Files
Mindustry/core/src/mindustry/ai/ControlPathfinder.java
2023-04-06 10:46:52 -04:00

648 lines
22 KiB
Java

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.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.*;
public class ControlPathfinder{
//TODO this FPS-based update system could be flawed.
private static final long maxUpdate = Time.millisToNanos(30);
private static final int updateFPS = 60;
private static final int updateInterval = 1000 / updateFPS;
private static final int wallImpassableCap = 1_000_000;
public static final PathCost
costGround = (team, tile) ->
//deep is impassable
PathTile.allDeep(tile) ? impassable :
//impassable same-team or neutral block
PathTile.solid(tile) && ((PathTile.team(tile) == team && !PathTile.teamPassable(tile)) || PathTile.team(tile) == 0) ? impassable :
//impassable synthetic enemy block
((PathTile.team(tile) != team && PathTile.team(tile) != 0) && PathTile.solid(tile) ? wallImpassableCap : 0) +
1 +
(PathTile.nearSolid(tile) ? 6 : 0) +
(PathTile.nearLiquid(tile) ? 8 : 0) +
(PathTile.deep(tile) ? 6000 : 0) +
(PathTile.damages(tile) ? 50 : 0),
//same as ground but ignores liquids/deep stuff
costHover = (team, tile) ->
//impassable same-team or neutral block
PathTile.solid(tile) && ((PathTile.team(tile) == team && !PathTile.teamPassable(tile)) || PathTile.team(tile) == 0) ? impassable :
//impassable synthetic enemy block
((PathTile.team(tile) != team && PathTile.team(tile) != 0) && PathTile.solid(tile) ? wallImpassableCap : 0) +
1 +
(PathTile.nearSolid(tile) ? 6 : 0),
costLegs = (team, tile) ->
PathTile.legSolid(tile) ? impassable : 1 +
(PathTile.deep(tile) ? 6000 : 0) +
(PathTile.nearSolid(tile) || PathTile.solid(tile) ? 3 : 0),
costNaval = (team, tile) ->
(PathTile.solid(tile) || !PathTile.liquid(tile) ? impassable : 1) +
(PathTile.nearGround(tile) || PathTile.nearSolid(tile) ? 6 : 0);
public static boolean showDebug = false;
//static access probably faster than object access
static int wwidth, wheight;
//increments each tile change
static volatile int worldUpdateId;
/** Current pathfinding threads, contents may be null */
@Nullable PathfindThread[] threads;
/** for unique target IDs */
int lastTargetId = 1;
/** requests per-unit */
ObjectMap<Unit, PathRequest> requests = new ObjectMap<>();
public ControlPathfinder(){
Events.on(WorldLoadEvent.class, event -> {
stop();
wwidth = world.width();
wheight = world.height();
start();
});
//only update the world when a solid block is removed or placed, everything else doesn't matter
Events.on(TilePreChangeEvent.class, e -> {
if(e.tile.solid()){
worldUpdateId ++;
}
});
Events.on(TileChangeEvent.class, e -> {
if(e.tile.solid()){
worldUpdateId ++;
}
});
Events.on(ResetEvent.class, event -> stop());
//invalidate paths
Events.run(Trigger.update, () -> {
for(var req : requests.values()){
//skipped N update -> drop it
if(req.lastUpdateId <= state.updateId - 10){
//concurrent modification!
