1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954
|
/* Copyright (C) 2021 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/>.
*/
/**
* @file
* Common code and setup code for CCmpPathfinder.
*/
#include "precompiled.h"
#include "CCmpPathfinder_Common.h"
#include "simulation2/MessageTypes.h"
#include "simulation2/components/ICmpObstruction.h"
#include "simulation2/components/ICmpObstructionManager.h"
#include "simulation2/components/ICmpTerrain.h"
#include "simulation2/components/ICmpWaterManager.h"
#include "simulation2/helpers/HierarchicalPathfinder.h"
#include "simulation2/helpers/LongPathfinder.h"
#include "simulation2/helpers/MapEdgeTiles.h"
#include "simulation2/helpers/Rasterize.h"
#include "simulation2/helpers/VertexPathfinder.h"
#include "simulation2/serialization/SerializedPathfinder.h"
#include "simulation2/serialization/SerializedTypes.h"
#include "ps/CLogger.h"
#include "ps/CStr.h"
#include "ps/Profile.h"
#include "ps/XML/Xeromyces.h"
#include "renderer/Scene.h"
#include <type_traits>
REGISTER_COMPONENT_TYPE(Pathfinder)
void CCmpPathfinder::Init(const CParamNode& UNUSED(paramNode))
{
m_GridSize = 0;
m_Grid = NULL;
m_TerrainOnlyGrid = NULL;
FlushAIPathfinderDirtinessInformation();
m_NextAsyncTicket = 1;
m_AtlasOverlay = NULL;
size_t workerThreads = Threading::TaskManager::Instance().GetNumberOfWorkers();
// Store one vertex pathfinder for each thread (including the main thread).
while (m_VertexPathfinders.size() < workerThreads + 1)
m_VertexPathfinders.emplace_back(m_GridSize, m_TerrainOnlyGrid);
m_LongPathfinder = std::make_unique<LongPathfinder>();
m_PathfinderHier = std::make_unique<HierarchicalPathfinder>();
// Set up one future for each worker thread.
m_Futures.resize(workerThreads);
// Register Relax NG validator
CXeromyces::AddValidator(g_VFS, "pathfinder", "simulation/data/pathfinder.rng");
// Since this is used as a system component (not loaded from an entity template),
// we can't use the real paramNode (it won't get handled properly when deserializing),
// so load the data from a special XML file.
CParamNode externalParamNode;
CParamNode::LoadXML(externalParamNode, L"simulation/data/pathfinder.xml", "pathfinder");
// Paths are computed:
// - Before MT_Update
// - Before MT_MotionUnitFormation
// - asynchronously between turn end and turn start.
// The latter of these must compute all outstanding requests, but the former two are capped
// to avoid spending too much time there (since the latter are threaded and thus much 'cheaper').
// This loads that maximum number (note that it's per computation call, not per turn for now).
const CParamNode pathingSettings = externalParamNode.GetChild("Pathfinder");
m_MaxSameTurnMoves = (u16)pathingSettings.GetChild("MaxSameTurnMoves").ToInt();
const CParamNode::ChildrenMap& passClasses = externalParamNode.GetChild("Pathfinder").GetChild("PassabilityClasses").GetChildren();
for (CParamNode::ChildrenMap::const_iterator it = passClasses.begin(); it != passClasses.end(); ++it)
{
std::string name = it->first;
ENSURE((int)m_PassClasses.size() <= PASS_CLASS_BITS);
pass_class_t mask = PASS_CLASS_MASK_FROM_INDEX(m_PassClasses.size());
m_PassClasses.push_back(PathfinderPassability(mask, it->second));
m_PassClassMasks[name] = mask;
}
}
CCmpPathfinder::~CCmpPathfinder() {};
void CCmpPathfinder::Deinit()
{
SetDebugOverlay(false); // cleans up memory
// Wait on all pathfinding tasks.
