/* 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 . */ #include "precompiled.h" #include "Pathfinding.h" #include "graphics/Terrain.h" #include "ps/CLogger.h" #include "simulation2/helpers/Grid.h" #include "simulation2/system/ParamNode.h" namespace Pathfinding { bool CheckLineMovement(entity_pos_t x0, entity_pos_t z0, entity_pos_t x1, entity_pos_t z1, pass_class_t passClass, const Grid& grid) { // We shouldn't allow lines between diagonally-adjacent navcells. // It doesn't matter whether we allow lines precisely along the edge // of an impassable navcell. // To rasterise the line: // If the line is (e.g.) aiming up-right, then we start at the navcell // containing the start point and the line must either end in that navcell // or else exit along the top edge or the right edge (or through the top-right corner, // which we'll arbitrary treat as the horizontal edge). // So we jump into the adjacent navcell across that edge, and continue. // To handle the special case of units that are stuck on impassable cells, // we allow them to move from an impassable to a passable cell (but not // vice versa). u16 i0, j0, i1, j1; NearestNavcell(x0, z0, i0, j0, grid.m_W, grid.m_H); NearestNavcell(x1, z1, i1, j1, grid.m_W, grid.m_H); // Find which direction the line heads in int di = (i0 < i1 ? +1 : i1 < i0 ? -1 : 0); int dj = (j0 < j1 ? +1 : j1 < j0 ? -1 : 0); u16 i = i0; u16 j = j0; bool currentlyOnImpassable = !IS_PASSABLE(grid.get(i0, j0), passClass); while (true) { // Make sure we are still in the limits ENSURE( ((di > 0 && i0 <= i && i <= i1) || (di < 0 && i1 <= i && i <= i0) || (di == 0 && i == i0)) && ((dj > 0 && j0 <= j && j <= j1) || (dj < 0 && j1 <= j && j <= j0) || (dj == 0 && j == j0))); // Fail if we're moving onto an impassable navcell bool passable = IS_PASSABLE(grid.get(i, j), passClass); if (passable) currentlyOnImpassable = false; else if (!currentlyOnImpassable) return false; // Succeed if we're at the target if (i == i1 && j == j1) return true; // If we can only move horizontally/vertically, then just move in that direction // If we are reaching the limits, we can go straight to the end if (di == 0 || i == i1) { j += dj; continue; } else if (dj == 0 || j == j1) { i += di; continue; } // Otherwise we need to check which cell to move into: // Check whether the line intersects the horizontal (top/bottom) edge of // the current navcell. // Horizontal edge is (i, j + (dj>0?1:0)) .. (i + 1, j + (dj>0?1:0)) // Since we already know the line is moving from this navcell into a different // navcell, we simply need to test that the edge's endpoints are not both on the // same side of the line. // If we are crossing exactly a vertex of the grid, we will get dota or dotb equal // to 0. In that case we arbitrarily choose to move of dj. // This only works because we handle the case (i == i1 || j == j1) beforehand. // Otherwise we could go outside the j limits and never reach the final navcell. entity_pos_t xia = entity_pos_t::FromInt(i).Multiply(Pathfinding::NAVCELL_SIZE); entity_pos_t xib = entity_pos_t::FromInt(i+1).Multiply(Pathfinding::NAVCELL_SIZE); entity_pos_t zj = entity_pos_t::FromInt(j + (dj+1)/2).Multiply(Pathfinding::NAVCELL_SIZE); CFixedVector2D perp = CFixedVector2D(x1 - x0, z1 - z0).Perpendicular(); entity_pos_t dota = (CFixedVector2D(xia, zj) - CFixedVector2D(x0, z0)).Dot(perp); entity_pos_t dotb = (CFixedVector2D(xib, zj) - CFixedVector2D(x0, z0)).Dot(perp); // If the horizontal edge is fully on one side of the line, so the line doesn't // intersect it, we should move across the vertical edge instead if ((dota < entity_pos_t::Zero() && dotb < entity_pos_t::Zero()) || (dota > entity_pos_t::Zero() && dotb > entity_pos_t::Zero())) i += di; else j += dj; } } } PathfinderPassability::PathfinderPassability(pass_class_t mask, const CParamNode& node) : m_Mask(mask) { if (node.GetChild("MinWaterDepth").IsOk()) m_MinDepth = node.GetChild("MinWaterDepth").ToFixed(); else m_MinDepth = std::numeric_limits::min(); if (node.GetChild("MaxWaterDepth").IsOk()) m_MaxDepth = node.GetChild("MaxWaterDepth").ToFixed(); else m_MaxDepth = std::numeric_limits::max(); if (node.GetChild("MaxTerrainSlope").IsOk()) m_MaxSlope = node.GetChild("MaxTerrainSlope").ToFixed(); else m_MaxSlope = std::numeric_limits::max(); if (node.GetChild("MinShoreDistance").IsOk()) m_MinShore = node.GetChild("MinShoreDistance").ToFixed(); else m_MinShore = std::numeric_limits::min(); if (node.GetChild("MaxShoreDistance").IsOk()) m_MaxShore = node.GetChild("MaxShoreDistance").ToFixed(); else m_MaxShore = std::numeric_limits::max(); if (node.GetChild("Clearance").IsOk()) { m_Clearance = node.GetChild("Clearance").ToFixed(); /* According to Philip who designed the original doc (in docs/pathfinder.pdf), * clearance should usually be integer to ensure consistent behavior when rasterizing * the passability map. * This seems doubtful to me and my pathfinder fix makes having a clearance of 0.8 quite convenient * so I comment out this check, but leave it here for the purpose of documentation should a bug arise. if (!(m_Clearance % Pathfinding::NAVCELL_SIZE).IsZero()) { // If clearance isn't an integer number of navcells then we'll // probably get weird behaviour when expanding the navcell grid // by clearance, vs expanding static obstructions by clearance LOGWARNING("Pathfinder passability class has clearance %f, should be multiple of %f", m_Clearance.ToFloat(), Pathfinding::NAVCELL_SIZE.ToFloat()); }*/ } else m_Clearance = fixed::Zero(); if (node.GetChild("Obstructions").IsOk()) { const std::string& obstructions = node.GetChild("Obstructions").ToString(); if (obstructions == "none") m_Obstructions = NONE; else if (obstructions == "pathfinding") m_Obstructions = PATHFINDING; else if (obstructions == "foundation") m_Obstructions = FOUNDATION; else { LOGERROR("Invalid value for Obstructions in pathfinder.xml for pass class %d", mask); m_Obstructions = NONE; } } else m_Obstructions = NONE; }