Core.app.post(() -> requests.remove(req.unit));
req.thread.queue.post(() -> req.thread.requests.remove(req));
}
}
});
Events.run(Trigger.draw, () -> {
if(!showDebug) return;
for(var req : requests.values()){
if(req.frontier == null) continue;
Draw.draw(Layer.overlayUI, () -> {
if(req.done){
int len = req.result.size;
int rp = req.rayPathIndex;
if(rp < len && rp >= 0){
Draw.color(Color.royal);
Tile tile = tile(req.result.items[rp]);
Lines.line(req.unit.x, req.unit.y, tile.worldx(), tile.worldy());
}
for(int i = 0; i < len; i++){
Draw.color(Tmp.c1.set(Color.white).fromHsv(i / (float)len * 360f, 1f, 0.9f));
int pos = req.result.items[i];
Fill.square(pos % wwidth * tilesize, pos / wwidth * tilesize, 3f);
if(i == req.pathIndex){
Draw.color(Color.green);
Lines.square(pos % wwidth * tilesize, pos / wwidth * tilesize, 5f);
}
}
}else{
var view = Core.camera.bounds(Tmp.r1);
int len = req.frontier.size;
float[] weights = req.frontier.weights;
int[] poses = req.frontier.queue;
for(int i = 0; i < Math.min(len, 1000); i++){
int pos = poses[i];
if(view.contains(pos % wwidth * tilesize, pos / wwidth * tilesize)){
Draw.color(Tmp.c1.set(Color.white).fromHsv((weights[i] * 4f) % 360f, 1f, 0.9f));
Lines.square(pos % wwidth * tilesize, pos / wwidth * tilesize, 4f);
}
}
}
Draw.reset();
});
}
});
}
/** @return the next target ID to use as a unique path identifier. */
public int nextTargetId(){
return lastTargetId ++;
}
/**
* @return whether a path is ready.
* @param pathId a unique ID for this location query, which should change every time the 'destination' vector is modified.
* */
public boolean getPathPosition(Unit unit, int pathId, Vec2 destination, Vec2 out){
return getPathPosition(unit, pathId, destination, out, null);
}
/**
* @return whether a path is ready.
* @param pathId a unique ID for this location query, which should change every time the 'destination' vector is modified.
* @param noResultFound extra return value for storing whether no valid path to the destination exists (thanks java!)
* */
public boolean getPathPosition(Unit unit, int pathId, Vec2 destination, Vec2 out, @Nullable boolean[] noResultFound){
if(noResultFound != null){
noResultFound[0] = false;
}
//uninitialized
if(threads == null || !world.tiles.in(World.toTile(destination.x), World.toTile(destination.y))) return false;
PathCost costType = unit.type.pathCost;
int team = unit.team.id;
//if the destination can be trivially reached in a straight line, do that.
if((!requests.containsKey(unit) || requests.get(unit).curId != pathId) && !raycast(team, costType, unit.tileX(), unit.tileY(), World.toTile(destination.x), World.toTile(destination.y))){
out.set(destination);
return true;
}
//destination is impassable, can't go there.
if(solid(team, costType, world.packArray(World.toTile(destination.x), World.toTile(destination.y)))){
return false;
}
//check for request existence
if(!requests.containsKey(unit)){
PathfindThread thread = Structs.findMin(threads, t -> t.requestSize);
var req = new PathRequest(thread);
req.unit = unit;
req.cost = costType;
req.destination.set(destination);
req.curId = pathId;
req.team = team;
req.lastUpdateId = state.updateId;
req.lastPos.set(unit);
req.lastWorldUpdate = worldUpdateId;
//raycast immediately when done
req.raycastTimer = 9999f;
requests.put(unit, req);
//add to thread so it gets processed next update
thread.queue.post(() -> thread.requests.add(req));
}else{
var req = requests.get(unit);
req.lastUpdateId = state.updateId;
req.team = unit.team.id;
if(req.curId != req.lastId || req.curId != pathId){
req.pathIndex = 0;
req.rayPathIndex = -1;
req.done = false;
req.foundEnd = false;
}
req.destination.set(destination);
req.curId = pathId;
//check for the unit getting stuck every N seconds
if((req.stuckTimer += Time.delta) >= 60f * 2.5f){
req.stuckTimer = 0f;
//force recalculate
if(req.lastPos.within(unit, 1.5f)){
req.lastWorldUpdate = -1;
}
req.lastPos.set(unit);
}
if(req.done){
int[] items = req.result.items;
int len = req.result.size;
int tileX = unit.tileX(), tileY = unit.tileY();
float range = 4f;
float minDst = req.pathIndex < len ? unit.dst2(world.tiles.geti(items[req.pathIndex])) : 0f;
int idx = req.pathIndex;
//find closest node that is in front of the path index and hittable with raycast
for(int i = len - 1; i >= idx; i--){
Tile tile = tile(items[i]);
float dst = unit.dst2(tile);
//TODO maybe put this on a timer since raycasts can be expensive?