for (Future<void>& future : m_Futures)
future.Cancel();
m_Futures.clear();
SAFE_DELETE(m_AtlasOverlay);
SAFE_DELETE(m_Grid);
SAFE_DELETE(m_TerrainOnlyGrid);
}
template<>
struct SerializeHelper<LongPathRequest>
{
template<typename S>
void operator()(S& serialize, const char* UNUSED(name), Serialize::qualify<S, LongPathRequest> value)
{
serialize.NumberU32_Unbounded("ticket", value.ticket);
serialize.NumberFixed_Unbounded("x0", value.x0);
serialize.NumberFixed_Unbounded("z0", value.z0);
Serializer(serialize, "goal", value.goal);
serialize.NumberU16_Unbounded("pass class", value.passClass);
serialize.NumberU32_Unbounded("notify", value.notify);
}
};
template<>
struct SerializeHelper<ShortPathRequest>
{
template<typename S>
void operator()(S& serialize, const char* UNUSED(name), Serialize::qualify<S, ShortPathRequest> value)
{
serialize.NumberU32_Unbounded("ticket", value.ticket);
serialize.NumberFixed_Unbounded("x0", value.x0);
serialize.NumberFixed_Unbounded("z0", value.z0);
serialize.NumberFixed_Unbounded("clearance", value.clearance);
serialize.NumberFixed_Unbounded("range", value.range);
Serializer(serialize, "goal", value.goal);
serialize.NumberU16_Unbounded("pass class", value.passClass);
serialize.Bool("avoid moving units", value.avoidMovingUnits);
serialize.NumberU32_Unbounded("group", value.group);
serialize.NumberU32_Unbounded("notify", value.notify);
}
};
template<typename S>
void CCmpPathfinder::SerializeCommon(S& serialize)
{
Serializer(serialize, "long requests", m_LongPathRequests.m_Requests);
Serializer(serialize, "short requests", m_ShortPathRequests.m_Requests);
serialize.NumberU32_Unbounded("next ticket", m_NextAsyncTicket);
serialize.NumberU16_Unbounded("grid size", m_GridSize);
}
void CCmpPathfinder::Serialize(ISerializer& serialize)
{
SerializeCommon(serialize);
}
void CCmpPathfinder::Deserialize(const CParamNode& paramNode, IDeserializer& deserialize)
{
Init(paramNode);
SerializeCommon(deserialize);
}
void CCmpPathfinder::HandleMessage(const CMessage& msg, bool UNUSED(global))
{
switch (msg.GetType())
{
case MT_RenderSubmit:
{
const CMessageRenderSubmit& msgData = static_cast<const CMessageRenderSubmit&> (msg);
RenderSubmit(msgData.collector);
break;
}
case MT_TerrainChanged:
{
const CMessageTerrainChanged& msgData = static_cast<const CMessageTerrainChanged&>(msg);
m_TerrainDirty = true;
MinimalTerrainUpdate(msgData.i0, msgData.j0, msgData.i1, msgData.j1);
break;
}
case MT_WaterChanged:
case MT_ObstructionMapShapeChanged:
m_TerrainDirty = true;
UpdateGrid();
break;
case MT_Deserialized:
UpdateGrid();
// In case we were serialised with requests pending, we need to process them.
if (!m_ShortPathRequests.m_Requests.empty() || !m_LongPathRequests.m_Requests.empty())
{
ENSURE(CmpPtr<ICmpObstructionManager>(GetSystemEntity()));
StartProcessingMoves(false);
}
break;
}
}
void CCmpPathfinder::RenderSubmit(SceneCollector& collector)
{
g_VertexPathfinderDebugOverlay.RenderSubmit(collector);
m_PathfinderHier->RenderSubmit(collector);
}
void CCmpPathfinder::SetDebugPath(entity_pos_t x0, entity_pos_t z0, const PathGoal& goal, pass_class_t passClass)
{
m_LongPathfinder->SetDebugPath(*m_PathfinderHier, x0, z0, goal, passClass);
}
void CCmpPathfinder::SetDebugOverlay(bool enabled)
{
g_VertexPathfinderDebugOverlay.SetDebugOverlay(enabled);
m_LongPathfinder->SetDebugOverlay(enabled);
}
void CCmpPathfinder::SetHierDebugOverlay(bool enabled)
{
m_PathfinderHier->SetDebugOverlay(enabled, &GetSimContext());
}
void CCmpPathfinder::GetDebugData(u32& steps, double& time, Grid<u8>& grid) const
{
m_LongPathfinder->GetDebugData(steps, time, grid);
}
void CCmpPathfinder::SetAtlasOverlay(bool enable, pass_class_t passClass)
{
if (enable)
{
if (!m_AtlasOverlay)
m_AtlasOverlay = new AtlasOverlay(this, passClass);
m_AtlasOverlay->m_PassClass = passClass;
}
else
SAFE_DELETE(m_AtlasOverlay);
}
pass_class_t CCmpPathfinder::GetPassabilityClass(const std::string& name) const
{
std::map<std::string, pass_class_t>::const_iterator it = m_PassClassMasks.find(name);
if (it == m_PassClassMasks.end())
{
LOGERROR("Invalid passability class name '%s'", name.c_str());
return 0;
}
return it->second;
}
void CCmpPathfinder::GetPassabilityClasses(std::map<std::string, pass_class_t>& passClasses) const
{
passClasses = m_PassClassMasks;
}
void CCmpPathfinder::GetPassabilityClasses(std::map<std::string, pass_class_t>& nonPathfindingPassClasses, std::map<std::string, pass_class_t>& pathfindingPassClasses) const
{
for (const std::pair<const std::string, pass_class_t>& pair : m_PassClassMasks)
{
if ((GetPassabilityFromMask(pair.second)->m_Obstructions == PathfinderPassability::PATHFINDING))
pathfindingPassClasses[pair.first] = pair.second;
else
nonPathfindingPassClasses[pair.first] = pair.second;
}
}
const PathfinderPassability* CCmpPathfinder::GetPassabilityFromMask(pass_class_t passClass) const
{
for (const PathfinderPassability& passability : m_PassClasses)
{
if (passability.m_Mask == passClass)
return &passability;
}
return NULL;
}
const Grid<NavcellData>& CCmpPathfinder::GetPassabilityGrid()
{
if (!m_Grid)
UpdateGrid();
return *m_Grid;
}
/**
* Given a grid of passable/impassable navcells (based on some passability mask),
* computes a new grid where a navcell is impassable (per that mask) if
* it is <=clearance navcells away from an impassable navcell in the original grid.
