/* Copyright (C) 2022 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 . */ #ifndef INCLUDED_PATHFINDING #define INCLUDED_PATHFINDING #include "graphics/Terrain.h" #include "maths/MathUtil.h" #include "simulation2/system/Entity.h" #include "PathGoal.h" class CParamNode; typedef u16 pass_class_t; template class Grid; struct LongPathRequest { u32 ticket; entity_pos_t x0; entity_pos_t z0; PathGoal goal; pass_class_t passClass; entity_id_t notify; }; struct ShortPathRequest { 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; }; struct Waypoint { entity_pos_t x, z; }; /** * Returned path. * Waypoints are in *reverse* order (the earliest is at the back of the list) */ struct WaypointPath { std::vector m_Waypoints; }; /** * Represents the cost of a path consisting of horizontal/vertical and * diagonal movements over a uniform-cost grid. * Maximum path length before overflow is about 45K steps. */ struct PathCost { PathCost() : data(0) { } /// Construct from a number of horizontal/vertical and diagonal steps PathCost(u16 hv, u16 d) : data(hv * 65536 + d * 92682) // 2^16 * sqrt(2) == 92681.9 { } /// Construct for horizontal/vertical movement of given number of steps static PathCost horizvert(u16 n) { return PathCost(n, 0); } /// Construct for diagonal movement of given number of steps static PathCost diag(u16 n) { return PathCost(0, n); } PathCost operator+(const PathCost& a) const { PathCost c; c.data = data + a.data; return c; } PathCost& operator+=(const PathCost& a) { data += a.data; return *this; } bool operator<=(const PathCost& b) const { return data <= b.data; } bool operator< (const PathCost& b) const { return data < b.data; } bool operator>=(const PathCost& b) const { return data >= b.data; } bool operator>(const PathCost& b) const { return data > b.data; } u32 ToInt() { return data; } private: u32 data; }; inline constexpr int PASS_CLASS_BITS = 16; typedef u16 NavcellData; // 1 bit per passability class (up to PASS_CLASS_BITS) #define IS_PASSABLE(item, classmask) (((item) & (classmask)) == 0) #define PASS_CLASS_MASK_FROM_INDEX(id) ((pass_class_t)(1u << id)) #define SPECIAL_PASS_CLASS PASS_CLASS_MASK_FROM_INDEX((PASS_CLASS_BITS-1)) // 16th bit, used for special in-place computations namespace Pathfinding { /** * The long-range pathfinder operates primarily over a navigation grid (a uniform-cost * 2D passability grid, with horizontal/vertical (not diagonal) connectivity). * This is based on the terrain tile passability, plus the rasterized shapes of * obstructions, all expanded outwards by the radius of the units. * Since units are much smaller than terrain tiles, the nav grid should be * higher resolution than the tiles. * We therefore split each the world into NxN "nav cells" (for some integer N, * preferably a power of two). */ inline constexpr fixed NAVCELL_SIZE = fixed::FromInt(1); inline constexpr int NAVCELL_SIZE_INT = 1; inline constexpr int NAVCELL_SIZE_LOG2 = 0; /** * The terrain grid is coarser, and it is often convenient to convert from one to the other. */ inline constexpr int NAVCELLS_PER_TERRAIN_TILE = TERRAIN_TILE_SIZE / NAVCELL_SIZE_INT; static_assert(TERRAIN_TILE_SIZE % NAVCELL_SIZE_INT == 0, "Terrain tile size is not a multiple of navcell size"); /** * To make sure the long-range pathfinder is more strict than the short-range one, * we need to slightly over-rasterize. So we extend the clearance radius by 1. */ inline constexpr entity_pos_t CLEARANCE_EXTENSION_RADIUS = fixed::FromInt(1); /** * Compute the navcell indexes on the grid nearest to a given point * w, h are the grid dimensions, i.e. the number of navcells per side */ inline void NearestNavcell(entity_pos_t x, entity_pos_t z, u16& i, u16& j, u16 w, u16 h) { // Use NAVCELL_SIZE_INT to save the cost of dividing by a fixed i = static_cast(Clamp((x / NAVCELL_SIZE_INT).ToInt_RoundToNegInfinity(), 0, w - 1)); j = static_cast(Clamp((z / NAVCELL_SIZE_INT).ToInt_RoundToNegInfinity(), 0, h - 1)); } /** * Returns the position of the center of the given terrain tile */ inline void TerrainTileCenter(u16 i, u16 j, entity_pos_t& x, entity_pos_t& z) { static_assert(TERRAIN_TILE_SIZE % 2 == 0); x = entity_pos_t::FromInt(i*(int)TERRAIN_TILE_SIZE + (int)TERRAIN_TILE_SIZE / 2); z = entity_pos_t::FromInt(j*(int)TERRAIN_TILE_SIZE + (int)TERRAIN_TILE_SIZE / 2); } inline void NavcellCenter(u16 i, u16 j, entity_pos_t& x, entity_pos_t& z) { x = entity_pos_t::FromInt(i * 2 + 1).Multiply(NAVCELL_SIZE / 2); z = entity_pos_t::FromInt(j * 2 + 1).Multiply(NAVCELL_SIZE / 2); } /* * Checks that the line (x0,z0)-(x1,z1) does not intersect any impassable navcells. */ 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); } /* * For efficient pathfinding we want to try hard to minimise the per-tile search cost, * so we precompute the tile passability flags for the various different types of unit. * We also want to minimise memory usage (there can easily be 100K tiles so we don't want * to store many bytes for each). * * To handle passability efficiently, we have a small number of passability classes * (e.g. "infantry", "ship"). Each unit belongs to a single passability class, and * uses that for all its pathfinding. * Passability is determined by water depth, terrain slope, forestness, buildingness. * We need at least one bit per class per tile to represent passability. * * Not all pass classes are used for actual pathfinding. The pathfinder calls * CCmpObstructionManager's Rasterize() to add shapes onto the passability grid. * Which shapes are rasterized depend on the value of the m_Obstructions of each passability * class. * * Passabilities not used for unit pathfinding should not use the Clearance attribute, and * will get a zero clearance value. */ class PathfinderPassability { public: PathfinderPassability(pass_class_t mask, const CParamNode& node); bool IsPassable(fixed waterdepth, fixed steepness, fixed shoredist) const { return ((m_MinDepth <= waterdepth && waterdepth <= m_MaxDepth) && (steepness < m_MaxSlope) && (m_MinShore <= shoredist && shoredist <= m_MaxShore)); } pass_class_t m_Mask; fixed m_Clearance; // min distance from static obstructions enum ObstructionHandling { NONE, PATHFINDING, FOUNDATION }; ObstructionHandling m_Obstructions; private: fixed m_MinDepth; fixed m_MaxDepth; fixed m_MaxSlope; fixed m_MinShore; fixed m_MaxShore; }; #endif // INCLUDED_PATHFINDING