Files
Mindustry/core/src/mindustry/ai/Pathfinder.java
2024-09-14 09:43:30 -04:00

610 lines
22 KiB
Java

package mindustry.ai;
import arc.*;
import arc.func.*;
import arc.math.*;
import arc.math.geom.*;
import arc.struct.*;
import arc.util.*;
import mindustry.annotations.Annotations.*;
import mindustry.core.*;
import mindustry.game.EventType.*;
import mindustry.game.*;
import mindustry.gen.*;
import mindustry.world.*;
import mindustry.world.blocks.environment.*;
import mindustry.world.blocks.storage.*;
import mindustry.world.meta.*;
import static mindustry.Vars.*;
import static mindustry.world.meta.BlockFlag.*;
public class Pathfinder implements Runnable{
private static final long maxUpdate = Time.millisToNanos(8);
private static final int updateFPS = 60;
private static final int updateInterval = 1000 / updateFPS;
/** cached world size */
static int wwidth, wheight;
static final int impassable = -1;
public static final int
fieldCore = 0;
public static final Seq<Prov<Flowfield>> fieldTypes = Seq.with(
EnemyCoreField::new
);
public static final int
costGround = 0,
costLegs = 1,
costNaval = 2;
public static final Seq<PathCost> costTypes = Seq.with(
//ground
(team, tile) ->
(PathTile.allDeep(tile) || ((PathTile.team(tile) == team && !PathTile.teamPassable(tile)) || PathTile.team(tile) == 0) && PathTile.solid(tile)) ? impassable : 1 +
PathTile.health(tile) * 5 +
(PathTile.nearSolid(tile) ? 2 : 0) +
(PathTile.nearLiquid(tile) ? 6 : 0) +
(PathTile.deep(tile) ? 6000 : 0) +
(PathTile.damages(tile) ? 30 : 0),
//legs
(team, tile) ->
PathTile.legSolid(tile) ? impassable : 1 +
(PathTile.deep(tile) ? 6000 : 0) + //leg units can now drown
(PathTile.solid(tile) ? 5 : 0),
//water
(team, tile) ->
(!PathTile.liquid(tile) ? 6000 : 1) +
PathTile.health(tile) * 5 +
(PathTile.nearGround(tile) || PathTile.nearSolid(tile) ? 14 : 0) +
(PathTile.deep(tile) ? 0 : 1) +
(PathTile.damages(tile) ? 35 : 0)
);
/** tile data, see PathTileStruct - kept as a separate array for threading reasons */
int[] tiles = new int[0];
/** maps team, cost, type to flow field*/
Flowfield[][][] cache;
/** unordered array of path data for iteration only. DO NOT iterate or access this in the main thread. */
Seq<Flowfield> threadList = new Seq<>(), mainList = new Seq<>();
/** handles task scheduling on the update thread. */
TaskQueue queue = new TaskQueue();
/** Current pathfinding thread */
@Nullable Thread thread;
IntSeq tmpArray = new IntSeq();
public Pathfinder(){
clearCache();
Events.on(WorldLoadEvent.class, event -> {
stop();
//reset and update internal tile array
tiles = new int[world.width() * world.height()];
wwidth = world.width();
wheight = world.height();
threadList = new Seq<>();
mainList = new Seq<>();
clearCache();
for(int i = 0; i < tiles.length; i++){
Tile tile = world.tiles.geti(i);
tiles[i] = packTile(tile);
}
//don't bother setting up paths unless necessary
if(state.rules.waveTeam.needsFlowField() && !net.client()){
preloadPath(getField(state.rules.waveTeam, costGround, fieldCore));
Log.debug("Preloading ground enemy flowfield.");
//preload water on naval maps
if(spawner.getSpawns().contains(t -> t.floor().isLiquid)){
preloadPath(getField(state.rules.waveTeam, costNaval, fieldCore));
Log.debug("Preloading naval enemy flowfield.");
}
}
start();
});
Events.on(ResetEvent.class, event -> stop());
Events.on(TileChangeEvent.class, event -> updateTile(event.tile));
//remove nearSolid flag for tiles
Events.on(TilePreChangeEvent.class, event -> {
Tile tile = event.tile;
if(tile.solid()){
for(int i = 0; i < 4; i++){
Tile other = tile.nearby(i);
if(other != null){
//other tile needs to update its nearSolid to be false if it's not solid and this tile just got un-solidified
if(!other.solid()){
boolean otherNearSolid = false;
for(int j = 0; j < 4; j++){
Tile othernear = other.nearby(i);
if(othernear != null && othernear.solid()){
otherNearSolid = true;
break;
}
}
int arr = other.array();
//the other tile is no longer near solid, remove the solid bit
if(!otherNearSolid && tiles.length > arr){
tiles[arr] &= ~(PathTile.bitMaskNearSolid);
}
}
}
}
}
});
}
private void clearCache(){
cache = new Flowfield[256][5][5];
}
/** Packs a tile into its internal representation. */
