new LongSeq(8);
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if(cluster.portalConnections[otherDir][j] == null) cluster.portalConnections[otherDir][j] = new LongSeq(8);
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//TODO: can there be duplicate edges??
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cluster.portalConnections[direction][i].add(IntraEdge.get(otherDir, j, connectionCost));
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cluster.portalConnections[otherDir][j].add(IntraEdge.get(direction, i, connectionCost));
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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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//distance heuristic: manhattan
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private static float heuristic(int a, int b){
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int x = a % wwidth, x2 = b % wwidth, y = a / wwidth, y2 = b / wwidth;
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return Math.abs(x - x2) + Math.abs(y - y2);
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}
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private static int tcost(int team, PathCost cost, int tilePos){
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return cost.getCost(team, pathfinder.tiles[tilePos]);
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}
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private static float tileCost(int team, PathCost type, int a, int b){
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//currently flat cost
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return cost(team, type, b);
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}
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/** @return -1 if no path was found */
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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){
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frontier.clear();
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costs.clear();
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//TODO: this can be faster and more memory efficient by making costs a NxN array... probably?
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costs.put(startPos, 0);
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frontier.add(startPos, 0);
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while(frontier.size > 0){
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int current = frontier.poll();
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int cx = current % wwidth, cy = current / wwidth;
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//found the goal (it's in the portal rectangle)
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//TODO portal rectangle approach does not work.
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if((cx >= goalX1 && cy >= goalY1 && cx <= goalX2 && cy <= goalY2) || current == goalPos){
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return costs.get(current);
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}
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for(Point2 point : Geometry.d4){
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int newx = cx + point.x, newy = cy + point.y;
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int next = newx + wwidth * newy;
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if(newx > maxX || newy > maxY || newx < minX || newy < minY) continue;
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//TODO fallback mode for enemy walls or whatever
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if(tcost(team, cost, next) == impassable) continue;
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float add = tileCost(team, cost, current, next);
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if(add < 0) continue;
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float newCost = costs.get(current) + add;
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if(newCost < costs.get(next, Float.POSITIVE_INFINITY)){
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costs.put(next, newCost);
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float priority = newCost + heuristic(next, goalPos);
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frontier.add(next, priority);
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}
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}
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}
|
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|
|
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;
|
|
}
|
|
|
|
//TODO
|
|
PathCost cost = ControlPathfinder.costGround;
|
|
|
|
Cluster cluster = clusters[pathCost][cx + cy * cwidth];
|
|
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;
|
|
|
|
if(cluster != null){ //TODO create on demand??
|
|
|
|
//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,
|
|
//TODO these are wrong and never actually trigger
|
|
(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 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 = clusters[pathCost][clusterA].portals[dirA].items[portalA],
|
|
rangeB = clusters[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);
|
|
//TODO alloc
|
|
return result;
|
|
}
|
|
|
|
var costs = request.costs;
|
|
var cameFrom = request.cameFrom;
|
|
var frontier = request.frontier;
|
|
|
|
frontier.clear();
|
|
costs.clear();
|
|
cameFrom.clear();
|
|
|
|
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;
|
|
Cluster clust = clusters[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, 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){
|
|
int nextClusteri = nextCx + nextCy * cwidth;
|
|
Cluster nextCluster = clusters[pathCost][nextClusteri];
|
|
