package mindustry.ai; import arc.*; import arc.graphics.*; import arc.graphics.g2d.*; import arc.math.*; import arc.math.geom.*; import arc.struct.*; import arc.util.*; import mindustry.annotations.Annotations.*; import mindustry.content.*; import mindustry.core.*; import mindustry.game.EventType.*; import mindustry.game.*; import mindustry.gen.*; import mindustry.graphics.*; import mindustry.world.*; import static mindustry.Vars.*; import static mindustry.ai.Pathfinder.*; //https://webdocs.cs.ualberta.ca/~mmueller/ps/hpastar.pdf //https://www.gameaipro.com/GameAIPro/GameAIPro_Chapter23_Crowd_Pathfinding_and_Steering_Using_Flow_Field_Tiles.pdf public class HierarchyPathFinder implements Runnable{ private static final long maxUpdate = 100;//Time.millisToNanos(12); private static final int updateStepInterval = 20;//200; private static final int updateFPS = 30; private static final int updateInterval = 1000 / updateFPS, invalidateCheckInterval = 1000; static final int clusterSize = 12; static final boolean debug = OS.hasProp("mindustry.debug"); static final int[] offsets = { 1, 0, //right: bottom to top 0, 1, //top: left to right 0, 0, //left: bottom to top 0, 0 //bottom: left to right }; static final int[] moveDirs = { 0, 1, 1, 0, 0, 1, 1, 0 }; static final int[] nextOffsets = { 1, 0, 0, 1, -1, 0, 0, -1 }; //maps team -> pathCost -> flattened array of clusters in 2D //(what about teams? different path costs?) Cluster[][][] clusters; int cwidth, cheight; //temporarily used for resolving connections for intra-edges IntSet usedEdges = new IntSet(); //tasks to run on pathfinding thread TaskQueue queue = new TaskQueue(); //individual requests based on unit - MAIN THREAD ONLY ObjectMap unitRequests = new ObjectMap<>(); Seq threadPathRequests = new Seq<>(false); //TODO: very dangerous usage; //TODO - it is accessed from the main thread //TODO - it is written to on the pathfinding thread //maps position in world in (x + y * width format) to a cache of flow fields IntMap fields = new IntMap<>(); //MAIN THREAD ONLY Seq fieldList = new Seq<>(false); //these are for inner edge A* (temporary!) IntFloatMap innerCosts = new IntFloatMap(); PathfindQueue innerFrontier = new PathfindQueue(); //ONLY modify on pathfinding thread. IntSet clustersToUpdate = new IntSet(); IntSet clustersToInnerUpdate = new IntSet(); //PATHFINDING THREAD - requests that should be recomputed ObjectSet invalidRequests = new ObjectSet<>(); /** Current pathfinding thread */ @Nullable Thread thread; //path requests are per-unit static class PathRequest{ final Unit unit; final int destination, team, costId; //resulting path of nodes final IntSeq resultPath = new IntSeq(); //node index -> total cost @Nullable IntFloatMap costs = new IntFloatMap(); //node index (NodeIndex struct) -> node it came from TODO merge them, make properties of FieldCache? @Nullable IntIntMap cameFrom = new IntIntMap(); //frontier for A* @Nullable PathfindQueue frontier = new PathfindQueue(); //main thread only! long lastUpdateId = state.updateId; //both threads volatile boolean notFound = false; volatile boolean invalidated = false; //old field assigned before everything was recomputed @Nullable volatile FieldCache oldCache; int lastTile; @Nullable Tile lastTargetTile; PathRequest(Unit unit, int team, int costId, int destination){ this.unit = unit; this.costId = costId; this.team = team; this.destination = destination; } } static class FieldCache{ final PathCost cost; final int team; final int goalPos; //frontier for flow fields final IntQueue frontier = new IntQueue(); //maps cluster index to field weights; 0 means uninitialized final IntMap fields = new IntMap<>(); //main thread only! long lastUpdateId = state.updateId; //TODO: how are the nodes merged? CAN they be merged? FieldCache(PathCost cost, int team, int goalPos){ this.cost = cost; this.team = team; this.goalPos = goalPos; } } public HierarchyPathFinder(){ Events.on(ResetEvent.class, event -> stop()); Events.on(WorldLoadEvent.class, event -> { stop(); //TODO: can the pathfinding thread even see these? unitRequests = new ObjectMap<>(); fields = new IntMap<>(); fieldList = new Seq<>(false); clusters = new Cluster[256][][]; cwidth = Mathf.ceil((float)world.width() / clusterSize); cheight = Mathf.ceil((float)world.height() / clusterSize); start(); }); Events.on(TileChangeEvent.class, e -> { e.tile.getLinkedTiles(t -> { int x = t.x, y = t.y, mx = x % clusterSize, my = y % clusterSize, cx = x / clusterSize, cy = y / clusterSize, cluster = cx + cy * cwidth; //is at the edge of a cluster; this means the portals may have changed. if(mx == 0 || my == 0 || mx == clusterSize - 1 || my == clusterSize - 1){ if(mx == 0) queueClusterUpdate(cx - 1, cy); //left if(my == 0) queueClusterUpdate(cx, cy - 1); //bottom if(mx == clusterSize - 1) queueClusterUpdate(cx + 1, cy); //right if(my == clusterSize - 1) queueClusterUpdate(cx, cy + 1); //top queueClusterUpdate(cx, cy); //TODO: recompute edge clusters too. }else{ //there is no need to recompute portals for block updates that are not on the edge. queue.post(() -> clustersToInnerUpdate.add(cluster)); } }); //TODO: recalculate affected flow fields? or just all of them? how to reflow? }); //invalidate paths