/* Copyright (C) 2015 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "HierarchicalPathfinder.h" #include "graphics/Overlay.h" #include "ps/Profile.h" // Find the root ID of a region, used by InitRegions inline u16 RootID(u16 x, const std::vector& v) { // Just add a basic check for infinite loops int checkLoop = 0; while (v[x] < x) { ++checkLoop; ENSURE(checkLoop < 1000 && "Long loop (probably infinite), unable to find an invariant point"); x = v[x]; } return x; } void HierarchicalPathfinder::Chunk::InitRegions(int ci, int cj, Grid* grid, pass_class_t passClass) { ENSURE(ci < 256 && cj < 256); // avoid overflows m_ChunkI = ci; m_ChunkJ = cj; memset(m_Regions, 0, sizeof(m_Regions)); int i0 = ci * CHUNK_SIZE; int j0 = cj * CHUNK_SIZE; int i1 = std::min(i0 + CHUNK_SIZE, (int)grid->m_W); int j1 = std::min(j0 + CHUNK_SIZE, (int)grid->m_H); // Efficiently flood-fill the m_Regions grid int regionID = 0; std::vector connect; u16* pCurrentID = NULL; u16 LeftID = 0; u16 DownID = 0; connect.reserve(32); // TODO: What's a sensible number? connect.push_back(0); // connect[0] = 0 // Start by filling the grid with 0 for blocked, // and regionID for unblocked for (int j = j0; j < j1; ++j) { for (int i = i0; i < i1; ++i) { pCurrentID = &m_Regions[j-j0][i-i0]; if (!IS_PASSABLE(grid->get(i, j), passClass)) { *pCurrentID = 0; continue; } if (j > j0) DownID = m_Regions[j-1-j0][i-i0]; if (i == i0) LeftID = 0; else LeftID = m_Regions[j-j0][i-1-i0]; if (LeftID > 0) { *pCurrentID = LeftID; if (*pCurrentID != DownID && DownID > 0) { u16 id0 = RootID(DownID, connect); u16 id1 = RootID(LeftID, connect); if (id0 < id1) connect[id1] = id0; else if (id0 > id1) connect[id0] = id1; } } else if (DownID > 0) *pCurrentID = DownID; else { // New ID *pCurrentID = ++regionID; connect.push_back(regionID); } } } // Directly point the root ID m_NumRegions = 0; for (u16 i = regionID; i > 0; --i) { if (connect[i] == i) ++m_NumRegions; else connect[i] = RootID(i,connect); } // Replace IDs by the root ID for (int j = 0; j < CHUNK_SIZE; ++j) for (int i = 0; i < CHUNK_SIZE; ++i) m_Regions[j][i] = connect[m_Regions[j][i]]; } /** * Returns a RegionID for the given global navcell coords * (which must be inside this chunk); */ HierarchicalPathfinder::RegionID HierarchicalPathfinder::Chunk::Get(int i, int j) const { ENSURE(i < CHUNK_SIZE && j < CHUNK_SIZE); return RegionID(m_ChunkI, m_ChunkJ, m_Regions[j][i]); } /** * Return the global navcell coords that correspond roughly to the * center of the given region in this chunk. * (This is not guaranteed to be actually inside the region.) */ void HierarchicalPathfinder::Chunk::RegionCenter(u16 r, int& i_out, int& j_out) const { // Find the mean of i,j coords of navcells in this region: u32 si = 0, sj = 0; // sum of i,j coords u32 n = 0; // number of navcells in region cassert(CHUNK_SIZE < 256); // conservative limit to ensure si and sj don't overflow for (int j = 0; j < CHUNK_SIZE; ++j) { for (int i = 0; i < CHUNK_SIZE; ++i) { if (m_Regions[j][i] == r) { si += i; sj += j; n += 1; } } } // Avoid divide-by-zero if (n == 0) n = 1; i_out = m_ChunkI * CHUNK_SIZE + si / n; j_out = m_ChunkJ * CHUNK_SIZE + sj / n; } /** * Returns whether any navcell in the given region is inside the goal. */ bool HierarchicalPathfinder::Chunk::RegionContainsGoal(u16 r, const PathGoal& goal) const { // Inefficiently check every single navcell: for (u16 j = 0; j < CHUNK_SIZE; ++j) { for (u16 i = 0; i < CHUNK_SIZE; ++i) { if (m_Regions[j][i] == r) { if (goal.NavcellContainsGoal(m_ChunkI * CHUNK_SIZE + i, m_ChunkJ * CHUNK_SIZE + j)) return true; } } } return false; } /** * Returns the global navcell coords, and the squared distance to the goal * navcell, of whichever navcell inside the given region is closest to * that goal. */ void HierarchicalPathfinder::Chunk::RegionNavcellNearest(u16 r, int iGoal, int jGoal, int& iBest, int& jBest, u32& dist2Best) const { iBest = 0; jBest = 0; dist2Best = std::numeric_limits::max(); for (int j = 0; j < CHUNK_SIZE; ++j) { for (int i = 0; i < CHUNK_SIZE; ++i) { if (m_Regions[j][i] != r) continue; u32 dist2 = (i + m_ChunkI*CHUNK_SIZE - iGoal)*(i + m_ChunkI*CHUNK_SIZE - iGoal) + (j + m_ChunkJ*CHUNK_SIZE - jGoal)*(j + m_ChunkJ*CHUNK_SIZE - jGoal); if (dist2 < dist2Best) { iBest = i + m_ChunkI*CHUNK_SIZE; jBest = j + m_ChunkJ*CHUNK_SIZE; dist2Best = dist2; } } } } /** * Returns the global navcell coords, and the squared distance to the (i0,j0) * navcell, of whichever navcell inside the given region and inside the given goal * is closest to (i0,j0) */ void HierarchicalPathfinder::Chunk::RegionNearestNavcellInGoal(u16 r, u16 i0, u16 j0, const PathGoal& goal, u16& iOut, u16& jOut, u32& dist2Best) const { iOut = 0; jOut = 0; dist2Best = std::numeric_limits::max(); for (int j = 0; j < CHUNK_SIZE; ++j) { for (int i = 0; i < CHUNK_SIZE; ++i) { if (m_Regions[j][i] != r || !goal.NavcellContainsGoal(i + m_ChunkI*CHUNK_SIZE, j + m_ChunkJ*CHUNK_SIZE)) continue; u32 dist2 = (i + m_ChunkI*CHUNK_SIZE - i0)*(i + m_ChunkI*CHUNK_SIZE - i0) + (j + m_ChunkJ*CHUNK_SIZE - j0)*(j + m_ChunkJ*CHUNK_SIZE - j0); if (dist2 < dist2Best) { iOut = i + m_ChunkI*CHUNK_SIZE; jOut = j + m_ChunkJ*CHUNK_SIZE; dist2Best = dist2; } } } } HierarchicalPathfinder::HierarchicalPathfinder() : m_DebugOverlay(NULL) { } HierarchicalPathfinder::~HierarchicalPathfinder() { SAFE_DELETE(m_DebugOverlay); } void HierarchicalPathfinder::SetDebugOverlay(bool enabled, const CSimContext* simContext) { if (enabled && !m_DebugOverlay) { m_DebugOverlay = new HierarchicalOverlay(*this); m_DebugOverlayLines.clear(); m_SimContext = simContext; AddDebugEdges(GetPassabilityClass("default")); } else if (!enabled && m_DebugOverlay) { SAFE_DELETE(m_DebugOverlay); m_DebugOverlayLines.clear(); m_SimContext = NULL; } } void HierarchicalPathfinder::Recompute(Grid* grid, const std::map& nonPathfindingPassClassMasks, const std::map& pathfindingPassClassMasks) { PROFILE3("Hierarchical Recompute"); m_PassClassMasks = pathfindingPassClassMasks; std::map allPassClasses = m_PassClassMasks; allPassClasses.insert(nonPathfindingPassClassMasks.begin(), nonPathfindingPassClassMasks.end()); m_W = grid->m_W; m_H = grid->m_H; // Divide grid into chunks with round-to-positive-infinity m_ChunksW = (grid->m_W + CHUNK_SIZE - 1) / CHUNK_SIZE; m_ChunksH = (grid->m_H + CHUNK_SIZE - 1) / CHUNK_SIZE; ENSURE(m_ChunksW < 256 && m_ChunksH < 256); // else the u8 Chunk::m_ChunkI will overflow m_Chunks.clear(); m_Edges.clear(); for (auto& passClassMask : allPassClasses) { pass_class_t passClass = passClassMask.second; // Compute the regions within each chunk m_Chunks[passClass].resize(m_ChunksW*m_ChunksH); for (int