Faster avoidance calculation
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@@ -204,6 +204,8 @@ public class Vars implements Loadable{
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public static boolean enableDarkness = true;
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/** Whether to draw debug lines for collisions. */
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public static boolean drawDebugHitboxes = false;
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/** Whether to draw avoidance fields. */
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public static boolean debugDrawAvoidance = false;
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/** application data directory, equivalent to {@link Settings#getDataDirectory()} */
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public static Fi dataDirectory;
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/** data subdirectory used for screenshots */
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@@ -257,6 +259,7 @@ public class Vars implements Loadable{
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public static BaseRegistry bases;
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public static GlobalVars logicVars;
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public static MapEditor editor;
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public static AvoidanceProcess avoidance;
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public static GameService service = new GameService();
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public static Universe universe;
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@@ -107,8 +107,6 @@ public class Pathfinder implements Runnable{
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boolean needsRefresh;
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int[][] avoidance;
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public Pathfinder(){
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clearCache();
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@@ -123,8 +121,6 @@ public class Pathfinder implements Runnable{
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mainList = new Seq<>();
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clearCache();
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avoidance = new int[4][tiles.length];
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for(int i = 0; i < tiles.length; i++){
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Tile tile = world.tiles.geti(i);
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tiles[i] = packTile(tile);
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@@ -146,38 +142,6 @@ public class Pathfinder implements Runnable{
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start();
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});
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//TODO: the before/after game update avoidance code is very slow, but it works as a concept. future versions can do the clearing/area definitions in another thread
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Events.run(Trigger.beforeGameUpdate, () -> {
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for(var unit : Groups.unit){
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if(!unit.isFlying()){
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int layer = unit.collisionLayer();
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if(layer < avoidance.length){
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float scaling = 2f;
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int r = Math.max(1, Mathf.ceil(unit.hitSize * 0.6f / tilesize * scaling));
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var arr = avoidance[layer];
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float rad2 = (unit.hitSize * unitCollisionRadiusScale / tilesize * scaling) * (unit.hitSize * unitCollisionRadiusScale / tilesize * scaling);
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for(int dx = -r; dx <= r; dx++){
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for(int dy = -r; dy <= r; dy++){
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int x = dx + unit.tileX(), y = dy + unit.tileY();
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if(x >= 0 && y >= 0 && x < wwidth && y < wheight && (dx*dx + dy*dy) <= rad2){
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arr[x + y * wwidth] = Math.max(arr[x + y * wwidth], Integer.MAX_VALUE - unit.id);
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}
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}
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}
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}
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}
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}
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});
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Events.run(Trigger.afterGameUpdate, () -> {
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for(var arr : avoidance){
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Arrays.fill(arr, 0);
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}
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});
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Events.on(ResetEvent.class, event -> stop());
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Events.on(TileChangeEvent.class, event -> {
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@@ -394,11 +358,11 @@ public class Pathfinder implements Runnable{
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/** Gets next tile to travel to. Main thread only. */
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public @Nullable Tile getTargetTile(Tile tile, Flowfield path, boolean diagonals){
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return getTargetTile(tile, path, diagonals, -1, 0);
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return getTargetTile(tile, path, diagonals, 0);
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}
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/** Gets next tile to travel to. Main thread only. */
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public @Nullable Tile getTargetTile(Tile tile, Flowfield path, boolean diagonals, int collisionLayer, int unitId){
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public @Nullable Tile getTargetTile(Tile tile, Flowfield path, boolean diagonals, int avoidanceId){
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if(tile == null) return null;
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//uninitialized flowfields are not applicable
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@@ -430,7 +394,7 @@ public class Pathfinder implements Runnable{
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int value = values[apos];
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var points = diagonals ? Geometry.d8 : Geometry.d4;
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int[] avoid = collisionLayer == -1 ? null : avoidance[collisionLayer];
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int[] avoid = avoidanceId <= 0 ? null : avoidance.getAvoidance();
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Tile current = null;
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int tl = 0;
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@@ -441,7 +405,7 @@ public class Pathfinder implements Runnable{
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if(other == null) continue;
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int packed = dx/res + dy/res * ww;