Events.run(Trigger.update, () -> { for(var req : unitRequests.values()){ //skipped N update -> drop it if(req.lastUpdateId <= state.updateId - 10){ req.invalidated = true; //concurrent modification! queue.post(() -> threadPathRequests.remove(req)); Core.app.post(() -> unitRequests.remove(req.unit)); } } for(var field : fieldList){ //skipped N update -> drop it if(field.lastUpdateId <= state.updateId - 30){ //make sure it's only modified on the main thread...? but what about calling get() on this thread?? queue.post(() -> fields.remove(field.goalPos)); Core.app.post(() -> fieldList.remove(field)); } } }); if(debug){ Events.run(Trigger.draw, () -> { int team = player.team().id; int cost = costGround; Draw.draw(Layer.overlayUI, () -> { Lines.stroke(1f); if(clusters[team] != null && clusters[team][cost] != null){ for(int cx = 0; cx < cwidth; cx++){ for(int cy = 0; cy < cheight; cy++){ var cluster = clusters[team][cost][cy * cwidth + cx]; if(cluster != null){ Lines.stroke(0.5f); Draw.color(Color.gray); Lines.stroke(1f); Lines.rect(cx * clusterSize * tilesize - tilesize/2f, cy * clusterSize * tilesize - tilesize/2f, clusterSize * tilesize, clusterSize * tilesize); for(int d = 0; d < 4; d++){ IntSeq portals = cluster.portals[d]; if(portals != null){ for(int i = 0; i < portals.size; i++){ int pos = portals.items[i]; int from = Point2.x(pos), to = Point2.y(pos); float width = tilesize * (Math.abs(from - to) + 1), height = tilesize; portalToVec(cluster, cx, cy, d, i, Tmp.v1); Draw.color(Color.brown); Lines.ellipse(30, Tmp.v1.x, Tmp.v1.y, width / 2f, height / 2f, d * 90f - 90f); LongSeq connections = cluster.portalConnections[d] == null ? null : cluster.portalConnections[d][i]; if(connections != null){ Draw.color(Color.forest); for(int coni = 0; coni < connections.size; coni ++){ long con = connections.items[coni]; portalToVec(cluster, cx, cy, IntraEdge.dir(con), IntraEdge.portal(con), Tmp.v2); float x1 = Tmp.v1.x, y1 = Tmp.v1.y, x2 = Tmp.v2.x, y2 = Tmp.v2.y, mx = (cx * clusterSize + clusterSize / 2f) * tilesize, my = (cy * clusterSize + clusterSize / 2f) * tilesize; //Lines.curve(x1, y1, mx, my, mx, my, x2, y2, 20); Lines.line(x1, y1, x2, y2); } } } } } //TODO draw connections. /* Draw.color(Color.magenta); for(var con : cluster.cons){ float x1 = Point2.x(con.posFrom) * tilesize, y1 = Point2.y(con.posFrom) * tilesize, x2 = Point2.x(con.posTo) * tilesize, y2 = Point2.y(con.posTo) * tilesize, mx = (cx * clusterSize + clusterSize/2f) * tilesize, my = (cy * clusterSize + clusterSize/2f) * tilesize; //Lines.curve(x1, y1, mx, my, mx, my, x2, y2, 20); Lines.line(x1, y1, x2, y2); }*/ } } } } for(var fields : fieldList){ try{ for(var entry : fields.fields){ int cx = entry.key % cwidth, cy = entry.key / cwidth; for(int y = 0; y < clusterSize; y++){ for(int x = 0; x < clusterSize; x++){ int value = entry.value[x + y * clusterSize]; Tmp.c1.a = 1f; Lines.stroke(0.8f, Tmp.c1.fromHsv(value * 3f, 1f, 1f)); Draw.alpha(0.5f); Fill.square((x + cx * clusterSize) * tilesize, (y + cy * clusterSize) * tilesize, tilesize / 2f); } } } }catch(Exception ignored){} //probably has some concurrency issues when iterating but I don't care, this is for debugging } }); }); } } void queueClusterUpdate(int cx, int cy){ if(cx >= 0 && cy >= 0 && cx < cwidth && cy < cheight){ queue.post(() -> clustersToUpdate.add(cx + cy * cwidth)); } } static void line(Vec2 a, Vec2 b){ Fx.debugLine.at(a.x, a.y, 0f, Color.blue.cpy().a(0.1f), new Vec2[]{a.cpy(), b.cpy()}); } static void line(Vec2 a, Vec2 b, Color color){ Fx.debugLine.at(a.x, a.y, 0f, color, new Vec2[]{a.cpy(), b.cpy()}); } //DEBUGGING ONLY Vec2 nodeToVec(int current, Vec2 out){ portalToVec(0, NodeIndex.cluster(current), NodeIndex.dir(current), NodeIndex.portal(current), out); return out; } void portalToVec(int pathCost, int cluster, int direction, int portalIndex, Vec2 out){ portalToVec(clusters[Team.sharded.id][pathCost][cluster], cluster % cwidth, cluster / cwidth, direction, portalIndex, out); } void portalToVec(Cluster cluster, int cx, int cy, int direction, int portalIndex, Vec2 out){ int pos = cluster.portals[direction].items[portalIndex]; int from = Point2.x(pos), to = Point2.y(pos); int addX = moveDirs[direction * 2], addY = moveDirs[direction * 2 + 1]; float average = (from + to) / 2f; float x = (addX * average + cx * clusterSize + offsets[direction * 2] * (clusterSize - 1) + nextOffsets[direction * 2] / 2f) * tilesize, y = (addY * average + cy * clusterSize + offsets[direction * 2 + 1] * (clusterSize - 1) + nextOffsets[direction * 2 + 1] / 2f) * tilesize; out.set(x, y); } /** Starts or restarts the pathfinding thread. */ private void start(){ stop(); if(net.client()) return; thread = new Thread(this, "Control Pathfinder"); thread.setPriority(Thread.MIN_PRIORITY); thread.setDaemon(true); thread.start(); } /** Stops the pathfinding thread. */ private void stop(){ if(thread != null){ thread.interrupt(); thread = null; } queue.clear(); } /** @return a cluster at coordinates; can be null if not cluster was created yet*/ @Nullable Cluster getCluster(int team, int pathCost, int cx, int cy){ return getCluster(team, pathCost, cx + cy * cwidth); } /** @return a cluster at coordinates; can be null if not cluster was created yet*/ @Nullable Cluster