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Make include-what-you-use happy with some files in source/simulation2 and fix what needs to be fixed. Ref: #8086 Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
246 lines
7.4 KiB
C++
246 lines
7.4 KiB
C++
/* Copyright (C) 2025 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_PATHFINDING
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#define INCLUDED_PATHFINDING
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#include "graphics/Terrain.h"
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#include "lib/types.h"
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#include "maths/Fixed.h"
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#include "maths/MathUtil.h"
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#include "simulation2/helpers/PathGoal.h"
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#include "simulation2/helpers/Position.h"
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#include "simulation2/system/Entity.h"
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#include <vector>
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class CParamNode;
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template<typename T> class Grid;
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typedef u16 pass_class_t;
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struct LongPathRequest
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{
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u32 ticket;
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entity_pos_t x0;
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entity_pos_t z0;
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PathGoal goal;
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pass_class_t passClass;
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entity_id_t notify;
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};
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struct ShortPathRequest
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{
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u32 ticket;
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entity_pos_t x0;
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entity_pos_t z0;
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entity_pos_t clearance;
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entity_pos_t range;
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PathGoal goal;
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pass_class_t passClass;
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bool avoidMovingUnits;
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entity_id_t group;
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entity_id_t notify;
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};
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struct Waypoint
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{
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entity_pos_t x, z;
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};
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/**
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* Returned path.
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* Waypoints are in *reverse* order (the earliest is at the back of the list)
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*/
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struct WaypointPath
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{
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std::vector<Waypoint> m_Waypoints;
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};
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/**
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* Represents the cost of a path consisting of horizontal/vertical and
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* diagonal movements over a uniform-cost grid.
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* Maximum path length before overflow is about 45K steps.
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*/
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struct PathCost
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{
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PathCost() : data(0) { }
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/// Construct from a number of horizontal/vertical and diagonal steps
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PathCost(u16 hv, u16 d)
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: data(hv * 65536 + d * 92682) // 2^16 * sqrt(2) == 92681.9
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{
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}
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/// Construct for horizontal/vertical movement of given number of steps
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static PathCost horizvert(u16 n)
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{
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return PathCost(n, 0);
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}
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/// Construct for diagonal movement of given number of steps
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static PathCost diag(u16 n)
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{
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return PathCost(0, n);
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}
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PathCost operator+(const PathCost& a) const
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{
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PathCost c;
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c.data = data + a.data;
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return c;
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}
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PathCost& operator+=(const PathCost& a)
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{
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data += a.data;
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return *this;
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}
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bool operator<=(const PathCost& b) const { return data <= b.data; }
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bool operator< (const PathCost& b) const { return data < b.data; }
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bool operator>=(const PathCost& b) const { return data >= b.data; }
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bool operator>(const PathCost& b) const { return data > b.data; }
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u32 ToInt()
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{
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return data;
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}
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private:
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u32 data;
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};
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inline constexpr int PASS_CLASS_BITS = 16;
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typedef u16 NavcellData; // 1 bit per passability class (up to PASS_CLASS_BITS)
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#define IS_PASSABLE(item, classmask) (((item) & (classmask)) == 0)
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#define PASS_CLASS_MASK_FROM_INDEX(id) ((pass_class_t)(1u << id))
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#define SPECIAL_PASS_CLASS PASS_CLASS_MASK_FROM_INDEX((PASS_CLASS_BITS-1)) // 16th bit, used for special in-place computations
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namespace Pathfinding
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{
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/**
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* The long-range pathfinder operates primarily over a navigation grid (a uniform-cost
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* 2D passability grid, with horizontal/vertical (not diagonal) connectivity).
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* This is based on the terrain tile passability, plus the rasterized shapes of
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* obstructions, all expanded outwards by the radius of the units.
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* Since units are much smaller than terrain tiles, the nav grid should be
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* higher resolution than the tiles.
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* We therefore split each the world into NxN "nav cells" (for some integer N,
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* preferably a power of two).
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*/
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inline constexpr fixed NAVCELL_SIZE = fixed::FromInt(1);
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inline constexpr int NAVCELL_SIZE_INT = 1;
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inline constexpr int NAVCELL_SIZE_LOG2 = 0;
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/**
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* The terrain grid is coarser, and it is often convenient to convert from one to the other.