public int packTile(Tile tile){
boolean nearLiquid = false, nearSolid = false, nearLegSolid = false, nearGround = false, solid = tile.solid(), allDeep = tile.floor().isDeep();
for(int i = 0; i < 4; i++){
Tile other = tile.nearby(i);
if(other != null){
Floor floor = other.floor();
boolean osolid = other.solid();
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;
if(!floor.isDeep()) allDeep = false;
if(other.legSolid()) nearLegSolid = true;
//other tile is now near solid
if(solid && !tile.block().teamPassable){
tiles[other.array()] |= PathTile.bitMaskNearSolid;
}
}
}
int tid = tile.getTeamID();
return PathTile.get(
tile.build == null || !solid || tile.block() instanceof CoreBlock ? 0 : Math.min((int)(tile.build.health / 40), 80),
tid == 0 && tile.build != null && state.rules.coreCapture ? 255 : tid, //use teamid = 255 when core capture is enabled to mark out derelict structures
solid,
tile.floor().isLiquid,
tile.legSolid(),
nearLiquid,
nearGround,
nearSolid,
nearLegSolid,
tile.floor().isDeep(),
tile.floor().damageTaken > 0.00001f,
allDeep,
tile.block().teamPassable
);
}
public int get(int x, int y){
return tiles[x + y * wwidth];
}
/** Starts or restarts the pathfinding thread. */
private void start(){
stop();
if(net.client()) return;
thread = new Thread(this, "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();
}
/** Update a tile in the internal pathfinding grid.
* Causes a complete pathfinding recalculation. Main thread only. */
public void updateTile(Tile tile){
if(net.client()) return;
tile.getLinkedTiles(t -> {
int pos = t.array();
if(pos < tiles.length){
tiles[pos] = packTile(t);
}
});
//can't iterate through array so use the map, which should not lead to problems
for(Flowfield path : mainList){
if(path != null){
synchronized(path.targets){
path.updateTargetPositions();
}
}
}
//mark every flow field as dirty, so it updates when it's done
queue.post(() -> {
for(Flowfield data : threadList){
data.dirty = true;
}
});
controlPath.updateTile(tile);
}
/** Thread implementation. */
@Override
public void run(){
while(true){
if(net.client()) return;
try{
if(state.isPlaying()){
queue.run();
//each update time (not total!) no longer than maxUpdate
for(Flowfield data : threadList){
//if it's dirty and there is nothing to update, begin updating once more
if(data.dirty && data.frontier.size == 0){
updateTargets(data);
data.dirty = false;
}
updateFrontier(data, maxUpdate);
}
}
try{
Thread.sleep(updateInterval);
}catch(InterruptedException e){
//stop looping when interrupted externally
return;
}
}catch(Throwable e){
e.printStackTrace();
}
}
}
public Flowfield getField(Team team, int costType, int fieldType){
if(cache[team.id][costType][fieldType] == null){
Flowfield field = fieldTypes.get(fieldType).get();
field.team = team;
field.cost = costTypes.get(costType);
field.targets.clear();
field.getPositions(field.targets);
cache[team.id][costType][fieldType] = field;
queue.post(() -> registerPath(field));
}
return cache[team.id][costType][fieldType];
}
/** Gets next tile to travel to. Main thread only. */
public @Nullable Tile getTargetTile(Tile tile, Flowfield path){
if(tile == null) return null;
//uninitialized flowfields are not applicable
if(!path.initialized){
return tile;
}
//if refresh rate is positive, queue a refresh
if(path.refreshRate > 0 && Time.timeSinceMillis(path.lastUpdateTime) > path.refreshRate){
path.lastUpdateTime = Time.millis();
tmpArray.clear();
path.getPositions(tmpArray);
synchronized(path.targets){
//make sure the position actually changed
if(!(path.targets.size == 1 && tmpArray.size == 1 && path.targets.first() == tmpArray.first())){
path.updateTargetPositions();
//queue an update
queue.post(() -> updateTargets(path));
}
}
}
//use complete weights if possible; these contain a complete flow field that is not being updated
int[] values = path.hasComplete ? path.completeWeights : path.weights;
int apos = tile.array();
int value = values[apos];
Tile current = null;
int tl = 0;
for(Point2 point : Geometry.d8){
int dx = tile.x + point.x, dy = tile.y + point.y;
Tile other = world.tile(dx, dy);
if(other == null) continue;
int packed = world.packArray(dx, dy);
