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/* Copyright (C) 2016 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_CCMPPATHFINDER_COMMON
#define INCLUDED_CCMPPATHFINDER_COMMON
/**
* @file
* Declares CCmpPathfinder. Its implementation is mainly done in CCmpPathfinder.cpp,
* but the short-range (vertex) pathfinding is done in CCmpPathfinder_Vertex.cpp.
* This file provides common code needed for both files.
*
* The long-range pathfinding is done by a LongPathfinder object.
*/
#include "simulation2/system/Component.h"
#include "ICmpPathfinder.h"
#include "graphics/Overlay.h"
#include "graphics/Terrain.h"
#include "maths/MathUtil.h"
#include "ps/CLogger.h"
#include "simulation2/components/ICmpObstructionManager.h"
#include "simulation2/helpers/LongPathfinder.h"
class SceneCollector;
class AtlasOverlay;
#ifdef NDEBUG
#define PATHFIND_DEBUG 0
#else
#define PATHFIND_DEBUG 1
#endif
struct AsyncLongPathRequest
{
u32 ticket;
entity_pos_t x0;
entity_pos_t z0;
PathGoal goal;
pass_class_t passClass;
entity_id_t notify;
};
struct AsyncShortPathRequest
{
u32 ticket;
entity_pos_t x0;
entity_pos_t z0;
entity_pos_t clearance;
entity_pos_t range;
PathGoal goal;
pass_class_t passClass;
bool avoidMovingUnits;
entity_id_t group;
entity_id_t notify;
};
// A vertex around the corners of an obstruction
// (paths will be sequences of these vertexes)
struct Vertex
{
enum
{
UNEXPLORED,
OPEN,
CLOSED,
};
CFixedVector2D p;
fixed g, h;
u16 pred;
u8 status;
u8 quadInward : 4; // the quadrant which is inside the shape (or NONE)
u8 quadOutward : 4; // the quadrants of the next point on the path which this vertex must be in, given 'pred'
};
// Obstruction edges (paths will not cross any of these).
// Defines the two points of the edge.
struct Edge
{
CFixedVector2D p0, p1;
};
// Axis-aligned obstruction squares (paths will not cross any of these).
// Defines the opposing corners of an axis-aligned square
// (from which four individual edges can be trivially computed), requiring p0 <= p1
struct Square
{
CFixedVector2D p0, p1;
};
// Axis-aligned obstruction edges.
// p0 defines one end; c1 is either the X or Y coordinate of the other end,
// depending on the context in which this is used.
struct EdgeAA
{
CFixedVector2D p0;
fixed c1;
};
/**
* Implementation of ICmpPathfinder
*/
class CCmpPathfinder : public ICmpPathfinder
{
public:
static void ClassInit(CComponentManager& componentManager)
{
componentManager.SubscribeToMessageType(MT_Update);
componentManager.SubscribeToMessageType(MT_RenderSubmit); // for debug overlays
componentManager.SubscribeToMessageType(MT_TerrainChanged);
componentManager.SubscribeToMessageType(MT_WaterChanged);
componentManager.SubscribeToMessageType(MT_ObstructionMapShapeChanged);
componentManager.SubscribeToMessageType(MT_TurnStart);
}
DEFAULT_COMPONENT_ALLOCATOR(Pathfinder)
// Template state:
std::map<std::string, pass_class_t> m_PassClassMasks;
std::vector<PathfinderPassability> m_PassClasses;
// Dynamic state:
std::vector<AsyncLongPathRequest> m_AsyncLongPathRequests;
std::vector<AsyncShortPathRequest> m_AsyncShortPathRequests;
u32 m_NextAsyncTicket; // unique IDs for asynchronous path requests
u16 m_SameTurnMovesCount; // current number of same turn moves we have processed this turn
// Lazily-constructed dynamic state (not serialized):
u16 m_MapSize; // tiles per side
Grid<NavcellData>* m_Grid; // terrain/passability information
Grid<NavcellData>* m_TerrainOnlyGrid; // same as m_Grid, but only with terrain, to avoid some recomputations
// Update data, used for clever updates and then stored for the AI manager
GridUpdateInformation m_ObstructionsDirty;
bool m_TerrainDirty;
// When other components request the passability grid and trigger an update,
// the following regular update should not clean the dirtiness state.
bool m_PreserveUpdateInformations;
// Interface to the long-range pathfinder.