int relativeDir = (dir + 2) % 4;
|
|
LongSeq outerCons = nextCluster.portalConnections[relativeDir] == null ? null : nextCluster.portalConnections[relativeDir][portal];
|
|
if(outerCons != null){
|
|
checkEdges(request, pathCost, current, endNodeIndex, nextCx, nextCy, outerCons);
|
|
}
|
|
}
|
|
}
|
|
|
|
if(foundEnd){
|
|
result.clear();
|
|
|
|
int cur = endNodeIndex;
|
|
while(cur != startNodeIndex){
|
|
result.add(cur);
|
|
cur = cameFrom.get(cur);
|
|
}
|
|
|
|
result.reverse();
|
|
|
|
return result;
|
|
}
|
|
return null;
|
|
}
|
|
|
|
static void line(Vec2 a, Vec2 b){
|
|
Fx.debugLine.at(a.x, a.y, 0f, Color.blue.cpy().a(0.1f), new Vec2[]{a.cpy(), b.cpy()});
|
|
}
|
|
|
|
static void line(Vec2 a, Vec2 b, Color color){
|
|
Fx.debugLine.at(a.x, a.y, 0f, color, new Vec2[]{a.cpy(), b.cpy()});
|
|
}
|
|
|
|
void checkEdges(PathRequest request, 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(pathCost, next, goal));
|
|
request.cameFrom.put(next, current);
|
|
|
|
//TODO debug
|
|
line(nodeToVec(current, Tmp.v1), nodeToVec(next, Tmp.v2));
|
|
}
|
|
}
|
|
}
|
|
|
|
public boolean getPathPosition(Unit unit, int pathId, Vec2 destination, Vec2 out, boolean[] noResultFound){
|
|
int costId = 0;
|
|
|
|
int node = findClosestNode(unit.team.id, costId, unit.tileX(), unit.tileY());
|
|
int dest = findClosestNode(unit.team.id, costId, World.toTile(destination.x), World.toTile(destination.y));
|
|
|
|
fields = new IntMap<>();
|
|
|
|
PathCost pcost = ControlPathfinder.costGround;
|
|
int team = Team.sharded.id;
|
|
int goalPos = (World.toTile(destination.x) + World.toTile(destination.y) * wwidth);
|
|
|
|
IntQueue frontier = new IntQueue();
|
|
frontier.addFirst(goalPos);
|
|
|
|
Tile tileOn = unit.tileOn();
|
|
|
|
var result = clusterAstar(costId, node, dest);
|
|
if(result != null && tileOn != null){
|
|
|
|
int fsize = clusterSize * clusterSize;
|
|
int cx = unit.tileX() / clusterSize, cy = unit.tileY() / clusterSize;
|
|
|
|
fields.put(cx + cy * cwidth, new int[fsize]);
|
|
|
|
for(int i = -1; i < result.size; i++){
|
|
int
|
|
current = i == -1 ? node : result.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;
|
|
|
|
//store current cluster in the path list
|
|
if(!fields.containsKey(cluster)){
|
|
fields.put(cluster, new int[fsize]);
|
|
}
|
|
|
|
//store directionals TODO out of bounds
|
|
for(Point2 p : Geometry.d4){
|
|
int other = cluster + p.x + p.y * cwidth;
|
|
if(!fields.containsKey(other)){
|
|
fields.put(other, new int[fsize]);
|
|
}
|
|
}
|
|
|
|
//store directional/flipped version of cluster
|
|
if(ox >= 0 && oy >= 0 && ox < cwidth && oy < cheight){
|
|
int other = ox + oy * cwidth;
|
|
if(!fields.containsKey(other)){
|
|
fields.put(other, new int[fsize]);
|
|
}
|
|
|
|
//store directionals again
|
|
for(Point2 p : Geometry.d4){
|
|
int other2 = other + p.x + p.y * cwidth;
|
|
if(!fields.containsKey(other2)){
|
|
fields.put(other2, new int[fsize]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
for(int i = -1; i < result.size - 1; i++){
|
|
int current = i == -1 ? node : result.items[i], next = result.items[i + 1];
|
|
|
|
portalToVec(0, NodeIndex.cluster(current), NodeIndex.dir(current), NodeIndex.portal(current), Tmp.v1);
|
|
portalToVec(0, NodeIndex.cluster(next), NodeIndex.dir(next), NodeIndex.portal(next), Tmp.v2);
|
|
line(Tmp.v1, Tmp.v2, Color.orange);
|
|
}
|
|
|
|
//actually do the flow field part
|
|
//TODO spread this out across many frames
|
|
while(frontier.size > 0){
|
|
int tile = frontier.removeLast();
|
|
int baseX = tile % wwidth, baseY = tile / wwidth;
|
|
int curWeightIndex = (baseX / clusterSize) + (baseY / clusterSize) * cwidth;
|
|
int[] curWeights = fields.get(curWeightIndex);
|
|
|
|
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;
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
int value = getCost(fields, tileOn.x, tileOn.y);
|
|
|
|
Tile current = null;
|
|
int tl = 0;
|
|
//TODO: use raycasting and iterate on this for N steps
|
|
for(Point2 point : Geometry.d8){
|
|
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(fields, dx, dy);
|
|
|
|
if(otherCost < value && (current == null || otherCost < tl) && passable(ControlPathfinder.costGround, unit.team.id, packed) &&
|
|
!(point.x != 0 && point.y != 0 && (!passable(ControlPathfinder.costGround, unit.team.id, world.packArray(tileOn.x + point.x, tileOn.y)) ||
|
|
(!passable(ControlPathfinder.costGround, unit.team.id, world.packArray(tileOn.x, tileOn.y + point.y)))))){ //diagonal corner trap
|
|
|
|
current = other;
|
|
tl = otherCost;
|
|
}
|
|
}
|
|
|
|
if(!(current == null || tl == impassable || (costId == costGround && current.dangerous() && !tileOn.dangerous()))){
|
|
out.set(current);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
noResultFound[0] = true;
|
|
return false;
|
|
}
|
|
|
|
private int getCost(IntMap<int[]> fields, int x, int y){
|
|
int[] field = fields.get(x / clusterSize + (y / clusterSize) * cwidth);
|
|
if(field == null){
|
|
return -1;
|
|
}
|
|
return field[(x % clusterSize) + (y % clusterSize) * clusterSize];
|
|
}
|
|
|
|
private static boolean passable(PathCost cost, int team, int pos){
|
|
int amount = cost.getCost(team, pathfinder.tiles[pos]);
|
|
//edge case: naval reports costs of 6000+ for non-liquids, even though they are not technically passable
|
|
return amount != impassable && !(cost == costTypes.get(costNaval) && amount >= 6000);
|
|
}
|
|
|
|
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 || (checkWall && cost >= 6000);
|
|
}
|
|
|
|
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]);
|
|
}
|
|
|
|
static class Cluster{
|
|
IntSeq[] portals = new IntSeq[4];
|
|
//maps rotation + index of portal to list of IntraEdge objects
|
|
LongSeq[][] portalConnections = new LongSeq[4][];
|
|
}
|
|
|
|
@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;
|
|
}
|
|
}
|