if(values[packed] < value && (current == null || values[packed] < tl) && path.passable(packed) &&
!(point.x != 0 && point.y != 0 && (!path.passable(world.packArray(tile.x + point.x, tile.y)) || !path.passable(world.packArray(tile.x, tile.y + point.y))))){ //diagonal corner trap
current = other;
tl = values[packed];
}
}
if(current == null || tl == impassable || (path.cost == costTypes.items[costGround] && current.dangerous() && !tile.dangerous())) return tile;
return current;
}
/** Increments the search and sets up flow sources. Does not change the frontier. */
private void updateTargets(Flowfield path){
//increment search, but do not clear the frontier
path.search++;
synchronized(path.targets){
//add targets
for(int i = 0; i < path.targets.size; i++){
int pos = path.targets.get(i);
path.weights[pos] = 0;
path.searches[pos] = path.search;
path.frontier.addFirst(pos);
}
}
}
private void preloadPath(Flowfield path){
path.updateTargetPositions();
registerPath(path);
updateFrontier(path, -1);
}
/**
* TODO wrong docs
* Created a new flowfield that aims to get to a certain target for a certain team.
* Pathfinding thread only.
*/
private void registerPath(Flowfield path){
path.lastUpdateTime = Time.millis();
path.setup(tiles.length);
threadList.add(path);
//add to main thread's list of paths
Core.app.post(() -> mainList.add(path));
//fill with impassables by default
for(int i = 0; i < tiles.length; i++){
path.weights[i] = impassable;
}
//add targets
for(int i = 0; i < path.targets.size; i++){
int pos = path.targets.get(i);
path.weights[pos] = 0;
path.frontier.addFirst(pos);
}
}
/** Update the frontier for a path. Pathfinding thread only. */
private void updateFrontier(Flowfield path, long nsToRun){
boolean hadAny = path.frontier.size > 0;
long start = Time.nanos();
int counter = 0;
while(path.frontier.size > 0){
int tile = path.frontier.removeLast();
if(path.weights == null) return; //something went horribly wrong, bail
int cost = path.weights[tile];
//pathfinding overflowed for some reason, time to bail. the next block update will handle this, hopefully
if(path.frontier.size >= world.width() * world.height()){
path.frontier.clear();
return;
}
if(cost != impassable){
for(Point2 point : Geometry.d4){
int dx = (tile % wwidth) + point.x, dy = (tile / wwidth) + point.y;
if(dx < 0 || dy < 0 || dx >= wwidth || dy >= wheight) continue;
int newPos = tile + point.x + point.y * wwidth;
int otherCost = path.cost.getCost(path.team.id, tiles[newPos]);
if((path.weights[newPos] > cost + otherCost || path.searches[newPos] < path.search) && otherCost != impassable){
path.frontier.addFirst(newPos);
path.weights[newPos] = cost + otherCost;
path.searches[newPos] = (short)path.search;
}
}
}
//every N iterations, check the time spent - this prevents extra calls to nano time, which itself is slow
if(nsToRun >= 0 && (counter++) >= 200){
counter = 0;
if(Time.timeSinceNanos(start) >= nsToRun){
return;
}
}
}
//there WERE some things in the frontier, but now they are gone, so the path is done; copy over latest data
if(hadAny && path.frontier.size == 0){
System.arraycopy(path.weights, 0, path.completeWeights, 0, path.weights.length);
path.hasComplete = true;
}
}
public static class EnemyCoreField extends Flowfield{
private final static BlockFlag[] randomTargets = {storage, generator, launchPad, factory, repair, battery, reactor, drill};
private Rand rand = new Rand();
@Override
protected void getPositions(IntSeq out){
if(state.rules.randomWaveAI && team == state.rules.waveTeam){
rand.setSeed(state.rules.waves ? state.wave : (int)(state.tick / (5400)) + hashCode());
//maximum amount of different target flag types they will attack
int max = 1;
for(int attempt = 0; attempt < 5 && max > 0; attempt++){
var targets = indexer.getEnemy(team, randomTargets[rand.random(randomTargets.length - 1)]);
if(!targets.isEmpty()){
boolean any = false;
for(Building other : targets){
if((other.items != null && other.items.any()) || other.status() != BlockStatus.noInput){
out.add(other.tile.array());
any = true;
}
}
if(any){
max --;
}
}
}
}
for(Building other : indexer.getEnemy(team, BlockFlag.core)){
out.add(other.tile.array());
}
//spawn points are also enemies.
