Commit graph

30 commits

Author SHA1 Message Date
wraitii
898ab5229b Change profiling calls to get a better view of what is actually slow and what is not.
This was SVN commit r18438.
2016-06-25 13:12:35 +00:00
wraitii
41bc367bd1 Messed up 01603708de
This was SVN commit r18350.
2016-06-09 17:45:50 +00:00
wraitii
01603708de Reuse vectors in the short-range pathfinder, making SplitAAEdges much faster and reducing memory fragmentation substantially. Refs #3588
This was SVN commit r18349.
2016-06-09 17:38:59 +00:00
Itms
c856bc296d Slight improvement to the short range pathfinder. Patch by fsincos, refs #3925
This was SVN commit r18090.
2016-04-24 14:35:31 +00:00
mimo
0863f20722 cleanup
This was SVN commit r17898.
2016-03-15 18:27:17 +00:00
mimo
4584a81656 be less restrictive with fix for #3785
This was SVN commit r17768.
2016-02-17 18:31:01 +00:00
mimo
41d7e64271 prevent short pathfinder to go into impassable region, fixes #3785
This was SVN commit r17765.
2016-02-15 21:24:27 +00:00
wraitii
3febc387d5 Styling fixes.
This was SVN commit r17241.
2015-11-12 17:23:50 +00:00
wraitii
913545aa41 Mark several CFixedVector2D as const and passed by reference in Geometry and a few other places. Mark some functions (that probably already were) inline.
Also make sure we don't include Geometry.h where it's not necessary.

This was SVN commit r17238.
2015-11-11 20:50:02 +00:00
wraitii
c42160ec10 Fix an issue where units could not go around large obstructions when short-pathing as it ran in the search-space "walls", reported by gamebot. Fixes #3593.
This is also a very slight optimization.

This was SVN commit r17224.
2015-11-11 12:23:11 +00:00
wraitii
3163c9d4a2 Fix a rare issue with the short-range pathfinder where units took odd paths when the target was beyond the search zone.
This was SVN commit r17197.
2015-11-07 14:33:55 +00:00
wraitii
357203a90f Pathfinding changes: unit-unit collisions now allow for some overlap, so units can get closer to each other, which I found improved pathfinding considerably.
Also fix a potential issue I noticed in some cases, though that
particular fix implies scrapping waypoints, so if units seem to get
lost, please report so and I'll revert those changes.

I can't find any way to get units stuck with this patch.

This was SVN commit r17163.
2015-11-01 13:38:48 +00:00
wraitii
14038d4cd8 Fix more pathfinding issues.
Change the way the long-range pathfinder rasterisation works slightly so
that we have a better compatibility with the short-range pathfinder.
Should fix the "stuck units" issues, though I am not sure so I am not
marking them as fixed so far. Refs #3471, #3505, and possibly #3292.

Caveat: I am now using clearance of 0.8 for "default" class, which might
have side-effects: please report anything weird.

Also fix leftover style issues.

This was SVN commit r17161.
2015-11-01 07:28:43 +00:00
Itms
f240374b28 Fix a number of short/long range pathfinder inconsistencies revealed by 128a603287.
This was SVN commit r16869.
2015-07-18 12:33:40 +00:00
Itms
128a603287 Use the terrain-only grid for terrain edges in the short pathfinder algorithm. This grid is updated on each terrain change, whereas the passability grid is updated once a turn. This caused OOS on rejoin, fixes #3292.
However, using the terrain-only grid reveals one discrepancy between the
short pathfinder (which uses unit radii) and the long one (which uses
unit clearances). So I implemented the change proposed by sanderd17 in
#3294, which is removing unit radius and using only the pathfinder
clearance. Refs #3294
Now some tweaking has to be done in the templates, so that units get a
passability class suited to their apparent size. In the meantime the
unit motion is quite bugged.

This was SVN commit r16867.
2015-07-18 08:37:49 +00:00
Itms
6581796103 New long-range pathfinder.
Based on Philip's work located at
http://git.wildfiregames.com/gitweb/?p=0ad.git;a=shortlog;h=refs/heads/projects/philip/pathfinder
Includes code by wraitii, sanderd17 and kanetaka.

An updated version of docs/pathfinder.pdf describing the changes in
detail will be committed ASAP.

Running update-workspaces is needed after this change.

Fixes #1756.
Fixes #930, #1259, #2908, #2960, #3097
Refs #1200, #1914, #1942, #2568, #2132, #2563

This was SVN commit r16751.
2015-06-12 18:58:24 +00:00
Ykkrosh
05422ad545 Avoid slightly-expensive QueryInterface() calls
Add CEntityHandle which wraps an entity_id_t and also has a pointer to a
per-entity array of IComponents. QueryInterface/CmpPtr on a handle just
involve a couple of pointer dereferences instead of a map lookup.

