/* 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 .
*/
#ifndef INCLUDED_PATHFINDING
#define INCLUDED_PATHFINDING
#include "ps/CLogger.h"
#include "simulation2/system/ParamNode.h"
#include "graphics/Terrain.h"
#include "Geometry.h"
#include "Grid.h"
#include "PathGoal.h"
typedef u16 pass_class_t;
struct Waypoint
{
entity_pos_t x, z;
};
/**
* Returned path.
* Waypoints are in *reverse* order (the earliest is at the back of the list)
*/
struct WaypointPath
{
std::vector m_Waypoints;
};
/**
* Represents the cost of a path consisting of horizontal/vertical and
* diagonal movements over a uniform-cost grid.
* Maximum path length before overflow is about 45K steps.
*/
struct PathCost
{
PathCost() : data(0) { }
/// Construct from a number of horizontal/vertical and diagonal steps
PathCost(u16 hv, u16 d)
: data(hv * 65536 + d * 92682) // 2^16 * sqrt(2) == 92681.9
{
}
/// Construct for horizontal/vertical movement of given number of steps
static PathCost horizvert(u16 n)
{
return PathCost(n, 0);
}
/// Construct for diagonal movement of given number of steps
static PathCost diag(u16 n)
{
return PathCost(0, n);
}
PathCost operator+(const PathCost& a) const
{
PathCost c;
c.data = data + a.data;
return c;
}
PathCost& operator+=(const PathCost& a)
{
data += a.data;
return *this;
}
bool operator<=(const PathCost& b) const { return data <= b.data; }
bool operator< (const PathCost& b) const { return data < b.data; }
bool operator>=(const PathCost& b) const { return data >= b.data; }
bool operator>(const PathCost& b) const { return data > b.data; }
u32 ToInt()
{
return data;
}
private:
u32 data;
};
static const int PASS_CLASS_BITS = 16;
typedef u16 NavcellData; // 1 bit per passability class (up to PASS_CLASS_BITS)
#define IS_PASSABLE(item, classmask) (((item) & (classmask)) == 0)
#define PASS_CLASS_MASK_FROM_INDEX(id) ((pass_class_t)(1u << id))
#define SPECIAL_PASS_CLASS PASS_CLASS_MASK_FROM_INDEX((PASS_CLASS_BITS-1)) // 16th bit, used for special in-place computations
namespace Pathfinding
{
/**
* The long-range pathfinder operates primarily over a navigation grid (a uniform-cost
* 2D passability grid, with horizontal/vertical (not diagonal) connectivity).
* This is based on the terrain tile passability, plus the rasterized shapes of
* obstructions, all expanded outwards by the radius of the units.
* Since units are much smaller than terrain tiles, the nav grid should be
* higher resolution than the tiles.
* We therefore split each terrain tile into NxN "nav cells" (for some integer N,
* preferably a power of two).
*/
const int NAVCELLS_PER_TILE = 4;
/**
* Size of a navcell in metres ( = TERRAIN_TILE_SIZE / NAVCELLS_PER_TILE)
*/
const fixed NAVCELL_SIZE = fixed::FromInt((int)TERRAIN_TILE_SIZE) / Pathfinding::NAVCELLS_PER_TILE;
const int NAVCELL_SIZE_INT = 1;
const int NAVCELL_SIZE_LOG2 = 0;
/**
* For extending the goal outwards/inwards a little bit
* NOTE: keep next to the definition of NAVCELL_SIZE to avoid init order problems
* between translation units.
*/
const entity_pos_t GOAL_DELTA = NAVCELL_SIZE;
/**
* Compute the navcell indexes on the grid nearest to a given point
* w, h are the grid dimensions, i.e. the number of navcells per side
*/
inline void NearestNavcell(entity_pos_t x, entity_pos_t z, u16& i, u16& j, u16 w, u16 h)
{
i = (u16)clamp((x / NAVCELL_SIZE).ToInt_RoundToNegInfinity(), 0, w - 1);
j = (u16)clamp((z / NAVCELL_SIZE).ToInt_RoundToNegInfinity(), 0, h - 1);
}
/**
* Returns the position of the center of the given tile
*/
inline void TileCenter(u16 i, u16 j, entity_pos_t& x, entity_pos_t& z)
{
cassert(TERRAIN_TILE_SIZE % 2 == 0);
x = entity_pos_t::FromInt(i*(int)TERRAIN_TILE_SIZE + (int)TERRAIN_TILE_SIZE / 2);
z = entity_pos_t::FromInt(j*(int)TERRAIN_TILE_SIZE + (int)TERRAIN_TILE_SIZE / 2);
}
inline void NavcellCenter(u16 i, u16 j, entity_pos_t& x, entity_pos_t& z)
{
x = entity_pos_t::FromInt(i * 2 + 1).Multiply(NAVCELL_SIZE / 2);
z = entity_pos_t::FromInt(j * 2 + 1).Multiply(NAVCELL_SIZE / 2);
}
/*
* Checks that the line (x0,z0)-(x1,z1) does not intersect any impassable navcells.