if(state.rules.waves && team == state.rules.defaultTeam){
for(Tile other : spawner.getSpawns()){
out.add(other.array());
}
}
}
}
public static class PositionTarget extends Flowfield{
public final Position position;
public PositionTarget(Position position){
this.position = position;
this.refreshRate = 900;
}
@Override
public void getPositions(IntSeq out){
out.add(world.packArray(World.toTile(position.getX()), World.toTile(position.getY())));
}
}
/**
* Data for a flow field to some set of destinations.
* Concrete subclasses must specify a way to fetch costs and destinations.
*/
public static abstract class Flowfield{
/** Refresh rate in milliseconds. Return any number <= 0 to disable. */
protected int refreshRate;
/** Team this path is for. Set before using. */
protected Team team = Team.derelict;
/** Function for calculating path cost. Set before using. */
protected PathCost cost = costTypes.get(costGround);
/** Whether there are valid weights in the complete array. */
protected volatile boolean hasComplete;
/** If true, this flow field needs updating. This flag is only set to false once the flow field finishes and the weights are copied over. */
protected boolean dirty = false;
/** costs of getting to a specific tile */
public int[] weights;
/** search IDs of each position - the highest, most recent search is prioritized and overwritten */
public int[] searches;
/** the last "complete" weights of this tilemap. */
public int[] completeWeights;
/** search frontier, these are Pos objects */
IntQueue frontier = new IntQueue();
/** all target positions; these positions have a cost of 0, and must be synchronized on! */
final IntSeq targets = new IntSeq();
/** current search ID */
int search = 1;
/** last updated time */
long lastUpdateTime;
/** whether this flow field is ready to be used */
boolean initialized;
void setup(int length){
this.weights = new int[length];
this.searches = new int[length];
this.completeWeights = new int[length];
this.frontier.ensureCapacity((length) / 4);
this.initialized = true;
}
public boolean hasCompleteWeights(){
return hasComplete && completeWeights != null;
}
public void updateTargetPositions(){
targets.clear();
getPositions(targets);
}
protected boolean passable(int pos){
int amount = cost.getCost(team.id, 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);
}
/** Gets targets to pathfind towards. This must run on the main thread. */
protected abstract void getPositions(IntSeq out);
}
public interface PathCost{
int getCost(int team, int tile);
}
/** Holds a copy of tile data for a specific tile position. */
@Struct
class PathTileStruct{
//scaled block health
@StructField(8) int health;
//team of block, if applicable (0 by default)
@StructField(8) int team;
//general solid state
boolean solid;
//whether this block is a liquid that boats can move on
boolean liquid;
//whether this block is solid for leg units that can move over some solid blocks
boolean legSolid;
//whether this block is near liquids
boolean nearLiquid;
//whether this block is near a solid floor tile
boolean nearGround;
//whether this block is near a solid object
boolean nearSolid;
//whether this block is near a block that is solid for legged units
boolean nearLegSolid;
//whether this block is deep / drownable
boolean deep;
//whether the floor damages
boolean damages;
//whether all tiles nearby are deep
boolean allDeep;
//block teamPassable is true
boolean teamPassable;
}
}