Pathfinding fixes

This commit is contained in:
Anuken
2023-09-25 12:23:46 -04:00
parent d8535c4d03
commit 7536bbfeb0
7 changed files with 98 additions and 317 deletions

View File

@@ -344,6 +344,10 @@ public class ControlPathfinder{
requests.clear();
}
public static boolean isNearObstacle(Unit unit, int x1, int y1, int x2, int y2){
return raycast(unit.team().id, unit.type.pathCost, x1, y1, x2, y2);
}
private static boolean raycast(int team, PathCost type, int x1, int y1, int x2, int y2){
int ww = wwidth, wh = wheight;
int x = x1, dx = Math.abs(x2 - x), sx = x < x2 ? 1 : -1;

View File

@@ -159,7 +159,7 @@ public class Pathfinder implements Runnable{
if(other != null){
Floor floor = other.floor();
boolean osolid = other.solid();
if(floor.isLiquid) nearLiquid = true;
if(floor.isLiquid && floor.isDeep()) nearLiquid = true;
//TODO potentially strange behavior when teamPassable is false for other teams?
if(osolid && !other.block().teamPassable) nearSolid = true;
if(!floor.isLiquid) nearGround = true;

View File

@@ -1,11 +1,11 @@
package mindustry.ai;
import arc.*;
import arc.func.*;
import arc.graphics.*;
import arc.math.*;
import arc.math.geom.*;
import arc.struct.*;
import arc.util.*;
import mindustry.*;
import mindustry.ai.Pathfinder.*;
import mindustry.async.*;
@@ -16,11 +16,13 @@ import mindustry.world.blocks.environment.*;
public class UnitGroup{
public Seq<Unit> units = new Seq<>();
public float[] positions;
public float minSpeed = 999999f;
public int collisionLayer;
public volatile float[] positions, originalPositions;
public volatile boolean valid;
public float minSpeed = 999999f;
public void calculateFormation(Vec2 dest, int collisionLayer){
this.collisionLayer = collisionLayer;
float cx = 0f, cy = 0f;
for(Unit unit : units){
@@ -137,31 +139,11 @@ public class UnitGroup{
}
}
originalPositions = positions.clone();
//raycast from the destination to the offset to make sure it's reachable
if(collisionLayer != PhysicsProcess.layerFlying){
for(int a = 0; a < units.size; a ++){
//coordinates in world space
float
x = positions[a * 2] + dest.x,
y = positions[a * 2 + 1] + dest.y;
Unit unit = units.get(a);
PathCost cost = unit.type.pathCost;
int res = ControlPathfinder.raycastFast(unit.team.id, cost, World.toTile(dest.x), World.toTile(dest.y), World.toTile(x), World.toTile(y));
//collision found, make th destination the point right before the collision
if(res != 0){
v1.set(Point2.x(res) * Vars.tilesize - dest.x, Point2.y(res) * Vars.tilesize - dest.y);
v1.setLength(Math.max(v1.len() - Vars.tilesize - 4f, 0));
positions[a * 2] = v1.x;
positions[a * 2 + 1] = v1.y;
}
if(ControlPathfinder.showDebug){
Core.app.post(() -> Fx.debugLine.at(unit.x, unit.y, 0f, Color.green, new Vec2[]{new Vec2(dest.x, dest.y), new Vec2(x, y)}));
}
}
for(int a = 0; a < units.size; a ++){
updateRaycast(a, dest, v1);
}
valid = true;
@@ -178,274 +160,34 @@ public class UnitGroup{
});
}
public static class IntQuadTree{
protected final Rect tmp = new Rect();
protected static final int maxObjectsPerNode = 5;
public IntQuadTreeProvider prov;
public Rect bounds;
public IntSeq objects = new IntSeq(false, 10);
public IntQuadTree botLeft, botRight, topLeft, topRight;
public boolean leaf = true;
public int totalObjects;
public IntQuadTree(Rect bounds, IntQuadTreeProvider prov){
this.bounds = bounds;
this.prov = prov;
}
protected void split(){
if(!leaf) return;
float subW = bounds.width / 2;
float subH = bounds.height / 2;
if(botLeft == null){
botLeft = newChild(new Rect(bounds.x, bounds.y, subW, subH));
botRight = newChild(new Rect(bounds.x + subW, bounds.y, subW, subH));
topLeft = newChild(new Rect(bounds.x, bounds.y + subH, subW, subH));