cj = 0; cj < m_ChunksH; ++cj) { for (int ci = 0; ci < m_ChunksW; ++ci) { m_Chunks[passClass].at(cj*m_ChunksW + ci).InitRegions(ci, cj, grid, passClass); } } // Construct the search graph over the regions EdgesMap& edges = m_Edges[passClass]; for (int cj = 0; cj < m_ChunksH; ++cj) { for (int ci = 0; ci < m_ChunksW; ++ci) { FindEdges(ci, cj, passClass, edges); } } } if (m_DebugOverlay) { PROFILE("debug overlay"); m_DebugOverlayLines.clear(); AddDebugEdges(GetPassabilityClass("default")); } } void HierarchicalPathfinder::Update(Grid* grid, const Grid& dirtinessGrid) { PROFILE3("Hierarchical Update"); std::vector > processedChunks; for (int j = 0; j < dirtinessGrid.m_H; ++j) { for (int i = 0; i < dirtinessGrid.m_W; ++i) { if (!dirtinessGrid.get(i, j)) continue; std::pair chunkID(i / CHUNK_SIZE, j / CHUNK_SIZE); for (auto& passClassMask : m_PassClassMasks) { pass_class_t passClass = passClassMask.second; Chunk& a = m_Chunks[passClass].at(chunkID.second*m_ChunksW + chunkID.first); if (std::find(processedChunks.begin(), processedChunks.end(), chunkID) == processedChunks.end()) { processedChunks.push_back(chunkID); a.InitRegions(chunkID.first, chunkID.second, grid, passClass); } } } } // TODO: Also be clever with edges m_Edges.clear(); for (auto& passClassMask : m_PassClassMasks) { pass_class_t passClass = passClassMask.second; EdgesMap& edges = m_Edges[passClass]; for (int cj = 0; cj < m_ChunksH; ++cj) { for (int ci = 0; ci < m_ChunksW; ++ci) { FindEdges(ci, cj, passClass, edges); } } } if (m_DebugOverlay) { PROFILE("debug overlay"); m_DebugOverlayLines.clear(); AddDebugEdges(GetPassabilityClass("default")); } } /** * Find edges between regions in this chunk and the adjacent below/left chunks. */ void HierarchicalPathfinder::FindEdges(u8 ci, u8 cj, pass_class_t passClass, EdgesMap& edges) { std::vector& chunks = m_Chunks[passClass]; Chunk& a = chunks.at(cj*m_ChunksW + ci); // For each edge between chunks, we loop over every adjacent pair of // navcells in the two chunks. If they are both in valid regions // (i.e. are passable navcells) then add a graph edge between those regions. // (We don't need to test for duplicates since EdgesMap already uses a // std::set which will drop duplicate entries.) if (ci > 0) { Chunk& b = chunks.at(cj*m_ChunksW + (ci-1)); for (int j = 0; j < CHUNK_SIZE; ++j) { RegionID ra = a.Get(0, j); RegionID rb = b.Get(CHUNK_SIZE-1, j); if (ra.r && rb.r) { edges[ra].insert(rb); edges[rb].insert(ra); } } } if (cj > 0) { Chunk& b = chunks.at((cj-1)*m_ChunksW + ci); for (int i = 0; i < CHUNK_SIZE; ++i) { RegionID ra = a.Get(i, 0); RegionID rb = b.Get(i, CHUNK_SIZE-1); if (ra.r && rb.r) { edges[ra].insert(rb); edges[rb].insert(ra); } } } } /** * Debug visualisation of graph edges between regions. */ void HierarchicalPathfinder::AddDebugEdges(pass_class_t passClass) { const EdgesMap& edges = m_Edges[passClass]; const std::vector& chunks = m_Chunks[passClass]; for (auto& edge : edges) { for (const RegionID& region: edge.second) { // Draw a line between the two regions' centers int i0, j0, i1, j1; chunks[edge.first.cj * m_ChunksW + edge.first.ci].RegionCenter(edge.first.r, i0, j0); chunks[region.cj * m_ChunksW + region.ci].RegionCenter(region.r, i1, j1); CFixedVector2D a, b; Pathfinding::NavcellCenter(i0, j0, a.X, a.Y); Pathfinding::NavcellCenter(i1, j1, b.X, b.Y); // Push