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int avoidance = avoid == null || unitId == 0 ? 0 : avoid[packed] > Integer.MAX_VALUE - unitId ? 1 : 0;
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int avoidance = avoid == null ? 0 : avoid[packed] > Integer.MAX_VALUE - avoidanceId ? 1 : 0;
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int cost = values[packed] + avoidance;
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if(cost < value && avoidance == 0 && (current == null || cost < tl) && path.passable(packed) &&
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@@ -699,8 +663,8 @@ public class Pathfinder implements Runnable{
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}
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/** @return the next tile to travel to for this flowfield. Main thread only. */
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public @Nullable Tile getNextTile(Tile from, int collisionlayer, int unitId){
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return pathfinder.getTargetTile(from, this, true, collisionlayer, unitId);
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public @Nullable Tile getNextTile(Tile from, int unitAvoidanceId){
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return pathfinder.getTargetTile(from, this, true, unitAvoidanceId);
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}
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public boolean hasCompleteWeights(){
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@@ -15,11 +15,14 @@ public class GroundAI extends AIController{
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float stuckTime = 0f;
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float stuckX = -999f, stuckY = -999f;
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static final float stuckThreshold = 1.5f * 60f;
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static final float stuckRange = tilesize * 1.5f;
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@Override
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public void updateMovement(){
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//if it hasn't moved the stuck range in twice the time it should have taken, it's stuck
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float stuckThreshold = Math.max(1f, stuckRange * 2f / unit.type.speed);
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Building core = unit.closestEnemyCore();
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boolean moved = false;
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@@ -59,7 +62,7 @@ public class GroundAI extends AIController{
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if(moved){
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if(unit.within(stuckX, stuckY, tilesize * 1.5f)){
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if(unit.within(stuckX, stuckY, stuckRange)){
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stuckTime += Time.delta;
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if(stuckTime - Time.delta < stuckThreshold && stuckTime >= stuckThreshold){
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float radius = unit.hitSize * Vars.unitCollisionRadiusScale * 2f;
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@@ -67,7 +70,7 @@ public class GroundAI extends AIController{
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if(other != unit && other.controller() instanceof GroundAI ai && other.within(unit.x, unit.y, radius + other.hitSize * unitCollisionRadiusScale)){
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ai.stuckX = other.x;
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ai.stuckY = other.y;
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ai.stuckTime = stuckThreshold + 1f;
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ai.stuckTime = Math.max(1f, stuckRange * 2f / other.type.speed) + 1f;
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}
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});
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}
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@@ -12,7 +12,8 @@ import static mindustry.Vars.*;
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public class AsyncCore{
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//all processes to be executed each frame
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public final Seq<AsyncProcess> processes = Seq.with(
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new PhysicsProcess()
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new PhysicsProcess(),
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avoidance = new AvoidanceProcess()
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);
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//futures to be awaited
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115
core/src/mindustry/async/AvoidanceProcess.java
Normal file
115
core/src/mindustry/async/AvoidanceProcess.java
Normal file
@@ -0,0 +1,115 @@
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package mindustry.async;
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import arc.math.*;
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import arc.math.geom.*;
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import arc.struct.*;
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import arc.util.*;
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import mindustry.*;
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import java.util.*;
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import static mindustry.Vars.*;
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public class AvoidanceProcess implements AsyncProcess{
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/** cached world size */
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static int wwidth, wheight;
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@Nullable int[] buffer1, buffer2;
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volatile boolean swap;
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IntSeq requests = new IntSeq();
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@Nullable int[] avoidance;
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boolean modified;
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boolean active;
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public @Nullable int[] getAvoidance(){
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if(!active){
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//lazily initialize and begin processing after this first request
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buffer1 = new int[wwidth * wheight];
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buffer2 = new int[wwidth * wheight];
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active = true;
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}
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return avoidance;
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}
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@Override
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public void init(){
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wwidth = Vars.world.width();
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wheight = Vars.world.height();
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}
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@Override
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public void reset(){
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buffer1 = buffer2 = avoidance = null;