topRight = newChild(new Rect(bounds.x + subW, bounds.y + subH, subW, subH));
}
leaf = false;
// Transfer objects to children if they fit entirely in one
for(int i = 0; i < objects.size; i ++){
int obj = objects.items[i];
hitbox(obj);
IntQuadTree child = getFittingChild(tmp);
if(child != null){
child.insert(obj);
objects.removeIndex(i);
i --;
}
}
}
protected void unsplit(){
if(leaf) return;
objects.addAll(botLeft.objects);
objects.addAll(botRight.objects);
objects.addAll(topLeft.objects);
objects.addAll(topRight.objects);
botLeft.clear();
botRight.clear();
topLeft.clear();
topRight.clear();
leaf = true;
}
/**
* Inserts an object into this node or its child nodes. This will split a leaf node if it exceeds the object limit.
*/
public void insert(int obj){
hitbox(obj);
if(!bounds.overlaps(tmp)){
// New object not in quad tree, ignoring
// throw an exception?
return;
}
totalObjects ++;
if(leaf && objects.size + 1 > maxObjectsPerNode) split();
if(leaf){
// Leaf, so no need to add to children, just add to root
objects.add(obj);
}else{
hitbox(obj);
// Add to relevant child, or root if can't fit completely in a child
IntQuadTree child = getFittingChild(tmp);
if(child != null){
child.insert(obj);
}else{
objects.add(obj);
}
}
}
/**
* Removes an object from this node or its child nodes.
*/
public boolean remove(int obj){
boolean result;
if(leaf){
// Leaf, no children, remove from root
result = objects.removeValue(obj);
}else{
// Remove from relevant child
hitbox(obj);
IntQuadTree child = getFittingChild(tmp);
if(child != null){
result = child.remove(obj);
}else{
// Or root if object doesn't fit in a child
result = objects.removeValue(obj);
}
if(totalObjects <= maxObjectsPerNode) unsplit();
}
if(result){
totalObjects --;
}
return result;
}
/** Removes all objects. */
public void clear(){
objects.clear();
totalObjects = 0;
if(!leaf){
topLeft.clear();
topRight.clear();
botLeft.clear();
botRight.clear();
}
leaf = true;
}
protected IntQuadTree getFittingChild(Rect boundingBox){
float verticalMidpoint = bounds.x + (bounds.width / 2);
float horizontalMidpoint = bounds.y + (bounds.height / 2);
// Object can completely fit within the top quadrants
boolean topQuadrant = boundingBox.y > horizontalMidpoint;
// Object can completely fit within the bottom quadrants
boolean bottomQuadrant = boundingBox.y < horizontalMidpoint && (boundingBox.y + boundingBox.height) < horizontalMidpoint;
// Object can completely fit within the left quadrants
if(boundingBox.x < verticalMidpoint && boundingBox.x + boundingBox.width < verticalMidpoint){
if(topQuadrant){
return topLeft;
}else if(bottomQuadrant){
return botLeft;
}
}else if(boundingBox.x > verticalMidpoint){ // Object can completely fit within the right quadrants
if(topQuadrant){
return topRight;
}else if(bottomQuadrant){
return botRight;
}
}
// Else, object needs to be in parent cause it can't fit completely in a quadrant
return null;
}
/**
* Processes objects that may intersect the given rectangle.
* <p>
* This will never result in false positives.
*/
public void intersect(float x, float y, float width, float height, Intc out){
if(!leaf){
if(topLeft.bounds.overlaps(x, y, width, height)) topLeft.intersect(x, y, width, height, out);
if(topRight.bounds.overlaps(x, y, width, height)) topRight.intersect(x, y, width, height, out);
if(botLeft.bounds.overlaps(x, y, width, height)) botLeft.intersect(x, y, width, height, out);
if(botRight.bounds.overlaps(x, y, width, height)) botRight.intersect(x, y, width, height, out);
}
IntSeq objects = this.objects;
for(int i = 0; i < objects.size; i++){
int item = objects.items[i];
hitbox(item);
if(tmp.overlaps(x, y, width, height)){