* The results are ORed onto the original grid.
*
* This is used for adding clearance onto terrain-based navcell passability.
*
* TODO PATHFINDER: might be nicer to get rounded corners by measuring clearances as
* Euclidean distances; currently it effectively does dist=max(dx,dy) instead.
* This would only really be a problem for big clearances.
*/
static void ExpandImpassableCells(Grid<NavcellData>& grid, u16 clearance, pass_class_t mask)
{
PROFILE3("ExpandImpassableCells");
u16 w = grid.m_W;
u16 h = grid.m_H;
// First expand impassable cells horizontally into a temporary 1-bit grid
Grid<u8> tempGrid(w, h);
for (u16 j = 0; j < h; ++j)
{
// New cell (i,j) is blocked if (i',j) blocked for any i-clearance <= i' <= i+clearance
// Count the number of blocked cells around i=0
u16 numBlocked = 0;
for (u16 i = 0; i <= clearance && i < w; ++i)
if (!IS_PASSABLE(grid.get(i, j), mask))
++numBlocked;
for (u16 i = 0; i < w; ++i)
{
// Store a flag if blocked by at least one nearby cell
if (numBlocked)
tempGrid.set(i, j, 1);
// Slide the numBlocked window along:
// remove the old i-clearance value, add the new (i+1)+clearance
// (avoiding overflowing the grid)
if (i >= clearance && !IS_PASSABLE(grid.get(i-clearance, j), mask))
--numBlocked;
if (i+1+clearance < w && !IS_PASSABLE(grid.get(i+1+clearance, j), mask))
++numBlocked;
}
}
for (u16 i = 0; i < w; ++i)
{
// New cell (i,j) is blocked if (i,j') blocked for any j-clearance <= j' <= j+clearance
// Count the number of blocked cells around j=0
u16 numBlocked = 0;
for (u16 j = 0; j <= clearance && j < h; ++j)
if (tempGrid.get(i, j))
++numBlocked;
for (u16 j = 0; j < h; ++j)
{
// Add the mask if blocked by at least one nearby cell
if (numBlocked)
grid.set(i, j, grid.get(i, j) | mask);
// Slide the numBlocked window along:
// remove the old j-clearance value, add the new (j+1)+clearance
// (avoiding overflowing the grid)
if (j >= clearance && tempGrid.get(i, j-clearance))
--numBlocked;
if (j+1+clearance < h && tempGrid.get(i, j+1+clearance))
++numBlocked;
}
}
}
Grid<u16> CCmpPathfinder::ComputeShoreGrid(bool expandOnWater)
{
PROFILE3("ComputeShoreGrid");
CmpPtr<ICmpWaterManager> cmpWaterManager(GetSystemEntity());
// TODO: these bits should come from ICmpTerrain
CTerrain& terrain = GetSimContext().GetTerrain();
// avoid integer overflow in intermediate calculation
const u16 shoreMax = 32767;
u16 shoreGridSize = terrain.GetTilesPerSide();
// First pass - find underwater tiles
Grid<u8> waterGrid(shoreGridSize, shoreGridSize);
for (u16 j = 0; j < shoreGridSize; ++j)
{
for (u16 i = 0; i < shoreGridSize; ++i)
{
fixed x, z;
Pathfinding::TerrainTileCenter(i, j, x, z);
bool underWater = cmpWaterManager && (cmpWaterManager->GetWaterLevel(x, z) > terrain.GetExactGroundLevelFixed(x, z));
waterGrid.set(i, j, underWater ? 1 : 0);
}