*/
inline bool CheckLineMovement(entity_pos_t x0, entity_pos_t z0, entity_pos_t x1, entity_pos_t z1,
pass_class_t passClass, const Grid& grid)
{
// We shouldn't allow lines between diagonally-adjacent navcells.
// It doesn't matter whether we allow lines precisely along the edge
// of an impassable navcell.
// To rasterise the line:
// If the line is (e.g.) aiming up-right, then we start at the navcell
// containing the start point and the line must either end in that navcell
// or else exit along the top edge or the right edge (or through the top-right corner,
// which we'll arbitrary treat as the horizontal edge).
// So we jump into the adjacent navcell across that edge, and continue.
// To handle the special case of units that are stuck on impassable cells,
// we allow them to move from an impassable to a passable cell (but not
// vice versa).
u16 i0, j0, i1, j1;
NearestNavcell(x0, z0, i0, j0, grid.m_W, grid.m_H);
NearestNavcell(x1, z1, i1, j1, grid.m_W, grid.m_H);
// Find which direction the line heads in
int di = (i0 < i1 ? +1 : i1 < i0 ? -1 : 0);
int dj = (j0 < j1 ? +1 : j1 < j0 ? -1 : 0);
u16 i = i0;
u16 j = j0;
bool currentlyOnImpassable = !IS_PASSABLE(grid.get(i0, j0), passClass);
while (true)
{
// Make sure we are still in the limits
ENSURE(
((di > 0 && i0 <= i && i <= i1) || (di < 0 && i1 <= i && i <= i0) || (di == 0 && i == i0)) &&
((dj > 0 && j0 <= j && j <= j1) || (dj < 0 && j1 <= j && j <= j0) || (dj == 0 && j == j0)));
// Fail if we're moving onto an impassable navcell
bool passable = IS_PASSABLE(grid.get(i, j), passClass);
if (passable)
currentlyOnImpassable = false;
else if (!currentlyOnImpassable)
return false;
// Succeed if we're at the target
if (i == i1 && j == j1)
return true;
// If we can only move horizontally/vertically, then just move in that direction
// If we are reaching the limits, we can go straight to the end
if (di == 0 || i == i1)
{
j += dj;
continue;
}
else if (dj == 0 || j == j1)
{
i += di;
continue;
}
// Otherwise we need to check which cell to move into:
// Check whether the line intersects the horizontal (top/bottom) edge of
// the current navcell.
// Horizontal edge is (i, j + (dj>0?1:0)) .. (i + 1, j + (dj>0?1:0))
// Since we already know the line is moving from this navcell into a different
// navcell, we simply need to test that the edge's endpoints are not both on the
// same side of the line.
// If we are crossing exactly a vertex of the grid, we will get dota or dotb equal
// to 0. In that case we arbitrarily choose to move of dj.
// This only works because we handle the case (i == i1 || j == j1) beforehand.
// Otherwise we could go outside the j limits and never reach the final navcell.
entity_pos_t xia = entity_pos_t::FromInt(i).Multiply(Pathfinding::NAVCELL_SIZE);
entity_pos_t xib = entity_pos_t::FromInt(i+1).Multiply(Pathfinding::NAVCELL_SIZE);
entity_pos_t zj = entity_pos_t::FromInt(j + (dj+1)/2).Multiply(Pathfinding::NAVCELL_SIZE);
CFixedVector2D perp = CFixedVector2D(x1 - x0, z1 - z0).Perpendicular();
entity_pos_t dota = (CFixedVector2D(xia, zj) - CFixedVector2D(x0, z0)).Dot(perp);
entity_pos_t dotb = (CFixedVector2D(xib, zj) - CFixedVector2D(x0, z0)).Dot(perp);
// If the horizontal edge is fully on one side of the line, so the line doesn't
// intersect it, we should move across the vertical edge instead
if ((dota < entity_pos_t::Zero() && dotb < entity_pos_t::Zero()) ||
(dota > entity_pos_t::Zero() && dotb > entity_pos_t::Zero()))
i += di;
else
j += dj;
}
}
}
/*
* For efficient pathfinding we want to try hard to minimise the per-tile search cost,
* so we precompute the tile passability flags and movement costs for the various different
* types of unit.