the endpoints inwards a little to avoid overlaps CFixedVector2D d = b - a; d.Normalize(entity_pos_t::FromInt(1)); a += d; b -= d; std::vector xz; xz.push_back(a.X.ToFloat()); xz.push_back(a.Y.ToFloat()); xz.push_back(b.X.ToFloat()); xz.push_back(b.Y.ToFloat()); m_DebugOverlayLines.emplace_back(); m_DebugOverlayLines.back().m_Color = CColor(1.0, 1.0, 1.0, 1.0); SimRender::ConstructLineOnGround(*m_SimContext, xz, m_DebugOverlayLines.back(), true); } } } HierarchicalPathfinder::RegionID HierarchicalPathfinder::Get(u16 i, u16 j, pass_class_t passClass) { int ci = i / CHUNK_SIZE; int cj = j / CHUNK_SIZE; ENSURE(ci < m_ChunksW && cj < m_ChunksH); return m_Chunks[passClass][cj*m_ChunksW + ci].Get(i % CHUNK_SIZE, j % CHUNK_SIZE); } void HierarchicalPathfinder::MakeGoalReachable(u16 i0, u16 j0, PathGoal& goal, pass_class_t passClass) { RegionID source = Get(i0, j0, passClass); // Find everywhere that's reachable std::set reachableRegions; FindReachableRegions(source, reachableRegions, passClass); // Check whether any reachable region contains the goal std::set reachableContainingGoal; for (const RegionID& region : reachableRegions) { // Skip region if its chunk doesn't contain the goal area entity_pos_t x0 = Pathfinding::NAVCELL_SIZE * (region.ci * CHUNK_SIZE); entity_pos_t z0 = Pathfinding::NAVCELL_SIZE * (region.cj * CHUNK_SIZE); entity_pos_t x1 = x0 + Pathfinding::NAVCELL_SIZE * CHUNK_SIZE; entity_pos_t z1 = z0 + Pathfinding::NAVCELL_SIZE * CHUNK_SIZE; if (!goal.RectContainsGoal(x0, z0, x1, z1)) continue; // If the region contains the goal area, the goal is reachable if (GetChunk(region.ci, region.cj, passClass).RegionContainsGoal(region.r, goal)) { // If it's a point, no need to move it, we're done if (goal.type == PathGoal::POINT) return; // Else remember this region reachableContainingGoal.insert(region); } } // If the goal area wasn't reachable, // find the navcell that's nearest to the goal's center if (reachableContainingGoal.empty()) { u16 iGoal, jGoal; Pathfinding::NearestNavcell(goal.x, goal.z, iGoal, jGoal, m_W, m_H); FindNearestNavcellInRegions(reachableRegions, iGoal, jGoal, passClass); // Construct a new point goal at the nearest reachable navcell PathGoal newGoal; newGoal.type = PathGoal::POINT; Pathfinding::NavcellCenter(iGoal, jGoal, newGoal.x, newGoal.z); goal = newGoal; return; } // Non-point goals: // For each region, find the closest navcell to (i0,j0) which is also in the goal, // and use the best of all regions ENSURE(goal.type != PathGoal::POINT); u16 bestI = 0; u16 bestJ = 0; u32 dist2Best = std::numeric_limits::max(); for (const RegionID& region : reachableContainingGoal) { u16 i, j; u32 dist2; GetChunk(region.ci, region.cj, passClass).RegionNearestNavcellInGoal(region.r, i0, j0, goal, i, j, dist2); if (dist2 < dist2Best) { bestI = i; bestJ = j; dist2Best = dist2; } } ENSURE(dist2Best != std::numeric_limits::max()); PathGoal newGoal; newGoal.type = PathGoal::POINT; Pathfinding::NavcellCenter(bestI, bestJ, newGoal.x, newGoal.z); goal = newGoal; } void HierarchicalPathfinder::FindNearestPassableNavcell(u16& i, u16& j, pass_class_t passClass) { std::set regions; FindPassableRegions(regions, passClass); FindNearestNavcellInRegions(regions, i, j, passClass); } void HierarchicalPathfinder::FindNearestNavcellInRegions(const