out.get(item);
}
}
}
/**
* @return whether an object overlaps this rectangle.
* This will never result in false positives.
*/
public boolean any(float x, float y, float width, float height){
if(!leaf){
if(topLeft.bounds.overlaps(x, y, width, height) && topLeft.any(x, y, width, height)) return true;
if(topRight.bounds.overlaps(x, y, width, height) && topRight.any(x, y, width, height)) return true;
if(botLeft.bounds.overlaps(x, y, width, height) && botLeft.any(x, y, width, height)) return true;
if(botRight.bounds.overlaps(x, y, width, height) && botRight.any(x, y, width, height))return true;
}
IntSeq objects = this.objects;
for(int i = 0; i < objects.size; i++){
int item = objects.items[i];
hitbox(item);
if(tmp.overlaps(x, y, width, height)){
return true;
}
}
return false;
}
/**
* Processes objects that may intersect the given rectangle.
* <p>
* This will never result in false positives.
*/
public void intersect(Rect rect, Intc out){
intersect(rect.x, rect.y, rect.width, rect.height, out);
}
/**
* Fills the out parameter with any objects that may intersect the given rectangle.
* <p>
* This will result in false positives, but never a false negative.
*/
public void intersect(Rect toCheck, IntSeq out){
intersect(toCheck.x, toCheck.y, toCheck.width, toCheck.height, out);
}
/**
* Fills the out parameter with any objects that may intersect the given rectangle.
*/
public void intersect(float x, float y, float width, float height, IntSeq out){
if(!leaf){
if(topLeft.bounds.overlaps(x, y, width, height)) topLeft.intersect(x, y, width, height, out);
if(topRight.bounds.overlaps(x, y, width, height)) topRight.intersect(x, y, width, height, out);
if(botLeft.bounds.overlaps(x, y, width, height)) botLeft.intersect(x, y, width, height, out);
if(botRight.bounds.overlaps(x, y, width, height)) botRight.intersect(x, y, width, height, out);
}
IntSeq objects = this.objects;
for(int i = 0; i < objects.size; i++){
int item = objects.items[i];
hitbox(item);
if(tmp.overlaps(x, y, width, height)){
out.add(item);
}
}
}
/** Adds all quadtree objects to the specified Seq. */
public void getObjects(IntSeq out){
out.addAll(objects);
if(!leaf){
topLeft.getObjects(out);
topRight.getObjects(out);
botLeft.getObjects(out);
botRight.getObjects(out);
}
}
protected IntQuadTree newChild(Rect rect){
return new IntQuadTree(rect, prov);
}
protected void hitbox(int t){
prov.hitbox(t, tmp);
}
/**Represents an object in a QuadTree.*/
public interface IntQuadTreeProvider{
/**Fills the out parameter with this element's rough bounding box. This should never be smaller than the actual object, but may be larger.*/
void hitbox(int object, Rect out);
}
public void updateRaycast(int index, Vec2 dest){
updateRaycast(index, dest, Tmp.v1);
}
private void updateRaycast(int index, Vec2 dest, Vec2 v1){
if(collisionLayer != PhysicsProcess.layerFlying){
//coordinates in world space
float
x = originalPositions[index * 2] + dest.x,
y = originalPositions[index * 2 + 1] + dest.y;
Unit unit = units.get(index);
PathCost cost = unit.type.pathCost;
int res = ControlPathfinder.raycastFast(unit.team.id, cost, World.toTile(dest.x), World.toTile(dest.y), World.toTile(x), World.toTile(y));
//collision found, make th destination the point right before the collision
if(res != 0){
v1.set(Point2.x(res) * Vars.tilesize - dest.x, Point2.y(res) * Vars.tilesize - dest.y);
v1.setLength(Math.max(v1.len() - Vars.tilesize - 4f, 0));
positions[index * 2] = v1.x;
positions[index * 2 + 1] = v1.y;
}
if(ControlPathfinder.showDebug){
Core.app.post(() -> Fx.debugLine.at(unit.x, unit.y, 0f, Color.green, new Vec2[]{new Vec2(dest.x, dest.y), new Vec2(x, y)}));
}
}
}
}

