Matei
bb517e3daf
- Decreased MP turn length to 150 ms. - Let units move along multiple steps of a path per turn. This means they no longer "hesitate" between tiles. Especially noticeable in MP games or at low framerates. - Joined segments of paths generated by the pathfinder into linear pieces for better repathing. This was SVN commit r5224.
165 lines
5.4 KiB
C++
165 lines
5.4 KiB
C++
#include "precompiled.h"
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#include "ps/Profile.h"
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#include "EntityOrders.h"
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#include "Entity.h"
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#include "EntityTemplate.h"
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#include "PathfindEngine.h"
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#include "graphics/Terrain.h"
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#include "ps/World.h"
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CPathfindEngine::CPathfindEngine()
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{
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}
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void CPathfindEngine::RequestPath( HEntity entity, const CVector2D& destination,
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CEntityOrder::EOrderSource orderSource )
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{
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/* TODO: Add code to generate high level path
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For now, just the one high level waypoint to the final
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destination is added
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*/
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CEntityOrder waypoint;
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waypoint.m_type = CEntityOrder::ORDER_GOTO_WAYPOINT;
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waypoint.m_source = orderSource;
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waypoint.m_target_location = destination;
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waypoint.m_pathfinder_radius = 0.0f;
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entity->m_orderQueue.push_front( waypoint );
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}
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void CPathfindEngine::RequestLowLevelPath( HEntity entity, const CVector2D& destination, bool UNUSED(contact),
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float radius, CEntityOrder::EOrderSource orderSource )
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{
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PROFILE_START("Pathfinding");
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CVector2D source( entity->m_position.X, entity->m_position.Z );
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if ( mLowPathfinder.FindPath(source, destination, entity, radius) )
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{
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std::vector<CVector2D> stepwisePath = mLowPathfinder.GetLastPath();
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// Make the path take as few steps as possible by collapsing steps in the same direction together.
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std::vector<CVector2D> path;
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CVector2D lastDir(0, 0);
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for(size_t i=0; i < stepwisePath.size(); i++)
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{
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if(i >= 2 && stepwisePath[i]-stepwisePath[i-1] == lastDir)
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// We're in a colinear range; just update last point
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path[path.size()-1] = stepwisePath[i];
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else
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path.push_back(stepwisePath[i]);
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if(i >= 1)
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lastDir = stepwisePath[i] - stepwisePath[i-1];
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}
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if( path.size() > 0 )
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{
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// Push the path onto the front of our order queue in reverse order,
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// so that we run through it before continuing other orders.
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CEntityOrder node;
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node.m_source = orderSource;
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// Hack to make pathfinding slightly more precise:
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// If the radius was 0, make the final node be exactly at the destination
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// (otherwise, go to wherever the pathfinder tells us since we just want to be in range)
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CVector2D finalDest = (radius==0 ? destination : path[path.size()-1]);
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node.m_type = CEntityOrder::ORDER_PATH_END_MARKER; // push end marker (used as a sentinel when repathing)
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node.m_target_location = finalDest;
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entity->m_orderQueue.push_front(node);
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node.m_type = CEntityOrder::ORDER_GOTO_NOPATHING; // push final goto step
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node.m_target_location = finalDest;
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entity->m_orderQueue.push_front(node);
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for( int i = ((int) path.size()) - 2; i >= 0; i-- )
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{
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node.m_type = CEntityOrder::ORDER_GOTO_NOPATHING; // TODO: For non-contact paths, do we want some other order type?
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node.m_target_location = path[i];
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entity->m_orderQueue.push_front(node);
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}
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}
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else {
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// Hack to make pathfinding slightly more precise:
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// If radius = 0, we have an empty path but the user still wants us to move
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// within the same tile, so add a GOTO order anyway
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if(radius == 0)
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{
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CEntityOrder node;
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node.m_type = CEntityOrder::ORDER_PATH_END_MARKER;
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node.m_target_location = destination;
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entity->m_orderQueue.push_front(node);
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node.m_type = CEntityOrder::ORDER_GOTO_NOPATHING;
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node.m_target_location = destination;
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entity->m_orderQueue.push_front(node);
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}
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}
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}
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else
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{
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// If no path was found, then unsolvable
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// TODO: Figure out what to do in this case
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}
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PROFILE_END("Pathfinding");
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}
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void CPathfindEngine::RequestContactPath( HEntity entity, CEntityOrder* current, float range )
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{
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/* TODO: Same as non-contact: need high-level planner */
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CEntityOrder waypoint;
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waypoint.m_type = CEntityOrder::ORDER_GOTO_WAYPOINT_CONTACT;
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waypoint.m_source = current->m_source;
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HEntity target = current->m_target_entity;
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waypoint.m_target_location = target->m_position;
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waypoint.m_pathfinder_radius = std::max( target->m_bounds->m_radius, range );
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entity->m_orderQueue.push_front( waypoint );
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//PathSparse( entity, current->m_target_entity->m_position );
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//// For attack orders, do some additional postprocessing (replace goto/nopathing
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//// with attack/nopathing, up until the attack order marker)
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//std::deque<CEntityOrder>::iterator it;
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//for( it = entity->m_orderQueue.begin(); it != entity->m_orderQueue.end(); it++ )
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//{
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// if( it->m_type == CEntityOrder::ORDER_PATH_END_MARKER )
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// break;
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// if( it->m_type == CEntityOrder::ORDER_GOTO_NOPATHING )
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// {
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// *it = *current;
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// }
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//}
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}
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bool CPathfindEngine::RequestAvoidPath( HEntity entity, CEntityOrder* current, float avoidRange )
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{
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/* TODO: Same as non-contact: need high-level planner */
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// TODO: Replace this with a new type of goal which is to avoid some point or line segment
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// (requires changes to pathfinder to support this type of goal)
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CEntityOrder waypoint;
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waypoint.m_type = CEntityOrder::ORDER_GOTO_WAYPOINT_CONTACT;
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waypoint.m_source = current->m_source;
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// Figure out a direction to move
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HEntity target = current->m_target_entity;
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CVector3D dir = entity->m_position - target->m_position;
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if(dir.LengthSquared() == 0) // shouldn't happen, but just in case
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dir = CVector3D(1, 0, 0);
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float dist = dir.Length();
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dir.Normalize();
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waypoint.m_target_location = entity->m_position + dir * (avoidRange - dist);
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if( !g_Game->GetWorld()->GetTerrain()->IsOnMap( waypoint.m_target_location ) )
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{
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return false;
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}
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waypoint.m_pathfinder_radius = 0.0f;
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entity->m_orderQueue.push_front( waypoint );
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return true;
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}
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