LongPathfinder m_LongPathfinder;
// For responsiveness we will process some moves in the same turn they were generated in
u16 m_MaxSameTurnMoves; // max number of moves that can be created and processed in the same turn
// memory optimizations: those vectors are created once, reused for all calculations;
std::vector<Edge> edgesUnaligned;
std::vector<EdgeAA> edgesLeft;
std::vector<EdgeAA> edgesRight;
std::vector<EdgeAA> edgesBottom;
std::vector<EdgeAA> edgesTop;
// List of obstruction vertexes (plus start/end points); we'll try to find paths through
// the graph defined by these vertexes
std::vector<Vertex> vertexes;
// List of collision edges - paths must never cross these.
// (Edges are one-sided so intersections are fine in one direction, but not the other direction.)
std::vector<Edge> edges;
std::vector<Square> edgeSquares; // axis-aligned squares; equivalent to 4 edges
bool m_DebugOverlay;
std::vector<SOverlayLine> m_DebugOverlayShortPathLines;
AtlasOverlay* m_AtlasOverlay;
static std::string GetSchema()
{
return "<a:component type='system'/><empty/>";
}
virtual void Init(const CParamNode& paramNode);
virtual void Deinit();
template<typename S>
void SerializeCommon(S& serialize);
virtual void Serialize(ISerializer& serialize);
virtual void Deserialize(const CParamNode& paramNode, IDeserializer& deserialize);
virtual void HandleMessage(const CMessage& msg, bool global);
virtual pass_class_t GetPassabilityClass(const std::string& name);
virtual void GetPassabilityClasses(std::map<std::string, pass_class_t>& passClasses) const;
virtual void GetPassabilityClasses(
std::map<std::string, pass_class_t>& nonPathfindingPassClasses,
std::map<std::string, pass_class_t>& pathfindingPassClasses) const;
const PathfinderPassability* GetPassabilityFromMask(pass_class_t passClass) const;
virtual entity_pos_t GetClearance(pass_class_t passClass) const
{
const PathfinderPassability* passability = GetPassabilityFromMask(passClass);
if (!passability)
return fixed::Zero();
return passability->m_Clearance;
}
virtual entity_pos_t GetMaximumClearance() const
{
entity_pos_t max = fixed::Zero();
for (const PathfinderPassability& passability : m_PassClasses)
if (passability.m_Clearance > max)
max = passability.m_Clearance;
return max + Pathfinding::CLEARANCE_EXTENSION_RADIUS;
}
virtual const Grid<NavcellData>& GetPassabilityGrid();
virtual const GridUpdateInformation& GetDirtinessData() const;
virtual Grid<u16> ComputeShoreGrid(bool expandOnWater = false);
virtual void ComputePath(entity_pos_t x0, entity_pos_t z0, const PathGoal& goal, pass_class_t passClass, WaypointPath& ret)
{
m_LongPathfinder.ComputePath(x0, z0, goal, passClass, ret);
}
virtual u32 ComputePathAsync(entity_pos_t x0, entity_pos_t z0, const PathGoal& goal, pass_class_t passClass, entity_id_t notify);
virtual void ComputeShortPath(const IObstructionTestFilter& filter, entity_pos_t x0, entity_pos_t z0, entity_pos_t clearance, entity_pos_t range, const PathGoal& goal, pass_class_t passClass, WaypointPath& ret);