}
// Second pass - find shore tiles
Grid<u16> shoreGrid(shoreGridSize, shoreGridSize);
for (u16 j = 0; j < shoreGridSize; ++j)
{
for (u16 i = 0; i < shoreGridSize; ++i)
{
// Find a land tile
if (!waterGrid.get(i, j))
{
// If it's bordered by water, it's a shore tile
if ((i > 0 && waterGrid.get(i-1, j)) || (i > 0 && j < shoreGridSize-1 && waterGrid.get(i-1, j+1)) || (i > 0 && j > 0 && waterGrid.get(i-1, j-1))
|| (i < shoreGridSize-1 && waterGrid.get(i+1, j)) || (i < shoreGridSize-1 && j < shoreGridSize-1 && waterGrid.get(i+1, j+1)) || (i < shoreGridSize-1 && j > 0 && waterGrid.get(i+1, j-1))
|| (j > 0 && waterGrid.get(i, j-1)) || (j < shoreGridSize-1 && waterGrid.get(i, j+1))
)
shoreGrid.set(i, j, 0);
else
shoreGrid.set(i, j, shoreMax);
}
// If we want to expand on water, we want water tiles not to be shore tiles
else if (expandOnWater)
shoreGrid.set(i, j, shoreMax);
}
}
// Expand influences on land to find shore distance
for (u16 y = 0; y < shoreGridSize; ++y)
{
u16 min = shoreMax;
for (u16 x = 0; x < shoreGridSize; ++x)
{
if (!waterGrid.get(x, y) || expandOnWater)
{
u16 g = shoreGrid.get(x, y);
if (g > min)
shoreGrid.set(x, y, min);
else if (g < min)
min = g;
++min;
}
}
for (u16 x = shoreGridSize; x > 0; --x)
{
if (!waterGrid.get(x-1, y) || expandOnWater)
{
u16 g = shoreGrid.get(x-1, y);
if (g > min)
shoreGrid.set(x-1, y, min);
else if (g < min)
min = g;
++min;
}
}
}
for (u16 x = 0; x < shoreGridSize; ++x)
{
u16 min = shoreMax;
for (u16 y = 0; y < shoreGridSize; ++y)
{
if (!waterGrid.get(x, y) || expandOnWater)
{
u16 g = shoreGrid.get(x, y);
if (g > min)
shoreGrid.set(x, y, min);
else if (g < min)
min = g;
++min;
}
}
for (u16 y = shoreGridSize; y > 0; --y)
{
if (!waterGrid.get(x, y-1) || expandOnWater)
{
u16 g = shoreGrid.get(x, y-1);
if (g > min)
shoreGrid.set(x, y-1, min);
else if (g < min)
min = g;
++min;
}
}
}
return shoreGrid;
}
void CCmpPathfinder::UpdateGrid()
{
PROFILE3("UpdateGrid");
CmpPtr<ICmpTerrain> cmpTerrain(GetSimContext(), SYSTEM_ENTITY);
if (!cmpTerrain)
return; // error
u16 gridSize = cmpTerrain->GetMapSize() / Pathfinding::NAVCELL_SIZE_INT;
if (gridSize == 0)
return;
// If the terrain was resized then delete the old grid data
if (m_Grid && m_GridSize != gridSize)
{
SAFE_DELETE(m_Grid);
SAFE_DELETE(m_TerrainOnlyGrid);
}
// Initialise the terrain data when first needed
if (!m_Grid)
{
m_GridSize = gridSize;
m_Grid = new Grid<NavcellData>(m_GridSize, m_GridSize);
SAFE_DELETE(m_TerrainOnlyGrid);
m_TerrainOnlyGrid = new Grid<NavcellData>(m_GridSize, m_GridSize);
m_DirtinessInformation = { true, true, Grid<u8>(m_GridSize, m_GridSize) };
m_AIPathfinderDirtinessInformation = m_DirtinessInformation;
m_TerrainDirty = true;
}
// The grid should be properly initialized and clean. Checking the latter is expensive so do it only for debugging.