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*/
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inline constexpr int NAVCELLS_PER_TERRAIN_TILE = TERRAIN_TILE_SIZE / NAVCELL_SIZE_INT;
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static_assert(TERRAIN_TILE_SIZE % NAVCELL_SIZE_INT == 0, "Terrain tile size is not a multiple of navcell size");
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/**
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* To make sure the long-range pathfinder is more strict than the short-range one,
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* we need to slightly over-rasterize. So we extend the clearance radius by 1.
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*/
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inline constexpr entity_pos_t CLEARANCE_EXTENSION_RADIUS = fixed::FromInt(1);
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/**
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* Compute the navcell indexes on the grid nearest to a given point
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* w, h are the grid dimensions, i.e. the number of navcells per side
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*/
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inline void NearestNavcell(entity_pos_t x, entity_pos_t z, u16& i, u16& j, u16 w, u16 h)
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{
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// Use NAVCELL_SIZE_INT to save the cost of dividing by a fixed
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i = static_cast<u16>(Clamp((x / NAVCELL_SIZE_INT).ToInt_RoundToNegInfinity(), 0, w - 1));
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j = static_cast<u16>(Clamp((z / NAVCELL_SIZE_INT).ToInt_RoundToNegInfinity(), 0, h - 1));
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}
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/**
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* Returns the position of the center of the given terrain tile
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*/
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inline void TerrainTileCenter(u16 i, u16 j, entity_pos_t& x, entity_pos_t& z)
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{
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static_assert(TERRAIN_TILE_SIZE % 2 == 0);
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x = entity_pos_t::FromInt(i*(int)TERRAIN_TILE_SIZE + (int)TERRAIN_TILE_SIZE / 2);
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z = entity_pos_t::FromInt(j*(int)TERRAIN_TILE_SIZE + (int)TERRAIN_TILE_SIZE / 2);
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}
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inline void NavcellCenter(u16 i, u16 j, entity_pos_t& x, entity_pos_t& z)
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{
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x = entity_pos_t::FromInt(i * 2 + 1).Multiply(NAVCELL_SIZE / 2);
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z = entity_pos_t::FromInt(j * 2 + 1).Multiply(NAVCELL_SIZE / 2);
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}
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/*
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* Checks that the line (x0,z0)-(x1,z1) does not intersect any impassable navcells.
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*/
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bool CheckLineMovement(entity_pos_t x0, entity_pos_t z0, entity_pos_t x1, entity_pos_t z1,
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pass_class_t passClass, const Grid<NavcellData>& grid);
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}
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/*
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* For efficient pathfinding we want to try hard to minimise the per-tile search cost,
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* so we precompute the tile passability flags for the various different types of unit.
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* We also want to minimise memory usage (there can easily be 100K tiles so we don't want
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* to store many bytes for each).
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*
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* To handle passability efficiently, we have a small number of passability classes
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* (e.g. "infantry", "ship"). Each unit belongs to a single passability class, and
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* uses that for all its pathfinding.
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* Passability is determined by water depth, terrain slope, forestness, buildingness.
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* We need at least one bit per class per tile to represent passability.
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*
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* Not all pass classes are used for actual pathfinding. The pathfinder calls
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* CCmpObstructionManager's Rasterize() to add shapes onto the passability grid.
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* Which shapes are rasterized depend on the value of the m_Obstructions of each passability
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* class.
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*
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* Passabilities not used for unit pathfinding should not use the Clearance attribute, and
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* will get a zero clearance value.
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*/
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class PathfinderPassability
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{
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public:
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PathfinderPassability(pass_class_t mask, const CParamNode& node);
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bool IsPassable(fixed waterdepth, fixed steepness, fixed shoredist) const
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{
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return ((m_MinDepth <= waterdepth && waterdepth <= m_MaxDepth) && (steepness < m_MaxSlope) && (m_MinShore <= shoredist && shoredist <= m_MaxShore));
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}
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pass_class_t m_Mask;
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fixed m_Clearance; // min distance from static obstructions
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enum ObstructionHandling
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{
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NONE,
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PATHFINDING,
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FOUNDATION
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};
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ObstructionHandling m_Obstructions;
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private:
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fixed m_MinDepth;
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fixed m_MaxDepth;
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fixed m_MaxSlope;
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fixed m_MinShore;
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fixed m_MaxShore;
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};
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#endif // INCLUDED_PATHFINDING
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