if(dst < minDst && !permissiveRaycast(team, costType, tileX, tileY, tile.x, tile.y)){
req.pathIndex = Math.max(dst <= range * range ? i + 1 : i, req.pathIndex);
minDst = Math.min(dst, minDst);
}
}
if(req.rayPathIndex < 0){
req.rayPathIndex = req.pathIndex;
}
if((req.raycastTimer += Time.delta) >= 50f){
for(int i = len - 1; i > req.pathIndex; i--){
int val = items[i];
if(!raycast(team, costType, tileX, tileY, val % wwidth, val / wwidth)){
req.rayPathIndex = i;
break;
}
}
req.raycastTimer = 0;
}
if(req.rayPathIndex < len && req.rayPathIndex >= 0){
Tile tile = tile(items[req.rayPathIndex]);
out.set(tile);
if(unit.within(tile, range)){
req.pathIndex = req.rayPathIndex = Math.max(req.pathIndex, req.rayPathIndex + 1);
}
}else{
//implicit done
out.set(unit);
//end of path, we're done here? reset path? what???
}
if(noResultFound != null){
noResultFound[0] = !req.foundEnd;
}
}
return req.done;
}
return false;
}
/** Starts or restarts the pathfinding thread. */
private void start(){
stop();
if(net.client()) return;
//TODO currently capped at 6 threads, might be a good idea to make it more?
threads = new PathfindThread[Mathf.clamp(Runtime.getRuntime().availableProcessors() - 1, 1, 6)];
for(int i = 0; i < threads.length; i ++){
threads[i] = new PathfindThread("ControlPathfindThread-" + i);
threads[i].setPriority(Thread.MIN_PRIORITY);
threads[i].setDaemon(true);
threads[i].start();
}
}
/** Stops the pathfinding thread. */
private void stop(){
if(threads != null){
for(var thread : threads){
thread.interrupt();
}
}
threads = null;
requests.clear();
}
private static boolean raycast(int team, PathCost type, int x1, int y1, int x2, int y2){
int ww = world.width(), wh = world.height();
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 permissiveRaycast(int team, PathCost type, int x1, int y1, int x2, int y2){
int ww = world.width(), wh = world.height();
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 err = dx - dy;
while(x >= 0 && y >= 0 && x < ww && y < wh){
if(solid(team, type, x + y * wwidth)) return true;
if(x == x2 && y == y2) return false;
//no diagonals
if(2 * err + dy > dx - 2 * err){
err -= dy;
x += sx;
}else{
err += dx;
y += sy;
}
}
return true;
}
static boolean cast(int team, PathCost cost, int from, int to){
return raycast(team, cost, from % wwidth, from / wwidth, to % wwidth, to / wwidth);
}
private Tile tile(int pos){
return world.tiles.geti(pos);
}
//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 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 static boolean avoid(int team, PathCost type, int tilePos){
int cost = cost(team, type, tilePos);
return cost == impassable || cost >= 2;
}
private static boolean solid(int team, PathCost type, int tilePos){
int cost = cost(team, type, tilePos);
return cost == impassable || cost >= 6000;
}
private static float tileCost(int team, PathCost type, int a, int b){
//currently flat cost
return cost(team, type, b);
}
static class PathfindThread extends Thread{
/** handles task scheduling on the update thread. */
TaskQueue queue = new TaskQueue();
/** pathfinding thread access only! */
Seq<PathRequest> requests = new Seq<>();
/** volatile for access across threads */
volatile int requestSize;
public PathfindThread(String name){
super(name);
}
@Override
public void run(){
while(true){
//stop on client, no updating
if(net.client()) return;
try{
if(state.isPlaying()){
queue.run();
requestSize = requests.size;
//total update time no longer than maxUpdate
for(var req : requests){
//TODO this is flawed with many paths
req.update(maxUpdate / requests.size);
}
}
try{
Thread.sleep(updateInterval);
}catch(InterruptedException e){
//stop looping when interrupted externally
return;
}
}catch(Throwable e){
//do not crash the pathfinding thread
Log.err(e);
}
}
}
}
static class PathRequest{
final PathfindThread thread;
volatile boolean done = false;
volatile boolean foundEnd = false;
volatile Unit unit;
volatile PathCost cost;
volatile int team;
volatile int lastWorldUpdate;
final Vec2 lastPos = new Vec2();
float stuckTimer = 0f;
final Vec2 destination = new Vec2();
final Vec2 lastDestination = new Vec2();
//TODO only access on main thread??