virtual u32 ComputeShortPathAsync(entity_pos_t x0, entity_pos_t z0, entity_pos_t clearance, entity_pos_t range, const PathGoal& goal, pass_class_t passClass, bool avoidMovingUnits, entity_id_t controller, entity_id_t notify);
virtual void SetDebugPath(entity_pos_t x0, entity_pos_t z0, const PathGoal& goal, pass_class_t passClass)
{
m_LongPathfinder.SetDebugPath(x0, z0, goal, passClass);
}
virtual void SetDebugOverlay(bool enabled)
{
m_DebugOverlay = enabled;
m_LongPathfinder.SetDebugOverlay(enabled);
}
virtual void SetHierDebugOverlay(bool enabled)
{
m_LongPathfinder.SetHierDebugOverlay(enabled, &GetSimContext());
}
virtual void GetDebugData(u32& steps, double& time, Grid<u8>& grid)
{
m_LongPathfinder.GetDebugData(steps, time, grid);
}
virtual void SetAtlasOverlay(bool enable, pass_class_t passClass = 0);
virtual bool CheckMovement(const IObstructionTestFilter& filter, entity_pos_t x0, entity_pos_t z0, entity_pos_t x1, entity_pos_t z1, entity_pos_t r, pass_class_t passClass);
virtual ICmpObstruction::EFoundationCheck CheckUnitPlacement(const IObstructionTestFilter& filter, entity_pos_t x, entity_pos_t z, entity_pos_t r, pass_class_t passClass, bool onlyCenterPoint);
virtual ICmpObstruction::EFoundationCheck CheckBuildingPlacement(const IObstructionTestFilter& filter, entity_pos_t x, entity_pos_t z, entity_pos_t a, entity_pos_t w, entity_pos_t h, entity_id_t id, pass_class_t passClass);
virtual ICmpObstruction::EFoundationCheck CheckBuildingPlacement(const IObstructionTestFilter& filter, entity_pos_t x, entity_pos_t z, entity_pos_t a, entity_pos_t w, entity_pos_t h, entity_id_t id, pass_class_t passClass, bool onlyCenterPoint);
virtual void FinishAsyncRequests();
void ProcessLongRequests(const std::vector<AsyncLongPathRequest>& longRequests);
void ProcessShortRequests(const std::vector<AsyncShortPathRequest>& shortRequests);
virtual void ProcessSameTurnMoves();
/**
* Regenerates the grid based on the current obstruction list, if necessary
*/
virtual void UpdateGrid();
/**
* Updates the terrain-only grid without updating the dirtiness informations.
* Useful for fast passability updates in Atlas.
*/
void MinimalTerrainUpdate();
/**
* Regenerates the terrain-only grid.
* Atlas doesn't need to have passability cells expanded.
*/
void TerrainUpdateHelper(bool expandPassability = true);
void RenderSubmit(SceneCollector& collector);
};
class AtlasOverlay : public TerrainTextureOverlay
{
public:
const CCmpPathfinder* m_Pathfinder;
pass_class_t m_PassClass;
AtlasOverlay(const CCmpPathfinder* pathfinder, pass_class_t passClass) :
TerrainTextureOverlay(Pathfinding::NAVCELLS_PER_TILE), m_Pathfinder(pathfinder), m_PassClass(passClass)
{
}
virtual void BuildTextureRGBA(u8* data, size_t w, size_t h)
{
// Render navcell passability, based on the terrain-only grid
u8* p = data;
for (size_t j = 0; j < h; ++j)
{
for (size_t i = 0; i < w; ++i)
{
SColor4ub color(0, 0, 0, 0);
if (!IS_PASSABLE(m_Pathfinder->m_TerrainOnlyGrid->get((int)i, (int)j), m_PassClass))
color = SColor4ub(255, 0, 0, 127);
*p++ = color.R;
*p++ = color.G;
*p++ = color.B;
*p++ = color.A;
}
}
}
};
#endif // INCLUDED_CCMPPATHFINDER_COMMON
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