View File

@@ -1,5 +1,6 @@
package mindustry.ai.types;
import arc.math.*;
import arc.math.geom.*;
import arc.struct.*;
import arc.util.*;
@@ -16,7 +17,7 @@ import mindustry.world.meta.*;
import static mindustry.Vars.*;
public class CommandAI extends AIController{
protected static final int maxCommandQueueSize = 50;
protected static final int maxCommandQueueSize = 50, avoidInterval = 5;
protected static final Vec2 vecOut = new Vec2(), vecMovePos = new Vec2();
protected static final boolean[] noFound = {false};
@@ -32,6 +33,8 @@ public class CommandAI extends AIController{
protected boolean stopAtTarget, stopWhenInRange;
protected Vec2 lastTargetPos;
protected int pathId = -1;
protected boolean blockingUnit;
protected float timeSpentBlocked;
/** Stance, usually related to firing mode. */
public UnitStance stance = UnitStance.shoot;
@@ -205,12 +208,34 @@ public class CommandAI extends AIController{
}
if(unit.isGrounded() && stance != UnitStance.ram){
move = Vars.controlPath.getPathPosition(unit, pathId, vecMovePos, vecOut, noFound);
if(timer.get(timerTarget3, avoidInterval)){
Vec2 dstPos = Tmp.v1.trns(unit.rotation, unit.hitSize/2f);
float max = unit.hitSize/2f;
float radius = Math.max(7f, max);
float margin = 4f;
blockingUnit = Units.nearbyCheck(unit.x + dstPos.x - radius/2f, unit.y + dstPos.y - radius/2f, radius, radius,
u -> u != unit && u.within(unit, u.hitSize/2f + unit.hitSize/2f + margin) && u.controller() instanceof CommandAI ai && ai.targetPos != null &&
//stop for other unit only if it's closer to the target
(ai.targetPos.equals(targetPos) && u.dst2(targetPos) < unit.dst2(targetPos)) &&
//don't stop if they're facing the same way
!Angles.within(unit.rotation, u.rotation, 15f) &&
//must be near an obstacle, stopping in open ground is pointless
ControlPathfinder.isNearObstacle(unit, unit.tileX(), unit.tileY(), u.tileX(), u.tileY()));
}
if(blockingUnit){
timeSpentBlocked += Time.delta;
}else{
timeSpentBlocked = 0f;
}
//if you've spent 3 seconds stuck, something is wrong, move regardless
move = Vars.controlPath.getPathPosition(unit, pathId, vecMovePos, vecOut, noFound) && (!blockingUnit || timeSpentBlocked > 60f * 3f);
//we've reached the final point if the returned coordinate is equal to the supplied input
isFinalPoint &= vecMovePos.epsilonEquals(vecOut, 4.1f);
//if the path is invalid, stop trying and record the end as unreachable
if(unit.team.isAI() && (noFound[0] || unit.isPathImpassable(World.toTile(vecMovePos.x), World.toTile(vecMovePos.y)) )){
if(unit.team.isAI() && (noFound[0] || unit.isPathImpassable(World.toTile(vecMovePos.x), World.toTile(vecMovePos.y)))){
if(attackTarget instanceof Building build){
unreachableBuildings.addUnique(build.pos());
}
@@ -278,6 +303,11 @@ public class CommandAI extends AIController{
if(prev != null && stance == UnitStance.patrol){
commandQueue.add(prev.cpy());
}
//make sure spot in formation is reachable
if(group != null){
group.updateRaycast(groupIndex, next instanceof Vec2 position ? position : Tmp.v3.set(next));
}
}else{
if(group != null){
group = null;

View File

@@ -145,6 +145,12 @@ public class EntityGroup<T extends Entityc> implements Iterable<T>{
tree.intersect(x, y, width, height, out);
}
public boolean intersect(float x, float y, float width, float height, Boolf<? super T> out){
//don't waste time for empty groups
if(isEmpty()) return false;
return tree.intersect(x, y, width, height, out);
}
public Seq<T> intersect(float x, float y, float width, float height){
intersectArray.clear();
//don't waste time for empty groups

View File

@@ -20,22 +20,18 @@ public class Units{
private static final Rect hitrect = new Rect();
private static Unit result;
private static float cdist, cpriority;
private static boolean boolResult;
private static int intResult;
private static Building buildResult;
//prevents allocations in anyEntities
private static boolean anyEntityGround;
private static float aeX, aeY, aeW, aeH;
private static final Cons<Unit> anyEntityLambda = unit -> {
if(boolResult) return;
private static final Boolf<Unit> anyEntityLambda = unit -> {
if((unit.isGrounded() && !unit.type.allowLegStep) == anyEntityGround){
unit.hitboxTile(hitrect);
if(hitrect.overlaps(aeX, aeY, aeW, aeH)){
boolResult = true;
}
return hitrect.overlaps(aeX, aeY, aeW, aeH);
}
return false;
};
@Remote(called = Loc.server)
@@ -162,31 +158,26 @@ public class Units{
}
public static boolean anyEntities(float x, float y, float width, float height, boolean ground){
boolResult = false;
anyEntityGround = ground;
aeX = x;
aeY = y;
aeW = width;
aeH = height;
nearby(x, y, width, height, anyEntityLambda);
return boolResult;
return nearbyCheck(x, y, width, height, anyEntityLambda);
}
/** Note that this checks the tile hitbox, not the standard hitbox. */
public static boolean anyEntities(float x, float y, float width, float height, Boolf<Unit> check){
boolResult = false;
nearby(x, y, width, height, unit -> {
if(boolResult) return;
return nearbyCheck(x, y, width, height, unit -> {
if(check.get(unit)){
unit.hitboxTile(hitrect);
if(hitrect.overlaps(x, y, width, height)){
boolResult = true;
}
return hitrect.overlaps(x, y, width, height);
}
return false;
});
return boolResult;
}
/** Returns the nearest damaged tile. */
@@ -428,6 +419,14 @@ public class Units{
Groups.unit.intersect(x, y, width, height, cons);
}
/**
* Iterates over all units in a rectangle.
* @return whether a unit was found.
* */
public static boolean nearbyCheck(float x, float y, float width, float height, Boolf<Unit> cons){
return Groups.unit.intersect(x, y, width, height, cons);
}
/** Iterates over all units in a rectangle. */
public static void nearby(Rect rect, Cons<Unit> cons){
nearby(rect.x, rect.y, rect.width, rect.height, cons);