volatile int pathIndex;
int rayPathIndex = -1;
IntSeq result = new IntSeq();
volatile float raycastTimer;
PathfindQueue frontier = new PathfindQueue();
//node index -> node it came from
IntIntMap cameFrom = new IntIntMap();
//node index -> total cost
IntFloatMap costs = new IntFloatMap();
int start, goal;
long lastUpdateId;
long lastTime;
volatile int lastId, curId;
public PathRequest(PathfindThread thread){
this.thread = thread;
}
void update(long maxUpdateNs){
if(curId != lastId){
clear(true);
}
lastId = curId;
//re-do everything when world updates, but keep the old path around
if(Time.timeSinceMillis(lastTime) > 1000 * 3 && (worldUpdateId != lastWorldUpdate || !destination.epsilonEquals(lastDestination, 2f))){
lastTime = Time.millis();
lastWorldUpdate = worldUpdateId;
clear(false);
}
if(done) return;
long ns = Time.nanos();
int counter = 0;
while(frontier.size > 0){
int current = frontier.poll();
if(current == goal){
foundEnd = true;
break;
}
int cx = current % wwidth, cy = current / wwidth;
for(Point2 point : Geometry.d4){
int newx = cx + point.x, newy = cy + point.y;
int next = newx + wwidth * newy;
if(newx >= wwidth || newy >= wheight || newx < 0 || newy < 0) continue;
//in fallback mode, enemy walls are passable
if(tcost(team, cost, next) == impassable) continue;
float add = tileCost(team, cost, current, next);
float currentCost = costs.get(current);
if(add < 0) continue;
//the cost can include an impassable enemy wall, so cap the cost if so and add the base cost instead
//essentially this means that any path with enemy walls will only count the walls once, preventing strange behavior like avoiding based on wall count
float newCost = currentCost >= wallImpassableCap && add >= wallImpassableCap ? currentCost + add - wallImpassableCap : currentCost + add;
//a cost of 0 means "not set"
if(!costs.containsKey(next) || newCost < costs.get(next)){
costs.put(next, newCost);
float priority = newCost + heuristic(next, goal);
frontier.add(next, priority);
cameFrom.put(next, current);
}
}
//only check every N iterations to prevent nanoTime spam (slow)
if((counter ++) >= 100){
counter = 0;
//exit when out of time.
if(Time.timeSinceNanos(ns) > maxUpdateNs){
return;
}
}
}
lastTime = Time.millis();
raycastTimer = 9999f;
result.clear();
pathIndex = 0;
rayPathIndex = -1;
if(foundEnd){
int cur = goal;
while(cur != start){
result.add(cur);
cur = cameFrom.get(cur);
}
result.reverse();
smoothPath();
}
//don't keep this around in memory, better to dump entirely - using clear() keeps around massive arrays for paths
frontier = new PathfindQueue();
cameFrom = new IntIntMap();
costs = new IntFloatMap();
done = true;
}
void smoothPath(){
int len = result.size;
if(len <= 2) return;
int output = 1, input = 2;
while(input < len){
if(cast(team, cost, result.get(output - 1), result.get(input))){
result.swap(output, input - 1);
output++;
}
input++;
}
result.swap(output, input - 1);
result.size = output + 1;
}
void clear(boolean resetCurrent){
done = false;
frontier = new PathfindQueue(20);
cameFrom.clear();
costs.clear();
start = world.packArray(unit.tileX(), unit.tileY());
goal = world.packArray(World.toTile(destination.x), World.toTile(destination.y));
cameFrom.put(start, start);
costs.put(start, 0);
frontier.add(start, 0);
foundEnd = false;
lastDestination.set(destination);
if(resetCurrent){
result.clear();
}
}
}
}