* We also want to minimise memory usage (there can easily be 100K tiles so we don't want
* to store many bytes for each).
*
* To handle passability efficiently, we have a small number of passability classes
* (e.g. "infantry", "ship"). Each unit belongs to a single passability class, and
* uses that for all its pathfinding.
* Passability is determined by water depth, terrain slope, forestness, buildingness.
* We need at least one bit per class per tile to represent passability.
*
* Not all pass classes are used for actual pathfinding. The pathfinder calls
* CCmpObstructionManager's Rasterize() to add shapes onto the passability grid.
* Which shapes are rasterized depend on the value of the m_Obstructions of each passability
* class.
*
* Passabilities not used for unit pathfinding should not use the Clearance attribute, and
* will get a zero clearance value.
*/
class PathfinderPassability
{
public:
PathfinderPassability(pass_class_t mask, const CParamNode& node) :
m_Mask(mask)
{
if (node.GetChild("MinWaterDepth").IsOk())
m_MinDepth = node.GetChild("MinWaterDepth").ToFixed();
else
m_MinDepth = std::numeric_limits::min();
if (node.GetChild("MaxWaterDepth").IsOk())
m_MaxDepth = node.GetChild("MaxWaterDepth").ToFixed();
else
m_MaxDepth = std::numeric_limits::max();
if (node.GetChild("MaxTerrainSlope").IsOk())
m_MaxSlope = node.GetChild("MaxTerrainSlope").ToFixed();
else
m_MaxSlope = std::numeric_limits::max();
if (node.GetChild("MinShoreDistance").IsOk())
m_MinShore = node.GetChild("MinShoreDistance").ToFixed();
else
m_MinShore = std::numeric_limits::min();
if (node.GetChild("MaxShoreDistance").IsOk())
m_MaxShore = node.GetChild("MaxShoreDistance").ToFixed();
else
m_MaxShore = std::numeric_limits::max();
if (node.GetChild("Clearance").IsOk())
{
m_Clearance = node.GetChild("Clearance").ToFixed();
if (!(m_Clearance % Pathfinding::NAVCELL_SIZE).IsZero())
{
// If clearance isn't an integer number of navcells then we'll
// probably get weird behaviour when expanding the navcell grid
// by clearance, vs expanding static obstructions by clearance
LOGWARNING("Pathfinder passability class has clearance %f, should be multiple of %f",
m_Clearance.ToFloat(), Pathfinding::NAVCELL_SIZE.ToFloat());
}
}
else
m_Clearance = fixed::Zero();
if (node.GetChild("Obstructions").IsOk())
{
std::wstring obstructions = node.GetChild("Obstructions").ToString();
if (obstructions == L"none")
m_Obstructions = NONE;
else if (obstructions == L"pathfinding")
m_Obstructions = PATHFINDING;
else if (obstructions == L"foundation")
m_Obstructions = FOUNDATION;
else
{
LOGERROR("Invalid value for Obstructions in pathfinder.xml for pass class %d", mask);
m_Obstructions = NONE;
}
}
else
m_Obstructions = NONE;
}
bool IsPassable(fixed waterdepth, fixed steepness, fixed shoredist)
{
return ((m_MinDepth <= waterdepth && waterdepth <= m_MaxDepth) && (steepness < m_MaxSlope) && (m_MinShore <= shoredist && shoredist <= m_MaxShore));
}
pass_class_t m_Mask;
fixed m_Clearance; // min distance from static obstructions
enum ObstructionHandling
{
NONE,
PATHFINDING,
FOUNDATION
};
ObstructionHandling m_Obstructions;
private:
fixed m_MinDepth;
fixed m_MaxDepth;
fixed m_MaxSlope;
fixed m_MinShore;
fixed m_MaxShore;
};
#endif // INCLUDED_PATHFINDING