#ifdef NDEBUG
ENSURE(m_DirtinessInformation.dirtinessGrid.compare_sizes(m_Grid));
#else
ENSURE(m_DirtinessInformation.dirtinessGrid == Grid<u8>(m_GridSize, m_GridSize));
#endif
CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSimContext(), SYSTEM_ENTITY);
cmpObstructionManager->UpdateInformations(m_DirtinessInformation);
if (!m_DirtinessInformation.dirty && !m_TerrainDirty)
return;
// If the terrain has changed, recompute m_Grid
// Else, use data from m_TerrainOnlyGrid and add obstructions
if (m_TerrainDirty)
{
TerrainUpdateHelper();
*m_Grid = *m_TerrainOnlyGrid;
m_TerrainDirty = false;
m_DirtinessInformation.globallyDirty = true;
}
else if (m_DirtinessInformation.globallyDirty)
{
ENSURE(m_Grid->compare_sizes(m_TerrainOnlyGrid));
memcpy(m_Grid->m_Data, m_TerrainOnlyGrid->m_Data, (m_Grid->m_W)*(m_Grid->m_H)*sizeof(NavcellData));
}
else
{
ENSURE(m_Grid->compare_sizes(m_TerrainOnlyGrid));
for (u16 j = 0; j < m_DirtinessInformation.dirtinessGrid.m_H; ++j)
for (u16 i = 0; i < m_DirtinessInformation.dirtinessGrid.m_W; ++i)
if (m_DirtinessInformation.dirtinessGrid.get(i, j) == 1)
m_Grid->set(i, j, m_TerrainOnlyGrid->get(i, j));
}
// Add obstructions onto the grid
cmpObstructionManager->Rasterize(*m_Grid, m_PassClasses, m_DirtinessInformation.globallyDirty);
// Update the long-range and hierarchical pathfinders.
if (m_DirtinessInformation.globallyDirty)
{
std::map<std::string, pass_class_t> nonPathfindingPassClasses, pathfindingPassClasses;
GetPassabilityClasses(nonPathfindingPassClasses, pathfindingPassClasses);
m_LongPathfinder->Reload(m_Grid);
m_PathfinderHier->Recompute(m_Grid, nonPathfindingPassClasses, pathfindingPassClasses);
}
else
{
m_LongPathfinder->Update(m_Grid);
m_PathfinderHier->Update(m_Grid, m_DirtinessInformation.dirtinessGrid);
}
// Remember the necessary updates that the AI pathfinder will have to perform as well
m_AIPathfinderDirtinessInformation.MergeAndClear(m_DirtinessInformation);
}
void CCmpPathfinder::MinimalTerrainUpdate(int itile0, int jtile0, int itile1, int jtile1)
{
TerrainUpdateHelper(false, itile0, jtile0, itile1, jtile1);
}
void CCmpPathfinder::TerrainUpdateHelper(bool expandPassability, int itile0, int jtile0, int itile1, int jtile1)
{
PROFILE3("TerrainUpdateHelper");
CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSimContext(), SYSTEM_ENTITY);
CmpPtr<ICmpWaterManager> cmpWaterManager(GetSimContext(), SYSTEM_ENTITY);
CmpPtr<ICmpTerrain> cmpTerrain(GetSimContext(), SYSTEM_ENTITY);
CTerrain& terrain = GetSimContext().GetTerrain();
if (!cmpTerrain || !cmpObstructionManager)
return;
u16 gridSize = cmpTerrain->GetMapSize() / Pathfinding::NAVCELL_SIZE_INT;
if (gridSize == 0)
return;
const bool needsNewTerrainGrid = !m_TerrainOnlyGrid || m_GridSize != gridSize;
if (needsNewTerrainGrid)
{
m_GridSize = gridSize;
SAFE_DELETE(m_TerrainOnlyGrid);
m_TerrainOnlyGrid = new Grid<NavcellData>(m_GridSize, m_GridSize);
// If this update comes from a map resizing, we must reinitialize the other grids as well
if (!m_TerrainOnlyGrid->compare_sizes(m_Grid))
{
SAFE_DELETE(m_Grid);
m_Grid = new Grid<NavcellData>(m_GridSize, m_GridSize);
m_DirtinessInformation = { true, true, Grid<u8>(m_GridSize, m_GridSize) };
m_AIPathfinderDirtinessInformation = m_DirtinessInformation;
}
}
Grid<u16> shoreGrid = ComputeShoreGrid();
const bool partialTerrainGridUpdate =
!expandPassability && !needsNewTerrainGrid &&
itile0 != -1 && jtile0 != -1 && itile1 != -1 && jtile1 != -1;
int istart = 0, iend = m_GridSize;
int jstart = 0, jend = m_GridSize;
if (partialTerrainGridUpdate)
{
// We need to extend the boundaries by 1 tile, because slope and ground
// level are calculated by multiple neighboring tiles.