This requires sizeof(void*) per registered interface type per entity,
which is currently ~0.5KB per entity, which shouldn't be a problem.

This was SVN commit r13825.
2013-09-11 20:41:53 +00:00
historic_bruno
08bd07ddd6 Adds safe bool operator to ICmpPtr, replacing the null() method, based on patch by leper. Also changes bool operator in AtSmartPtr to safe bool. Fixes #1077.
Changes some CmpPtr variable names for consistency.

This was SVN commit r11036.
2012-02-08 02:46:15 +00:00
Ykkrosh
ce67dfd333 Rename CELL_SIZE to TERRAIN_TILE_SIZE, to free up the term "cell" for other concepts.
This was SVN commit r10902.
2012-01-12 12:51:10 +00:00
Ykkrosh
c989f52c46 Use heap-based queue in pathfinder to improve worst-case performance (in exchange for terrible VS2008 debug-mode performance)
This was SVN commit r10790.
2011-12-22 16:58:03 +00:00
Ykkrosh
4da8bf001f Add pathfinders to new profiler
This was SVN commit r10633.
2011-11-29 20:29:50 +00:00
Ykkrosh
609f1643d5 Fix -Wconversion warnings in simulation code.
Cast to smaller integer types explicitly.
Generally avoid platform-dependent types (size_t) in simulation code.
Use float versions of math.h functions, not double.

This was SVN commit r10017.
2011-08-16 11:18:32 +00:00
janwas
4663ac0fe7 split debug_assert into ENSURE and ASSERT as discussed in a previous meeting.
the old debug_assert always ran and tested the expression, which slows
down release builds. wrapping them in #ifndef NDEBUG is clumsy. the new
ASSERT behaves like assert and ENSURE like the old debug_assert. Let's
change any time-critical but not-super-important ENSURE to ASSERT to
speed up release builds. (already done in bits.h and unique_range.h)

This was SVN commit r9362.
2011-04-30 13:01:45 +00:00
Ykkrosh
b8925fbbc9 # Support AI construction of buildings.
Pass terrain passability data to AI scripts.
Expand pathfinder passability data to 16 bits per tile, to allow more
classes.
Support 16-bit ints in serializer.
Partially support JS typed arrays.
Allow foundations to be placed on top of units (fixes #499).
Stop farms and fishes blocking movement (fixes #534).
Add obstruction flags to allow finer control over what they block.
Associate entity IDs with obstruction shapes, to allow finding colliding
entities.
Support moving to the edge of a target entity with inactive obstruction.
Support foundation entities in AI.
Support playing as non-hele civs.

This was SVN commit r8899.
2011-02-10 16:06:28 +00:00
Ykkrosh
ab186c2b16 Update UnitMotion logic, to partially simplify it.
Do all pathfinding asynchronously.
Recalculate paths when the target has moved.
Fix vertex pathfinder start point heuristic, to avoid finding
zero-length paths.
When units fail to reach a resource to gather, look for another resource
of the same type.

This was SVN commit r8751.
2010-11-30 12:31:54 +00:00
Ykkrosh
7b82173bad Avoid potential integer overflow in pathfinder
This was SVN commit r8298.
2010-10-06 23:50:07 +00:00
janwas
2e7436434d warning fixes: mostly size_t vs. specialized API type and other type conversion.
added player_id_t typedef and INVALID_PLAYER, use that instead of -1.
also added sanity checks to cpu.cpp to ensure ARCH_* is correct (see
http://www.wildfiregames.com/forum/index.php?showtopic=13327&hl=)
and further predefined macros to arch.h just to be sure.

This was SVN commit r8079.
2010-09-05 09:38:30 +00:00
Ykkrosh
2b57f4f998 # Initial support for formation movement.
Support asynchronous path queries.
Allow escaping when stuck in impassable terrain tiles.
Split Update message in multiple phases, to cope with ordering
requirements.
Support automatic walk/run animation switching.

This was SVN commit r8058.
2010-09-03 09:55:14 +00:00
Ykkrosh
b712efac07 Optimise vertex pathfinder (typically ~6x faster).
This was SVN commit r8056.
2010-09-03 09:44:41 +00:00
Ykkrosh
188a3cab12 Split pathfinder into multiple files, to make it more manageable.
This was SVN commit r8055.
2010-09-03 09:32:12 +00:00