std::set& regions, u16& iGoal, u16& jGoal, pass_class_t passClass) { // Find the navcell in the given regions that's nearest to the goal navcell: // * For each region, record the (squared) minimal distance to the goal point // * Sort regions by that underestimated distance // * For each region, find the actual nearest navcell // * Stop when the underestimated distances are worse than the best real distance std::vector > regionDistEsts; // pair of (distance^2, region) for (const RegionID& region : regions) { int i0 = region.ci * CHUNK_SIZE; int j0 = region.cj * CHUNK_SIZE; int i1 = i0 + CHUNK_SIZE - 1; int j1 = j0 + CHUNK_SIZE - 1; // Pick the point in the chunk nearest the goal int iNear = Clamp((int)iGoal, i0, i1); int jNear = Clamp((int)jGoal, j0, j1); int dist2 = (iNear - iGoal)*(iNear - iGoal) + (jNear - jGoal)*(jNear - jGoal); regionDistEsts.emplace_back(dist2, region); } // Sort by increasing distance (tie-break on RegionID) std::sort(regionDistEsts.begin(), regionDistEsts.end()); int iBest = iGoal; int jBest = jGoal; u32 dist2Best = std::numeric_limits::max(); for (auto& pair : regionDistEsts) { if (pair.first >= dist2Best) break; RegionID region = pair.second; int i, j; u32 dist2; GetChunk(region.ci, region.cj, passClass).RegionNavcellNearest(region.r, iGoal, jGoal, i, j, dist2); if (dist2 < dist2Best) { iBest = i; jBest = j; dist2Best = dist2; } } iGoal = iBest; jGoal = jBest; } void HierarchicalPathfinder::FindReachableRegions(RegionID from, std::set& reachable, pass_class_t passClass) { // Flood-fill the region graph, starting at 'from', // collecting all the regions that are reachable via edges std::vector open; open.push_back(from); reachable.insert(from); while (!open.empty()) { RegionID curr = open.back(); open.pop_back(); for (const RegionID& region : m_Edges[passClass][curr]) // Add to the reachable set; if this is the first time we added // it then also add it to the open list if (reachable.insert(region).second) open.push_back(region); } } void HierarchicalPathfinder::FindPassableRegions(std::set& regions, pass_class_t passClass) { // Construct a set of all regions of all chunks for this pass class for (const Chunk& chunk : m_Chunks[passClass]) { // region 0 is impassable tiles for (int r = 1; r <= chunk.m_NumRegions; ++r) regions.insert(RegionID(chunk.m_ChunkI, chunk.m_ChunkJ, r)); } } void HierarchicalPathfinder::FillRegionOnGrid(const RegionID& region, pass_class_t passClass, u16 value, Grid& grid) { ENSURE(grid.m_W == m_W && grid.m_H == m_H); int i0 = region.ci * CHUNK_SIZE; int j0 = region.cj * CHUNK_SIZE; const Chunk& c = m_Chunks[passClass][region.cj * m_ChunksW + region.ci]; for (int j = 0; j < CHUNK_SIZE; ++j) for (int i = 0; i < CHUNK_SIZE; ++i) if (c.m_Regions[j][i] == region.r) grid.set(i0 + i, j0 + j, value); } Grid HierarchicalPathfinder::GetConnectivityGrid(pass_class_t passClass) { Grid connectivityGrid(m_W, m_H); connectivityGrid.reset(); u16 idx = 1; for (size_t i = 0; i < m_W; ++i) { for (size_t j = 0; j < m_H; ++j) { if (connectivityGrid.get(i, j) != 0) continue; RegionID from = Get(i, j, passClass); if (from.r == 0) continue; std::set reachable; FindReachableRegions(from, reachable, passClass); for (const RegionID& region : reachable) FillRegionOnGrid(region, passClass, idx, connectivityGrid); ++idx; } } return connectivityGrid; }