As reported by #5521, Ordering units to walk to a point in a forest can
lag terribly, as units will end up computing long short paths in the
forest, which can result in `ComputeShortPath` calls that individually
take upwards of 80ms.
This can be alleviated by allowing units to stop a bit earlier. A23
handled this in UnitMotion directly, but it's better to handle this in
UnitAI to avoid surprises and to make it customisable on a per-state
level.
This diff further speeds up using the short pathfinder by starting with
a smaller search range, limiting the max-range more and moving the range
slightly towards the goal.
This also refactors UM sending messages to UnitAI so that we may in the
future push more information (in particular, the entity_id that a unit
was obstructed by could be interesting for COMBAT).
This doesn't fix the possibility of lag, but it reduces its occurrence
to levels that should be similar to A23 and thus acceptable enough.
Tested By: Freagarach
Fixes#5521
Differential Revision: https://code.wildfiregames.com/D2105
This was SVN commit r22526.
5c642611c4 introduces undefined behaviour: for vertices that are part of
non-AA squares, the value of "quadOutward" is undefined. This fixes that
by again setting it to QUADRANT_ALL by default, as it was pre
5c642611c4. This led to OOS.
Reviewed By: elexis
Fixes#5508
Differential Revision: https://code.wildfiregames.com/D2082
This was SVN commit r22483.
Compute the outward quadrants once and for all instead of setting them
dynamically, because there is no reason why we should always arrive from
the same quadrant as the first time we see a vertex.
Don't consider quadrants for the start-vertex, because of the edge
expansion (which can put us in illegal quadrants)
These result in (much) better paths, the tradeoff being that we now look
at some more vertices.
Fixes#5476
Differential Revision: https://code.wildfiregames.com/D1908
This was SVN commit r22473.
This adds back the "domain" edges to the short/vertex pathfinder.
Without these edges, units could use points far away from the path
search that they inaccurately thought were reachable, leading to some
pathing oddities in rare cases.
Reviewed By: temple
Differential Revision: https://code.wildfiregames.com/D443
This was SVN commit r22465.
Having Async in the name was not really informative and made it awkward
to reuse for non-async code.
Reviewed By: Kuba386
Differential Revision: https://code.wildfiregames.com/D1854
This was SVN commit r22305.
The vertex pathfinder was implemented directly in CCmpPathfinder,
instead of being a separate helper like the hierarchical pathfinder or
the long pathfinder.
This moves it to its own helper VertexPathfinder, which gets us ready
for D14 and pathfinder threading. Some struct definitions need to be
moved around.
Differential Revision: https://code.wildfiregames.com/D1855
This was SVN commit r22253.
2019-05-08 11:53:02 +00:00
Renamed from source/simulation2/components/CCmpPathfinder_Vertex.cpp (Browse further)