// TODO: add CTerrain constant instead of 1.
istart = Clamp<int>((itile0 - 1) * Pathfinding::NAVCELLS_PER_TERRAIN_TILE, 0, m_GridSize);
iend = Clamp<int>((itile1 + 1) * Pathfinding::NAVCELLS_PER_TERRAIN_TILE, 0, m_GridSize);
jstart = Clamp<int>((jtile0 - 1) * Pathfinding::NAVCELLS_PER_TERRAIN_TILE, 0, m_GridSize);
jend = Clamp<int>((jtile1 + 1) * Pathfinding::NAVCELLS_PER_TERRAIN_TILE, 0, m_GridSize);
}
// Compute initial terrain-dependent passability
for (int j = jstart; j < jend; ++j)
{
for (int i = istart; i < iend; ++i)
{
// World-space coordinates for this navcell
fixed x, z;
Pathfinding::NavcellCenter(i, j, x, z);
// Terrain-tile coordinates for this navcell
int itile = i / Pathfinding::NAVCELLS_PER_TERRAIN_TILE;
int jtile = j / Pathfinding::NAVCELLS_PER_TERRAIN_TILE;
// Gather all the data potentially needed to determine passability:
fixed height = terrain.GetExactGroundLevelFixed(x, z);
fixed water;
if (cmpWaterManager)
water = cmpWaterManager->GetWaterLevel(x, z);
fixed depth = water - height;
// Exact slopes give kind of weird output, so just use rough tile-based slopes
fixed slope = terrain.GetSlopeFixed(itile, jtile);
// Get world-space coordinates from shoreGrid (which uses terrain tiles)
fixed shoredist = fixed::FromInt(shoreGrid.get(itile, jtile)).MultiplyClamp(TERRAIN_TILE_SIZE);
// Compute the passability for every class for this cell
NavcellData t = 0;
for (const PathfinderPassability& passability : m_PassClasses)
if (!passability.IsPassable(depth, slope, shoredist))
t |= passability.m_Mask;
m_TerrainOnlyGrid->set(i, j, t);
}
}
// Compute off-world passability
const int edgeSize = MAP_EDGE_TILES * Pathfinding::NAVCELLS_PER_TERRAIN_TILE;
NavcellData edgeMask = 0;
for (const PathfinderPassability& passability : m_PassClasses)
edgeMask |= passability.m_Mask;
int w = m_TerrainOnlyGrid->m_W;
int h = m_TerrainOnlyGrid->m_H;
if (cmpObstructionManager->GetPassabilityCircular())
{
for (int j = jstart; j < jend; ++j)
{
for (int i = istart; i < iend; ++i)
{
// Based on CCmpRangeManager::LosIsOffWorld
// but tweaked since it's tile-based instead.
// (We double all the values so we can handle half-tile coordinates.)
// This needs to be slightly tighter than the LOS circle,
// else units might get themselves lost in the SoD around the edge.
int dist2 = (i*2 + 1 - w)*(i*2 + 1 - w)
+ (j*2 + 1 - h)*(j*2 + 1 - h);
if (dist2 >= (w - 2*edgeSize) * (h - 2*edgeSize))
m_TerrainOnlyGrid->set(i, j, m_TerrainOnlyGrid->get(i, j) | edgeMask);
}
}
}
else
{
for (u16 j = 0; j < h; ++j)
for (u16 i = 0; i < edgeSize; ++i)
m_TerrainOnlyGrid->set(i, j, m_TerrainOnlyGrid->get(i, j) | edgeMask);
for (u16 j = 0; j < h; ++j)
for (u16 i = w-edgeSize+1; i < w; ++i)
m_TerrainOnlyGrid->set(i, j, m_TerrainOnlyGrid->get(i, j) | edgeMask);
for (u16 j = 0; j < edgeSize; ++j)
for (u16 i = edgeSize; i < w-edgeSize+1; ++i)
m_TerrainOnlyGrid->set(i, j, m_TerrainOnlyGrid->get(i, j) | edgeMask);
for (u16 j = h-edgeSize+1; j < h; ++j)
for (u16 i = edgeSize; i < w-edgeSize+1; ++i)
m_TerrainOnlyGrid->set(i, j, m_TerrainOnlyGrid->get(i, j) | edgeMask);
}
if (!expandPassability)
return;
// Expand the impassability grid, for any class with non-zero clearance,
// so that we can stop units getting too close to impassable navcells.