getCluster(int team, int pathCost, int clusterIndex){ if(clusters == null) return null; Cluster[][] dim1 = clusters[team]; if(dim1 == null) return null; Cluster[] dim2 = dim1[pathCost]; if(dim2 == null) return null; return dim2[clusterIndex]; } /** @return the cluster at specified coordinates; never null. */ Cluster getCreateCluster(int team, int pathCost, int cx, int cy){ return getCreateCluster(team, pathCost, cx + cy * cwidth); } /** @return the cluster at specified coordinates; never null. */ Cluster getCreateCluster(int team, int pathCost, int clusterIndex){ Cluster result = getCluster(team, pathCost, clusterIndex); if(result == null){ return updateCluster(team, pathCost, clusterIndex % cwidth, clusterIndex / cwidth); }else{ return result; } } Cluster updateCluster(int team, int pathCost, int cx, int cy){ //TODO: what if clusters are null for thread visibility reasons? Cluster[][] dim1 = clusters[team]; if(dim1 == null){ dim1 = clusters[team] = new Cluster[Team.all.length][]; } Cluster[] dim2 = dim1[pathCost]; if(dim2 == null){ dim2 = dim1[pathCost] = new Cluster[cwidth * cheight]; } Cluster cluster = dim2[cy * cwidth + cx]; if(cluster == null){ cluster = dim2[cy * cwidth + cx] = new Cluster(); }else{ //reset data for(var p : cluster.portals){ p.clear(); } } PathCost cost = idToCost(pathCost); for(int direction = 0; direction < 4; direction++){ int otherX = cx + Geometry.d4x(direction), otherY = cy + Geometry.d4y(direction); //out of bounds, no portals in this direction if(otherX < 0 || otherY < 0 || otherX >= cwidth || otherY >= cheight){ continue; } Cluster other = dim2[otherX + otherY * cwidth]; IntSeq portals; if(other == null){ //create new portals at direction portals = cluster.portals[direction] = new IntSeq(4); }else{ //share portals with the other cluster portals = cluster.portals[direction] = other.portals[(direction + 2) % 4]; //clear the portals, they're being recalculated now portals.clear(); } int addX = moveDirs[direction * 2], addY = moveDirs[direction * 2 + 1]; int baseX = cx * clusterSize + offsets[direction * 2] * (clusterSize - 1), baseY = cy * clusterSize + offsets[direction * 2 + 1] * (clusterSize - 1), nextBaseX = baseX + Geometry.d4[direction].x, nextBaseY = baseY + Geometry.d4[direction].y; int lastPortal = -1; boolean prevSolid = true; for(int i = 0; i < clusterSize; i++){ int x = baseX + addX * i, y = baseY + addY * i; //scan for portals if(solid(team, cost, x, y) || solid(team, cost, nextBaseX + addX * i, nextBaseY + addY * i)){ int previous = i - 1; //hit a wall, create portals between the two points if(!prevSolid && previous >= lastPortal){ //portals are an inclusive range portals.add(Point2.pack(previous, lastPortal)); } prevSolid = true; }else{ //empty area encountered, mark the location of portal start if(prevSolid){ lastPortal = i; } prevSolid = false; } } //at the end of the loop, close any un-initialized portals; this is copy pasted code int previous = clusterSize - 1; if(!prevSolid && previous >= lastPortal){ //portals are an inclusive range portals.add(Point2.pack(previous, lastPortal)); } } updateInnerEdges(team, cost, cx, cy, cluster); return cluster; } void updateInnerEdges(int team, int cost, int cx, int cy, Cluster cluster){ updateInnerEdges(team, idToCost(cost), cx, cy, cluster); } void updateInnerEdges(int team, PathCost cost, int cx, int cy, Cluster cluster){ int minX = cx * clusterSize, minY = cy * clusterSize, maxX = Math.min(minX + clusterSize - 1, wwidth - 1), maxY = Math.min(minY + clusterSize - 1, wheight - 1); usedEdges.clear(); //clear all connections, since portals changed, they need to be recomputed. cluster.portalConnections = new LongSeq[4][]; for(int direction = 0; direction < 4; direction++){ var portals = cluster.portals[direction]; if(portals == null) continue; int addX = moveDirs[direction * 2], addY = moveDirs[direction * 2 + 1]; for(int i = 0; i < portals.size; i++){ usedEdges.add(Point2.pack(direction, i)); int portal = portals.items[i], from = Point2.x(portal), to = Point2.y(portal), average = (from + to) / 2, x = (addX * average + cx * clusterSize + offsets[direction * 2] * (clusterSize - 1)), y = (addY * average + cy * clusterSize + offsets[direction * 2 + 1] * (clusterSize - 1)); for(int otherDir = 0; otherDir < 4; otherDir++){ var otherPortals = cluster.portals[otherDir]; if(otherPortals == null) continue; for(int j = 0; j < otherPortals.size; j++){ if(!usedEdges.contains(Point2.pack(otherDir, j))){ int other = otherPortals.items[j], otherFrom = Point2.x(other), otherTo = Point2.y(other), otherAverage = (otherFrom + otherTo) / 2, ox = cx * clusterSize + offsets[otherDir * 2] * (clusterSize - 1), oy = cy * clusterSize + offsets[otherDir * 2 + 1] * (clusterSize - 1), otherX = (moveDirs[otherDir * 2] * otherAverage + ox), otherY = (moveDirs[otherDir * 2 + 1] * otherAverage + oy); //duplicate portal; should never happen. if(Point2.pack(x, y) == Point2.pack(otherX, otherY)){ continue; } float connectionCost = innerAstar( team, cost, minX, minY, maxX, maxY, x + y * wwidth, otherX + otherY * wwidth, (moveDirs[otherDir * 2] * otherFrom + ox), (moveDirs[otherDir * 2 + 1] * otherFrom + oy), (moveDirs[otherDir * 2] * otherTo + ox), (moveDirs[otherDir * 2 + 1] * otherTo + oy) ); if(connectionCost != -1f){ if(cluster.portalConnections[direction] == null) cluster.portalConnections[direction] = new LongSeq[cluster.portals[direction].size]; if(cluster.portalConnections[otherDir] == null) cluster.portalConnections[otherDir] = new LongSeq[cluster.portals[otherDir].size]; if(cluster.portalConnections[direction][i] == null) cluster.portalConnections[direction][i] = new LongSeq(8); if(cluster.portalConnections[otherDir][j] == null) cluster.portalConnections[otherDir][j] = new LongSeq(8); //TODO: can there be duplicate edges?? cluster.portalConnections[direction][i].add(IntraEdge.get(otherDir, j, connectionCost)); cluster.portalConnections[otherDir][j].add(IntraEdge.get(direction, i, connectionCost)); } } } } } } } //distance heuristic: manhattan private static float heuristic(int a, int b){ int x = a % wwidth, x2 = b % wwidth, y = a / wwidth, y2 = b / wwidth; return Math.abs(x - x2) + Math.abs(y - y2); } private static int tcost(int team, PathCost cost, int tilePos){ return cost.getCost(team, pathfinder.tiles[tilePos]); } private static float tileCost(int team, PathCost type, int a, int b){ //currently flat cost return cost(team, type, b); } /** @return -1 if no path was found */ float innerAstar(int team, PathCost cost, int minX, int minY, int maxX, int maxY, int startPos, int goalPos, int goalX1, int goalY1, int goalX2, int goalY2){ var frontier = innerFrontier; var costs = innerCosts; frontier.clear(); costs.clear(); //TODO: this can be faster and more memory efficient by making costs a NxN array... probably? costs.put(startPos, 0); frontier.add(startPos, 0); while(frontier.size > 0){ int current = frontier.poll(); int cx = current % wwidth, cy = current / wwidth; //found the goal (it's in the portal rectangle) //TODO portal rectangle approach does not work, making this slower than it should be if((cx >= goalX1 && cy >= goalY1 && cx <= goalX2 && cy <= goalY2) || current == goalPos){ return costs.get(current); } for(Point2 point : Geometry.d4){ int newx = cx + point.x, newy = cy + point.y; int next = newx + wwidth * newy; if(newx > maxX || newy > maxY || newx < minX || newy < minY) continue; //TODO fallback mode for enemy walls or whatever if(tcost(team, cost, next) == impassable) continue; float add = tileCost(team, cost, current, next); if(add < 0) continue; float newCost = costs.get(current) + add; if(newCost < costs.get(next, Float.POSITIVE_INFINITY)){ costs.put(next, newCost); float priority = newCost + heuristic(next, goalPos); frontier.add(next, priority); } } } return -1f; } int makeNodeIndex(int cx, int cy, int dir, int portal){ //to make sure there's only one way to refer to each node, the direction must be 0 or 1 (referring to portals on the top or right edge) //direction can only be 2 if cluster X is 0 (left edge of map) if(dir == 2 && cx != 0){ dir = 0; cx --; } //direction can only be 3 if cluster Y is 0 (bottom edge of map) if(dir == 3 && cy != 0){ dir = 1; cy --; } return NodeIndex.get(cx + cy * cwidth, dir, portal); } //uses A* to find the closest node index to specified coordinates //this node is used in cluster A* /** @return MAX_VALUE if no node is found */ private int findClosestNode(int team, int pathCost, int tileX, int tileY){ int cx = tileX / clusterSize, cy = tileY / clusterSize; if(cx < 0 || cy < 0 || cx >= cwidth || cy >= cheight){ return Integer.MAX_VALUE; } PathCost cost = idToCost(pathCost); Cluster cluster = getCreateCluster(team, pathCost, cx, cy); int minX = cx * clusterSize, minY = cy * clusterSize, maxX = Math.min(minX + clusterSize - 1, wwidth - 1), maxY = Math.min(minY + clusterSize - 1, wheight - 1); int bestPortalPair = Integer.MAX_VALUE; float bestCost = Float.MAX_VALUE; //A* to every node, find the best one (I know there's a better algorithm for this, probably dijkstra) for(int dir = 0; dir < 4; dir++){ var portals = cluster.portals[dir]; if(portals == null) continue; for(int j = 0; j < portals.size; j++){ int other = portals.items[j], otherFrom = Point2.x(other), otherTo = Point2.y(other), otherAverage = (otherFrom + otherTo) / 2, ox = cx * clusterSize + offsets[dir * 2] * (clusterSize - 1), oy = cy * clusterSize + offsets[dir * 2 + 1] * (clusterSize - 1), otherX = (moveDirs[dir * 2] * otherAverage + ox), otherY = (moveDirs[dir * 2 + 1] * otherAverage + oy); float connectionCost = innerAstar( team, cost, minX, minY, maxX, maxY, tileX + tileY * wwidth, otherX + otherY * wwidth, //TODO these are wrong and never actually trigger (moveDirs[dir * 2] * otherFrom + ox), (moveDirs[dir * 2 + 1] * otherFrom + oy), (moveDirs[dir * 2] * otherTo + ox), (moveDirs[dir * 2 + 1] * otherTo + oy) ); //better cost found, update and return if(connectionCost != -1f && connectionCost < bestCost){ bestPortalPair = Point2.pack(dir, j); bestCost = connectionCost; } } } if(bestPortalPair != Integer.MAX_VALUE){ return makeNodeIndex(cx, cy, Point2.x(bestPortalPair), Point2.y(bestPortalPair)); } return Integer.MAX_VALUE; } //distance heuristic: manhattan private float clusterNodeHeuristic(int team, int pathCost, int nodeA, int nodeB){ int clusterA = NodeIndex.cluster(nodeA), dirA = NodeIndex.dir(nodeA), portalA = NodeIndex.portal(nodeA), clusterB = NodeIndex.cluster(nodeB), dirB = NodeIndex.dir(nodeB), portalB = NodeIndex.portal(nodeB), rangeA = getCreateCluster(team, pathCost, clusterA).portals[dirA].items[portalA], rangeB = getCreateCluster(team, pathCost, clusterB).portals[dirB].items[portalB]; float averageA = (Point2.x(rangeA) + Point2.y(rangeA)) / 2f, x1 = (moveDirs[dirA * 2] * averageA + (clusterA % cwidth) * clusterSize + offsets[dirA * 2] * (clusterSize - 1) + nextOffsets[dirA * 2] / 2f), y1 = (moveDirs[dirA * 2 + 1] * averageA + (clusterA / cwidth) * clusterSize + offsets[dirA * 2 + 1] * (clusterSize - 1) + nextOffsets[dirA * 2 + 1] / 2f), averageB = (Point2.x(rangeB) + Point2.y(rangeB)) / 2f, x2 = (moveDirs[dirB * 2] * averageB + (clusterB % cwidth) * clusterSize + offsets[dirB * 2] * (clusterSize - 1) + nextOffsets[dirB * 2] / 2f), y2 = (moveDirs[dirB * 2 + 1] * averageB + (clusterB / cwidth) * clusterSize + offsets[dirB * 2 + 1] * (clusterSize - 1) + nextOffsets[dirB * 2 + 1] / 2f); return Math.abs(x1 - x2) + Math.abs(y1 - y2); } @Nullable IntSeq clusterAstar(PathRequest request, int pathCost, int startNodeIndex, int endNodeIndex){ var result = request.resultPath; if(startNodeIndex == endNodeIndex){ result.clear(); result.add(startNodeIndex); return result; } var team = request.team; if(request.costs == null) request.costs = new IntFloatMap(); if(request.cameFrom == null) request.cameFrom = new IntIntMap(); if(request.frontier == null) request.frontier = new PathfindQueue(); //note: these are NOT cleared, it is assumed that this function cleans up after itself at the end //is this a good idea? don't know, might hammer the GC with unnecessary objects too var costs = request.costs; var cameFrom = request.cameFrom; var frontier = request.frontier; cameFrom.put(startNodeIndex, startNodeIndex); costs.put(startNodeIndex, 0); frontier.add(startNodeIndex, 0); boolean foundEnd = false; while(frontier.size > 0){ int current = frontier.poll(); if(current == endNodeIndex){ foundEnd = true; break; } int cluster = NodeIndex.cluster(current), dir = NodeIndex.dir(current), portal = NodeIndex.portal(current); int cx = cluster % cwidth, cy = cluster / cwidth; Cluster clust = getCreateCluster(team, pathCost, cluster); LongSeq innerCons = clust.portalConnections[dir] == null || portal >= clust.portalConnections[dir].length ? null : clust.portalConnections[dir][portal]; //edges for the cluster the node is 'in' if(innerCons != null){ checkEdges(request, team, pathCost, current, endNodeIndex, cx, cy, innerCons); } //edges that this node 'faces' from the other side int nextCx = cx + Geometry.d4[dir].x, nextCy = cy + Geometry.d4[dir].y; if(nextCx >= 0 && nextCy >= 0 && nextCx < cwidth && nextCy < cheight){ Cluster nextCluster = getCreateCluster(team, pathCost, nextCx, nextCy); int relativeDir = (dir + 2) % 4; LongSeq outerCons = nextCluster.portalConnections[relativeDir] == null ? null : nextCluster.portalConnections[relativeDir][portal]; if(outerCons != null){ checkEdges(request, team, pathCost, current, endNodeIndex, nextCx, nextCy, outerCons); } } } //null them out, so they get GC'ed later //there's no reason to keep them around and waste memory, since this path may never be recalculated request.costs = null; request.cameFrom = null; request.frontier = null; if(foundEnd){ result.clear(); int cur = endNodeIndex; while(cur != startNodeIndex){ result.add(cur); cur = cameFrom.get(cur); } result.reverse(); return result; } return null; } private void checkEdges(PathRequest request, int team, int pathCost, int current, int goal, int cx, int cy, LongSeq connections){ for(int i = 0; i < connections.size; i++){ long con = connections.items[i]; float cost = IntraEdge.cost(con); int otherDir = IntraEdge.dir(con), otherPortal = IntraEdge.portal(con); int next = makeNodeIndex(cx, cy, otherDir, otherPortal); float newCost = request.costs.get(current) + cost; if(newCost < request.costs.get(next, Float.POSITIVE_INFINITY)){ request.costs.put(next, newCost); request.frontier.add(next, newCost + clusterNodeHeuristic(team, pathCost, next, goal)); request.cameFrom.put(next, current); } } } private void updateFields(FieldCache cache, long nsToRun){ var frontier = cache.frontier; var fields = cache.fields; var goalPos = cache.goalPos; var pcost = cache.cost; var team = cache.team; long start = Time.nanos(); int counter = 0; //actually do the flow field part while(frontier.size > 0){ int tile = frontier.removeLast(); int baseX = tile % wwidth, baseY = tile / wwidth; int curWeightIndex = (baseX / clusterSize) + (baseY / clusterSize) * cwidth; //TODO: how can this be null??? serious problem! int[] curWeights = fields.get(curWeightIndex); if(curWeights == null) continue; int cost = curWeights[baseX % clusterSize + ((baseY % clusterSize) * clusterSize)]; if(cost != impassable){ for(Point2 point : Geometry.d4){ int dx = baseX + point.x, dy = baseY + point.y, clx = dx / clusterSize, cly = dy / clusterSize; if(clx < 0 || cly < 0 || dx >= wwidth || dy >= wheight) continue; int nextWeightIndex = clx + cly * cwidth; int[] weights = nextWeightIndex == curWeightIndex ? curWeights : fields.get(nextWeightIndex); //out of bounds; not allowed to move this way because no weights were registered here if(weights == null) continue; int newPos = tile + point.x + point.y * wwidth; //can't move back to the goal if(newPos == goalPos) continue; if(dx - clx * clusterSize < 0 || dy - cly * clusterSize < 0) continue; int newPosArray = (dx - clx * clusterSize) + (dy - cly * clusterSize) * clusterSize; int otherCost = pcost.getCost(team, pathfinder.tiles[newPos]); int oldCost = weights[newPosArray]; //a cost of 0 means uninitialized, OR it means we're at the goal position, but that's handled above if((oldCost == 0 || oldCost > cost + otherCost) && otherCost != impassable){ frontier.addFirst(newPos); weights[newPosArray] = cost + otherCost; } } } //every N iterations, check the time spent - this prevents extra calls to nano time, which itself is slow if(nsToRun >= 0 && (counter++) >= updateStepInterval){ counter = 0; if(Time.timeSinceNanos(start) >= nsToRun){ return; } } } } private void addFlowCluster(FieldCache cache, int cluster, boolean addingFrontier){ addFlowCluster(cache, cluster % cwidth, cluster / cwidth, addingFrontier); } private void addFlowCluster(FieldCache cache, int cx, int cy, boolean addingFrontier){ //out of bounds if(cx < 0 || cy < 0 || cx >= cwidth || cy >= cheight) return; var fields = cache.fields; int key = cx + cy * cwidth; if(!fields.containsKey(key)){ fields.put(key, new int[clusterSize * clusterSize]); //TODO: now, scan d4 for nearby clusters. if(addingFrontier){ for(int dir = 0; dir < 4; dir++){ int ox = cx + nextOffsets[dir * 2], oy = cy + nextOffsets[dir * 2 + 1]; if(ox < 0 || oy < 0 || ox >= cwidth || ox >= cheight) continue; var otherField = cache.fields.get(ox + oy * cwidth); if(otherField == null) continue; int relOffset = (dir + 2) % 4, movex = moveDirs[relOffset * 2], movey = moveDirs[relOffset * 2 + 1], otherx1 = offsets[relOffset * 2] * (clusterSize - 1), othery1 = offsets[relOffset * 2 + 1] * (clusterSize - 1); //scan the edge of the cluster for(int i = 0; i < clusterSize; i++){ int x = otherx1 + movex * i, y = othery1 + movey * i; //check to make sure it's not 0 (uninitialized flowfield data) if(otherField[x + y * clusterSize] > 0){ int worldX = x + ox * clusterSize, worldY = y + oy * clusterSize; //add the world-relative position to the frontier, so it recalculates cache.frontier.addFirst(worldX + worldY * wwidth); if(debug){ Core.app.post(() -> Fx.placeBlock.at(worldX *tilesize, worldY * tilesize, 1f)); } } } } } } } private void initializePathRequest(PathRequest request, int team, int costId, int unitX, int unitY, int goalX, int goalY){ PathCost pcost = idToCost(costId); int goalPos = (goalX + goalY * wwidth); int node = findClosestNode(team, costId, unitX, unitY); int dest = findClosestNode(team, costId, goalX, goalY); if(dest == Integer.MAX_VALUE){ request.notFound = true; //no node found (TODO: invalid state??) return; } var nodePath = clusterAstar(request, costId, node, dest); //TODO: how to reuse properly. what if the flowfields don't go through this position (the fields are finished?) how to incrementally extend the flowfield? FieldCache cache = fields.get(goalPos); //if true, extra values are added on the sides of existing field cells that face new cells. boolean addingFrontier = true; //create the cache if it doesn't exist, and initialize it if(cache == null){ fields.put(goalPos, cache = new FieldCache(pcost, team, goalPos)); FieldCache fcache = cache; //register field in main thread for iteration Core.app.post(() -> fieldList.add(fcache)); cache.frontier.addFirst(goalPos); addingFrontier = false; //when it's a new field, there is no need to add to the frontier to merge the flowfield } if(nodePath != null){ int cx = unitX / clusterSize, cy = unitY / clusterSize; addFlowCluster(cache, cx, cy, addingFrontier); for(int i = -1; i < nodePath.size; i++){ int current = i == -1 ? node : nodePath.items[i], cluster = NodeIndex.cluster(current), dir = NodeIndex.dir(current), dx = Geometry.d4[dir].x, dy = Geometry.d4[dir].y, ox = cluster % cwidth + dx, oy = cluster / cwidth + dy; addFlowCluster(cache, cluster, addingFrontier); //store directional/flipped version of cluster if(ox >= 0 && oy >= 0 && ox < cwidth && oy < cheight){ int other = ox + oy * cwidth; addFlowCluster(cache, other, addingFrontier); } } } } private PathCost idToCost(int costId){ return ControlPathfinder.costTypes.get(costId); } public boolean getPathPosition(Unit unit, Vec2 destination, Vec2 mainDestination, Vec2 out, @Nullable boolean[] noResultFound){ int costId = unit.type.pathCostId; PathCost cost = idToCost(costId); int team = unit.team.id, tileX = unit.tileX(), tileY = unit.tileY(), destX = World.toTile(mainDestination.x), destY = World.toTile(mainDestination.y), actualDestX = World.toTile(destination.x), actualDestY = World.toTile(destination.y), destPos = destX + destY * wwidth; PathRequest request = unitRequests.get(unit); //if the destination can be trivially reached in a straight line, do that. if(!raycast(team, cost, tileX, tileY, actualDestX, actualDestY)){ out.set(destination); return true; } boolean any = false; //use existing request if it exists. if(request != null && request.destination == destPos){ request.lastUpdateId = state.updateId; Tile tileOn = unit.tileOn(); //TODO: should fields be accessible from this thread? FieldCache fieldCache = fields.get(destPos); if(fieldCache != null && tileOn != null){ FieldCache old = request.oldCache; //nullify the old field to be GCed, as it cannot be relevant anymore (this path is complete) if(fieldCache.frontier.isEmpty() && old != null){ request.oldCache = null; } fieldCache.lastUpdateId = state.updateId; int maxIterations = 30; //TODO higher/lower number? int i = 0; if(tileOn.pos() != request.lastTile || request.lastTargetTile == null){ //TODO tanks have weird behavior near edges of walls, as they try to avoid them boolean anyNearSolid = false; //find the next tile until one near a solid block is discovered while(i ++ < maxIterations && !anyNearSolid){ int value = getCost(fieldCache, old, tileOn.x, tileOn.y); Tile current = null; int minCost = 0; for(int dir = 0; dir < 8; dir ++){ Point2 point = Geometry.d8[dir]; int dx = tileOn.x + point.x, dy = tileOn.y + point.y; Tile other = world.tile(dx, dy); if(other == null) continue; int packed = world.packArray(dx, dy); int otherCost = getCost(fieldCache, old, dx, dy), relCost = otherCost - value; if(relCost > 2 || otherCost <= 0){ anyNearSolid = true; } if(relCost == 7 || relCost == 8) otherCost = value + 1; //check for corner preventing movement if((checkCorner(unit, tileOn, other, dir - 1) || checkCorner(unit, tileOn, other, dir + 1)) && (checkSolid(unit, tileOn, dir - 2) || checkSolid(unit, tileOn, dir + 2))){ //there must be a tile to the left or right to keep the unit from going back and forth forever //keep moving even if it's blocked any = true; continue; } if(otherCost < value && otherCost != impassable && (otherCost != 0 || packed == destPos) && (current == null || otherCost < minCost) && passable(cost, unit.team.id, packed) && //diagonal corner trap !( (!passable(cost, team, world.packArray(tileOn.x + point.x, tileOn.y)) || (!passable(cost, team, world.packArray(tileOn.x, tileOn.y + point.y)))) ) ){ current = other; minCost = otherCost; } } if(!(current == null || (costId == costGround && current.dangerous() && !tileOn.dangerous()))){ tileOn = current; any = true; if(current.array() == destPos){ break; } }else{ break; } } //TODO: there are some serious issues with tileOn and the raycast position, intense vibration request.lastTargetTile = any ? tileOn : null; if(debug && tileOn != null && false){ Fx.placeBlock.at(tileOn.worldx(), tileOn.worldy(), 1); } } if(request.lastTargetTile != null){ out.set(request.lastTargetTile); return true; } } }else if(request == null){ //queue new request. unitRequests.put(unit, request = new PathRequest(unit, team, costId, destPos)); PathRequest f = request; //on the pathfinding thread: initialize the request queue.post(() -> { threadPathRequests.add(f); recalculatePath(f); }); out.set(destination); return true; } if(noResultFound != null){ noResultFound[0] = request.notFound; } return false; } private void recalculatePath(PathRequest request){ initializePathRequest(request, request.team, request.costId, request.unit.tileX(), request.unit.tileY(), request.destination % wwidth, request.destination / wwidth); } private boolean checkSolid(Unit unit, Tile tile, int dir){ var p = Geometry.d8[Mathf.mod(dir, 8)]; return !unit.canPass(tile.x + p.x, tile.y + p.y); } private boolean checkCorner(Unit unit, Tile tile, Tile next, int dir){ Tile other = tile.nearby(Geometry.d8[Mathf.mod(dir, 8)]); if(other == null){ return true; } if(!unit.canPass(other.x, other.y)){ return Geometry.raycastRect(unit.x, unit.y, next.worldx(), next.worldy(), Tmp.r1.setCentered(other.worldx(), other.worldy(), tilesize).grow(Math.min(unit.hitSize * 0.66f, 7.6f))) != null; } return false; } private int getCost(FieldCache cache, FieldCache old, int x, int y){ //fall back to the old flowfield when possible - it's best not to use partial results from the base cache if(old != null){ return getCost(old, x, y, false); } return getCost(cache, x, y, true); } private int getCost(FieldCache cache, int x, int y, boolean requeue){ int[] field = cache.fields.get(x / clusterSize + (y / clusterSize) * cwidth); if(field == null){ if(!requeue) return 0; //request a new flow cluster if one wasn't found; this may be a spammed a bit, but the function will return early once it's created the first time queue.post(() -> addFlowCluster(cache, x / clusterSize, y / clusterSize, true)); return 0; } return field[(x % clusterSize) + (y % clusterSize) * clusterSize]; } 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; int y = y1, dy = Math.abs(y2 - y), sy = y < y2 ? 1 : -1; int e2, err = dx - dy; while(x >= 0 && y >= 0 && x < ww && y < wh){ if(avoid(team, type, x + y * wwidth)) return true; if(x == x2 && y == y2) return false; //TODO no diagonals???? is this a good idea? /* //no diagonal ver if(2 * err + dy > dx - 2 * err){ err -= dy; x += sx; }else{ err += dx; y += sy; }*/ //diagonal ver e2 = 2 * err; if(e2 > -dy){ err -= dy; x += sx; } if(e2 < dx){ err += dx; y += sy; } } return true; } private static boolean avoid(int team, PathCost type, int tilePos){ int cost = cost(team, type, tilePos); return cost == impassable || cost >= 2; } private static boolean passable(PathCost cost, int team, int pos){ int amount = cost.getCost(team, pathfinder.tiles[pos]); //edge case: naval reports costs of 6000+ for non-liquids, even though they are not technically passable return amount != impassable && !