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swap = false;
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modified = false;
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active = false;
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requests.clear();
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}
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@Override
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public void begin(){
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if(!active) return;
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requests.clear();
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avoidance = !swap ? buffer1 : buffer2;
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for(var team : state.teams.present){
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//only do avoidance if it's relevant to the team
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if(team.team.isAI() && !team.team.rules().rtsAi){
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for(var unit : team.units){
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if(!unit.isFlying()){
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int layer = unit.collisionLayer();
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if(layer < PhysicsProcess.layers){
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//scaling is oversized 2x because units need to avoid things that are at their origin tile
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float scaling = 2f;
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requests.add(Point2.pack(unit.tileX(), unit.tileY()), Float.floatToRawIntBits(unit.hitSize * unitCollisionRadiusScale / tilesize * scaling), unit.id);
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}
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}
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}
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}
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}
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}
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@Override
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public void process(){
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//double buffering; one buffer is always valid (not being updated)
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var buffer = swap ? buffer1 : buffer2;
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swap = !swap;
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if(buffer == null) return;
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//technically, this is wrong, and will lead to flickering avoidance when all units are gone, but this doesn't matter because it's not being queried either way
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if(modified){
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Arrays.fill(buffer, 0);
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}
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modified = requests.size > 0;
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int total = requests.size;
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int[] items = requests.items;
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for(int i = 0; i < total; i += 3){
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int point = items[i], id = items[i + 2];
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int rx = Point2.x(point), ry = Point2.y(point);
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float rad = Float.intBitsToFloat(items[i + 1]);
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float rad2 = rad * rad;
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int r = Math.max(1, Mathf.ceil(rad));
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for(int dx = -r; dx <= r; dx++){
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for(int dy = -r; dy <= r; dy++){
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int x = dx + rx, y = dy + ry;
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if(x >= 0 && y >= 0 && x < wwidth && y < wheight && (dx*dx + dy*dy) <= rad2){
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buffer[x + y * wwidth] = Math.max(buffer[x + y * wwidth], Integer.MAX_VALUE - id);
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}
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}
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}
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}
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}
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@Override
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public boolean shouldProcess(){
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return active;
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}
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}
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@@ -4,6 +4,7 @@ import arc.math.*;
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import arc.math.geom.*;
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import arc.util.*;
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import mindustry.*;
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import mindustry.async.*;
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import mindustry.entities.*;
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import mindustry.game.*;
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import mindustry.gen.*;
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@@ -140,7 +141,7 @@ public class AIController implements UnitController{
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Tile tile = unit.tileOn();
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if(tile == null) return;
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Tile targetTile = pathfinder.getField(unit.team, costType, pathTarget).getNextTile(tile, avoidance ? unit.collisionLayer() : -1, unit.id);
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Tile targetTile = pathfinder.getField(unit.team, costType, pathTarget).getNextTile(tile, avoidance && unit.collisionLayer() == PhysicsProcess.layerGround ? unit.id : 0);
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if((tile == targetTile && stopAtTargetTile) || !unit.canPass(targetTile.x, targetTile.y)) return;
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@@ -56,10 +56,17 @@ public class DebugCollisionRenderer{
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}
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}
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}
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if(debugDrawAvoidance && tile != null){
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int[] avoid = avoidance.getAvoidance();
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if(avoid != null && avoid[tile.array()] != 0){
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Draw.color(0f, 1f, 1f, 0.25f);
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Fill.square(tile.worldx(), tile.worldy(), 4f);
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}
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}
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}
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}
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Groups.draw.each(d -> {
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if(d instanceof Unit u && rect.overlaps(Tmp.r1.setCentered(u.x, u.y, d.clipSize())) && !u.isFlying()){
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u.hitboxTile(Tmp.r1);
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Block a user