// Note: It's not possible to perform this expansion once for all passabilities
// with the same clearance, because the impassable cells are not necessarily the
// same for all these passabilities.
for (PathfinderPassability& passability : m_PassClasses)
{
if (passability.m_Clearance == fixed::Zero())
continue;
int clearance = (passability.m_Clearance / Pathfinding::NAVCELL_SIZE).ToInt_RoundToInfinity();
ExpandImpassableCells(*m_TerrainOnlyGrid, clearance, passability.m_Mask);
}
}
//////////////////////////////////////////////////////////
u32 CCmpPathfinder::ComputePathAsync(entity_pos_t x0, entity_pos_t z0, const PathGoal& goal, pass_class_t passClass, entity_id_t notify)
{
LongPathRequest req = { m_NextAsyncTicket++, x0, z0, goal, passClass, notify };
m_LongPathRequests.m_Requests.push_back(req);
return req.ticket;
}
u32 CCmpPathfinder::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 group, entity_id_t notify)
{
ShortPathRequest req = { m_NextAsyncTicket++, x0, z0, clearance, range, goal, passClass, avoidMovingUnits, group, notify };
m_ShortPathRequests.m_Requests.push_back(req);
return req.ticket;
}
void CCmpPathfinder::ComputePathImmediate(entity_pos_t x0, entity_pos_t z0, const PathGoal& goal, pass_class_t passClass, WaypointPath& ret) const
{
m_LongPathfinder->ComputePath(*m_PathfinderHier, x0, z0, goal, passClass, ret);
}
WaypointPath CCmpPathfinder::ComputeShortPathImmediate(const ShortPathRequest& request) const
{
return m_VertexPathfinders.front().ComputeShortPath(request, CmpPtr<ICmpObstructionManager>(GetSystemEntity()));
}
template<typename T>
template<typename U>
void CCmpPathfinder::PathRequests<T>::Compute(const CCmpPathfinder& cmpPathfinder, const U& pathfinder)
{
static_assert((std::is_same_v<T, LongPathRequest> && std::is_same_v<U, LongPathfinder>) ||
(std::is_same_v<T, ShortPathRequest> && std::is_same_v<U, VertexPathfinder>));
size_t maxN = m_Results.size();
size_t startIndex = m_Requests.size() - m_Results.size();
do
{
size_t workIndex = m_NextPathToCompute++;
if (workIndex >= maxN)
break;
const T& req = m_Requests[startIndex + workIndex];
PathResult& result = m_Results[workIndex];
result.ticket = req.ticket;
result.notify = req.notify;
if constexpr (std::is_same_v<T, LongPathRequest>)
pathfinder.ComputePath(*cmpPathfinder.m_PathfinderHier, req.x0, req.z0, req.goal, req.passClass, result.path);
else
result.path = pathfinder.ComputeShortPath(req, CmpPtr<ICmpObstructionManager>(cmpPathfinder.GetSystemEntity()));
if (workIndex == maxN - 1)
m_ComputeDone = true;
}
while (true);
}
void CCmpPathfinder::SendRequestedPaths()
{
PROFILE2("SendRequestedPaths");
if (!m_LongPathRequests.m_ComputeDone || !m_ShortPathRequests.m_ComputeDone)
{
// Also start computing on the main thread to finish faster.
m_ShortPathRequests.Compute(*this, m_VertexPathfinders.front());
m_LongPathRequests.Compute(*this, *m_LongPathfinder);
}
// We're done, clear futures.
// Use CancelOrWait instead of just Cancel to ensure determinism.
for (Future<void>& future : m_Futures)
future.CancelOrWait();
{
PROFILE2("PostMessages");
for (PathResult& path : m_ShortPathRequests.m_Results)
{
CMessagePathResult msg(path.ticket, path.path);
GetSimContext().GetComponentManager().PostMessage(path.notify, msg);
}
for (PathResult& path : m_LongPathRequests.m_Results)
{
CMessagePathResult msg(path.ticket, path.path);
GetSimContext().GetComponentManager().PostMessage(path.notify, msg);
}
}
m_ShortPathRequests.ClearComputed();
m_LongPathRequests.ClearComputed();
}
void CCmpPathfinder::StartProcessingMoves(bool useMax)
{
m_ShortPathRequests.PrepareForComputation(useMax ? m_MaxSameTurnMoves : 0);
m_LongPathRequests.PrepareForComputation(useMax ? m_MaxSameTurnMoves : 0);
Threading::TaskManager& taskManager = Threading::TaskManager::Instance();
for (size_t i = 0; i < m_Futures.size(); ++i)
{
ENSURE(!m_Futures[i].Valid());
// Pass the i+1th vertex pathfinder to keep the first for the main thread,
// each thread get its own instance to avoid conflicts in cached data.
