/* Copyright (C) 2024 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 . */ /** * @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 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(); m_PathfinderHier = std::make_unique(); // 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 m_Futures.clear(); SAFE_DELETE(m_AtlasOverlay); SAFE_DELETE(m_Grid); SAFE_DELETE(m_TerrainOnlyGrid); } template<> struct SerializeHelper { template void operator()(S& serialize, const char* UNUSED(name), Serialize::qualify 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 { template void operator()(S& serialize, const char* UNUSED(name), Serialize::qualify 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 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 (msg); RenderSubmit(msgData.collector); break; } case MT_TerrainChanged: { const CMessageTerrainChanged& msgData = static_cast(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(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& 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::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& passClasses) const { passClasses = m_PassClassMasks; } void CCmpPathfinder::GetPassabilityClasses(std::map& nonPathfindingPassClasses, std::map& pathfindingPassClasses) const { for (const std::pair& 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& 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& 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 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 CCmpPathfinder::ComputeShoreGrid(bool expandOnWater) { PROFILE3("ComputeShoreGrid"); CmpPtr 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 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 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 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(m_GridSize, m_GridSize); SAFE_DELETE(m_TerrainOnlyGrid); m_TerrainOnlyGrid = new Grid(m_GridSize, m_GridSize); m_DirtinessInformation = { true, true, Grid(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(m_GridSize, m_GridSize)); #endif CmpPtr 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 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 cmpObstructionManager(GetSimContext(), SYSTEM_ENTITY); CmpPtr cmpWaterManager(GetSimContext(), SYSTEM_ENTITY); CmpPtr 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(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(m_GridSize, m_GridSize); m_DirtinessInformation = { true, true, Grid(m_GridSize, m_GridSize) }; m_AIPathfinderDirtinessInformation = m_DirtinessInformation; } } Grid 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((itile0 - 1) * Pathfinding::NAVCELLS_PER_TERRAIN_TILE, 0, m_GridSize); iend = Clamp((itile1 + 1) * Pathfinding::NAVCELLS_PER_TERRAIN_TILE, 0, m_GridSize); jstart = Clamp((jtile0 - 1) * Pathfinding::NAVCELLS_PER_TERRAIN_TILE, 0, m_GridSize); jend = Clamp((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(GetSystemEntity())); } template template void CCmpPathfinder::PathRequests::Compute(const CCmpPathfinder& cmpPathfinder, const U& pathfinder) { static_assert((std::is_same_v && std::is_same_v) || (std::is_same_v && std::is_same_v)); 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) pathfinder.ComputePath(*cmpPathfinder.m_PathfinderHier, req.x0, req.z0, req.goal, req.passClass, result.path); else result.path = pathfinder.ComputeShortPath(req, CmpPtr(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, get the exceptions from the futures. for (Future& future : m_Futures) future.Get(); { 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 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 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 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 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; }