ModernUO/Projects/UOContent/Engines/Pathing/FastAStarAlgorithm.cs
Bohica d6bb8316d0
feat: Refactors A* Movement to use PriorityQueue (#2244)
### Summary

* Replaces the node chain with a PriorityQueue.
* Performance difference is up to 3x faster.

### Benchmarks
```cs
| Method              | Mean     | Error     | StdDev    | Gen0   | Allocated |
|-------------------- |---------:|----------:|----------:|-------:|----------:|
| FastAStar_PQueue    | 2.112 us | 0.0186 us | 0.0165 us | 0.0038 |      64 B |
| FastAStar_NodeChain | 6.430 us | 0.0800 us | 0.1807 us |      - |      64 B |
```

### Video

https://github.com/user-attachments/assets/3edd2524-5146-4775-be45-3516f0b01c27
2025-07-26 15:53:06 -07:00

297 lines
8.6 KiB
C#

/*************************************************************************
* ModernUO *
* Copyright 2019-2025 - ModernUO Development Team *
* Email: hi@modernuo.com *
* File: FastAStarAlgorithm.cs *
* *
* This program 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 3 of the License, or *
* (at your option) any later version. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
************************************************************************/
using System;
using Server.Mobiles;
using CalcMoves = Server.Movement.Movement;
using MoveImpl = Server.Movement.MovementImpl;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
namespace Server.PathAlgorithms.FastAStar;
public class FastAStarAlgorithm : PathAlgorithm
{
private struct PathNode
{
public int cost;
public int total;
public int parent;
public int z;
}
private const int MaxDepth = 300;
private const int AreaSize = 38;
private const int NodeCount = AreaSize * AreaSize * PlaneCount;
private const int PlaneOffset = 128;
private const int PlaneCount = 13;
private const int PlaneHeight = 20;
public static readonly PathAlgorithm Instance = new FastAStarAlgorithm();
private static readonly Direction[] _path = new Direction[AreaSize * AreaSize];
private static readonly PathNode[] _nodes = new PathNode[NodeCount];
private static readonly byte[] _nodeStates = new byte[NodeCount];
private static readonly int[] _successors = new int[8];
private static readonly PriorityQueue<int, int> _openQueue = new();
private static int _xOffset;
private static int _yOffset;
private Point3D _goal;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public int Heuristic(int x, int y, int z)
{
x -= _goal.X - _xOffset;
y -= _goal.Y - _yOffset;
z -= _goal.Z;
x *= 11;
y *= 11;
return x * x + y * y + z * z;
}
public override bool CheckCondition(Mobile m, Map map, Point3D start, Point3D goal) =>
Utility.InRange(start, goal, AreaSize);
public override Direction[] Find(Mobile m, Map map, Point3D start, Point3D goal)
{
if (!Utility.InRange(start, goal, AreaSize))
{
return null;
}
Array.Clear(_nodeStates);
_goal = goal;
_xOffset = (start.X + goal.X - AreaSize) / 2;
_yOffset = (start.Y + goal.Y - AreaSize) / 2;
var fromNode = GetIndex(start.X, start.Y, start.Z);
var destNode = GetIndex(goal.X, goal.Y, goal.Z);
_nodes[fromNode].cost = 0;
_nodes[fromNode].total = Heuristic(start.X - _xOffset, start.Y - _yOffset, start.Z);
_nodes[fromNode].parent = -1;
_nodes[fromNode].z = start.Z;
_openQueue.Enqueue(fromNode, _nodes[fromNode].total);
_nodeStates[fromNode] = 1;
var bc = m as BaseCreature;
int backtrack = 0, depth = 0;
var path = _path;
while (_openQueue.Count > 0)
{
if (++depth > MaxDepth)
{
break;
}
if (!_openQueue.TryDequeue(out var bestNode, out var bestTotal))
{
break;
}
// Duplicate, lower priority
if (_nodeStates[bestNode] == 2 || _nodes[bestNode].total != bestTotal)
{
continue;
}
_nodeStates[bestNode] = 2;
if (bc != null)
{
MoveImpl.AlwaysIgnoreDoors = bc.CanOpenDoors;
MoveImpl.IgnoreMovableImpassables = bc.CanMoveOverObstacles;
}
MoveImpl.Goal = goal;
var vals = _successors;
var count = GetSuccessors(bestNode, m, map);
MoveImpl.AlwaysIgnoreDoors = false;
MoveImpl.IgnoreMovableImpassables = false;
MoveImpl.Goal = Point3D.Zero;
if (count == 0)
{
continue;
}
for (var i = 0; i < count; ++i)
{
var newNode = vals[i];
// Skip if the node is already closed
if (_nodeStates[newNode] == 2)
{
continue;
}
var isDiagonal = i % 2 == 1;
var moveCost = isDiagonal ? 14 : 10;
var newCost = _nodes[bestNode].cost + moveCost;
var newTotal = newCost + Heuristic(
newNode % AreaSize,
newNode / AreaSize % AreaSize,
_nodes[newNode].z
);
if (_nodeStates[newNode] == 0 || newTotal < _nodes[newNode].total)
{
_nodes[newNode].parent = bestNode;
_nodes[newNode].cost = newCost;
_nodes[newNode].total = newTotal;
// Requeue (duplicates allowed), and mark as open
_openQueue.Enqueue(newNode, newTotal);
_nodeStates[newNode] = 1;
}
if (newNode != destNode)
{
continue;
}
var pathCount = 0;
var parent = _nodes[newNode].parent;
while (parent != -1)
{
path[pathCount++] = GetDirection(
parent % AreaSize,
parent / AreaSize % AreaSize,
newNode % AreaSize,
newNode / AreaSize % AreaSize
);
newNode = parent;
parent = _nodes[newNode].parent;
if (newNode == fromNode)
{
break;
}
}
var dirs = new Direction[pathCount];
while (pathCount > 0)
{
dirs[backtrack++] = path[--pathCount];
}
_openQueue.Clear();
return dirs;
}
}
_openQueue.Clear();
return null;
}
private static int GetIndex(int x, int y, int z)
{
x -= _xOffset;
y -= _yOffset;
z += PlaneOffset;
z /= PlaneHeight;
return x + y * AreaSize + z * AreaSize * AreaSize;
}
private static int GetSuccessors(int p, Mobile m, Map map)
{
var px = p % AreaSize;
var py = p / AreaSize % AreaSize;
var pz = _nodes[p].z;
var p3D = new Point3D(px + _xOffset, py + _yOffset, pz);
var vals = _successors;
var count = 0;
for (var i = 0; i < 8; ++i)
{
int x;
int y;
switch (i)
{
default: // 0
x = 0;
y = -1;
break;
case 1:
x = 1;
y = -1;
break;
case 2:
x = 1;
y = 0;
break;
case 3:
x = 1;
y = 1;
break;
case 4:
x = 0;
y = 1;
break;
case 5:
x = -1;
y = 1;
break;
case 6:
x = -1;
y = 0;
break;
case 7:
x = -1;
y = -1;
break;
}
x += px;
y += py;
if (x is < 0 or >= AreaSize || y is < 0 or >= AreaSize)
{
continue;
}
if (CalcMoves.CheckMovement(m, map, p3D, (Direction)i, out var z))
{
var idx = GetIndex(x + _xOffset, y + _yOffset, z);
if (idx >= 0 && idx < NodeCount)
{
_nodes[idx].z = z;
vals[count++] = idx;
}
}
}
return count;
}
}