m_Futures[i] = taskManager.PushTask([&pathfinder=*this, &vertexPfr=m_VertexPathfinders[i + 1]]() {
PROFILE2("Async pathfinding");
pathfinder.m_ShortPathRequests.Compute(pathfinder, vertexPfr);
pathfinder.m_LongPathRequests.Compute(pathfinder, *pathfinder.m_LongPathfinder);
});
}
}
//////////////////////////////////////////////////////////
bool CCmpPathfinder::IsGoalReachable(entity_pos_t x0, entity_pos_t z0, const PathGoal& goal, pass_class_t passClass)
{
PROFILE2("IsGoalReachable");
u16 i, j;
Pathfinding::NearestNavcell(x0, z0, i, j, m_GridSize, m_GridSize);
if (!IS_PASSABLE(m_Grid->get(i, j), passClass))
m_PathfinderHier->FindNearestPassableNavcell(i, j, passClass);
return m_PathfinderHier->IsGoalReachable(i, j, goal, passClass);
}
bool CCmpPathfinder::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) const
{
PROFILE2_IFSPIKE("Check Movement", 0.001);
// Test against obstructions first. filter may discard pathfinding-blocking obstructions.
// Use more permissive version of TestLine to allow unit-unit collisions to overlap slightly.
// This makes movement smoother and more natural for units, overall.
CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
if (!cmpObstructionManager || cmpObstructionManager->TestLine(filter, x0, z0, x1, z1, r, true))
return false;
// Then test against the terrain grid. This should not be necessary
// But in case we allow terrain to change it will become so.
return Pathfinding::CheckLineMovement(x0, z0, x1, z1, passClass, *m_TerrainOnlyGrid);
}
ICmpObstruction::EFoundationCheck CCmpPathfinder::CheckUnitPlacement(const IObstructionTestFilter& filter,
entity_pos_t x, entity_pos_t z, entity_pos_t r, pass_class_t passClass, bool UNUSED(onlyCenterPoint)) const
{
// Check unit obstruction
CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
if (!cmpObstructionManager)
return ICmpObstruction::FOUNDATION_CHECK_FAIL_ERROR;
if (cmpObstructionManager->TestUnitShape(filter, x, z, r, NULL))
return ICmpObstruction::FOUNDATION_CHECK_FAIL_OBSTRUCTS_FOUNDATION;
// Test against terrain and static obstructions:
u16 i, j;
Pathfinding::NearestNavcell(x, z, i, j, m_GridSize, m_GridSize);
if (!IS_PASSABLE(m_Grid->get(i, j), passClass))
return ICmpObstruction::FOUNDATION_CHECK_FAIL_TERRAIN_CLASS;
// (Static obstructions will be redundantly tested against in both the
// obstruction-shape test and navcell-passability test, which is slightly
// inefficient but shouldn't affect behaviour)
return ICmpObstruction::FOUNDATION_CHECK_SUCCESS;
}
ICmpObstruction::EFoundationCheck CCmpPathfinder::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) const
{
return CCmpPathfinder::CheckBuildingPlacement(filter, x, z, a, w, h, id, passClass, false);
}
ICmpObstruction::EFoundationCheck CCmpPathfinder::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 UNUSED(onlyCenterPoint)) const
{
// Check unit obstruction
CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSystemEntity());
if (!cmpObstructionManager)
return ICmpObstruction::FOUNDATION_CHECK_FAIL_ERROR;
if (cmpObstructionManager->TestStaticShape(filter, x, z, a, w, h, NULL))
return ICmpObstruction::FOUNDATION_CHECK_FAIL_OBSTRUCTS_FOUNDATION;
// Test against terrain:
ICmpObstructionManager::ObstructionSquare square;
CmpPtr<ICmpObstruction> cmpObstruction(GetSimContext(), id);
if (!cmpObstruction || !cmpObstruction->GetObstructionSquare(square))
return ICmpObstruction::FOUNDATION_CHECK_FAIL_NO_OBSTRUCTION;
entity_pos_t expand;
const PathfinderPassability* passability = GetPassabilityFromMask(passClass);
if (passability)
expand = passability->m_Clearance;
SimRasterize::Spans spans;
SimRasterize::RasterizeRectWithClearance(spans, square, expand, Pathfinding::NAVCELL_SIZE);
for (const SimRasterize::Span& span : spans)
{
i16 i0 = span.i0;
i16 i1 = span.i1;
i16 j = span.j;
// Fail if any span extends outside the grid
if (i0 < 0 || i1 > m_TerrainOnlyGrid->m_W || j < 0 || j > m_TerrainOnlyGrid->m_H)
return ICmpObstruction::FOUNDATION_CHECK_FAIL_TERRAIN_CLASS;
// Fail if any span includes an impassable tile
for (i16 i = i0; i < i1; ++i)
if (!IS_PASSABLE(m_TerrainOnlyGrid->get(i, j), passClass))
return ICmpObstruction::FOUNDATION_CHECK_FAIL_TERRAIN_CLASS;
}
return ICmpObstruction::FOUNDATION_CHECK_SUCCESS;
}
|