(cost == costTypes.get(costNaval) && amount >= 6000); } private static boolean solid(int team, PathCost type, int x, int y){ return x < 0 || y < 0 || x >= wwidth || y >= wheight || solid(team, type, x + y * wwidth, true); } private static boolean solid(int team, PathCost type, int tilePos, boolean checkWall){ int cost = cost(team, type, tilePos); return cost == impassable || (checkWall && cost >= 6000); } private static int cost(int team, PathCost cost, int tilePos){ if(state.rules.limitMapArea && !Team.get(team).isAI()){ int x = tilePos % wwidth, y = tilePos / wwidth; if(x < state.rules.limitX || y < state.rules.limitY || x > state.rules.limitX + state.rules.limitWidth || y > state.rules.limitY + state.rules.limitHeight){ return impassable; } } return cost.getCost(team, pathfinder.tiles[tilePos]); } private void clusterChanged(int team, int pathCost, int cx, int cy){ //TODO very important: invalidate paths! //reset all flowfields that contain this cluster //remove all paths that contain this cluster //VERY important: don't replace all the data. int index = cx + cy * cwidth; //TODO go through each path request: // - if it contains this cluster in its field: // - DONE mark for it to be recomputed next frame in a Set (so it doesn't happen twice!) // - DONE recomputing should invalidate the flowfield // - recomputing should save the old flowfield Somewhere // - DONE invalidations should be batched every few seconds (let's say, 2) for(var req : threadPathRequests){ var field = fields.get(req.destination); if(field != null && field.fields.containsKey(index)){ invalidRequests.add(req); } } } private void updateClustersComplete(int clusterIndex){ for(int team = 0; team < clusters.length; team++){ var dim1 = clusters[team]; if(dim1 != null){ for(int pathCost = 0; pathCost < dim1.length; pathCost++){ var dim2 = dim1[pathCost]; if(dim2 != null){ var cluster = dim2[clusterIndex]; if(cluster != null){ updateCluster(team, pathCost, clusterIndex % cwidth, clusterIndex / cwidth); clusterChanged(team, pathCost, clusterIndex % cwidth, clusterIndex / cwidth); } } } } } } private void updateClustersInner(int clusterIndex){ for(int team = 0; team < clusters.length; team++){ var dim1 = clusters[team]; if(dim1 != null){ for(int pathCost = 0; pathCost < dim1.length; pathCost++){ var dim2 = dim1[pathCost]; if(dim2 != null){ var cluster = dim2[clusterIndex]; if(cluster != null){ updateInnerEdges(team, pathCost, clusterIndex % cwidth, clusterIndex / cwidth, cluster); clusterChanged(team, pathCost, clusterIndex % cwidth, clusterIndex / cwidth); } } } } } } @Override public void run(){ long lastInvalidCheck = Time.millis() + invalidateCheckInterval; while(true){ if(net.client()) return; try{ if(state.isPlaying()){ queue.run(); clustersToUpdate.each(cluster -> { updateClustersComplete(cluster); //just in case: don't redundantly update inner clusters after you've recalculated it entirely clustersToInnerUpdate.remove(cluster); }); clustersToInnerUpdate.each(cluster -> { //only recompute the inner links updateClustersInner(cluster); }); clustersToInnerUpdate.clear(); clustersToUpdate.clear(); //periodically check for invalidated paths if(Time.timeSinceMillis(lastInvalidCheck) > invalidateCheckInterval){ lastInvalidCheck = Time.millis(); var it = invalidRequests.iterator(); while(it.hasNext()){ var request = it.next(); //invalid request, ignore it if(request.invalidated){ it.remove(); continue; } var field = fields.get(request.destination); if(field != null){ //it's only worth recalculating a path when the current frontier has finished; otherwise the unit will be following something incomplete. if(field.frontier.isEmpty()){ //remove the field, to be recalculated next update one recalculatePath is processed fields.remove(field.goalPos); Core.app.post(() -> fieldList.remove(field)); //once the field is invalidated, make sure that all the requests that have it stored in their 'old' field, so units don't stutter during recalculations for(var otherRequest : threadPathRequests){ if(otherRequest.destination == request.destination){ otherRequest.oldCache = field; } } //the recalculation is done next update, so multiple path requests in the same batch don't end up removing and recalculating the field multiple times. queue.post(() -> recalculatePath(request)); //it has been processed. it.remove(); } }else{ //there's no field, presumably because a previous request already invalidated it. queue.post(() -> recalculatePath(request)); it.remove(); } } } //each update time (not total!) no longer than maxUpdate for(FieldCache cache : fields.values()){ updateFields(cache, maxUpdate); } } try{ Thread.sleep(updateInterval); }catch(InterruptedException e){ //stop looping when interrupted externally return; } }catch(Throwable e){ e.printStackTrace(); } } } static class Cluster{ IntSeq[] portals = new IntSeq[4]; //maps rotation + index of portal to list of IntraEdge objects LongSeq[][] portalConnections = new LongSeq[4][]; } @Struct static class IntraEdgeStruct{ @StructField(8) int dir; @StructField(8) int portal; float cost; } @Struct static class NodeIndexStruct{ @StructField(22) int cluster; @StructField(2) int dir; @StructField(8) int portal; } }