Refactor pathfinding updates and add AccessReader support (#1183)
There was some extra bloat in the path graph updates. Now the queue should also just run if it gets too big regardless. Un-anchored physics objects are no longer a hard fail for pathfinding. Add AccessReader support so open / close doors show up for pathfinding AI also ensure they call the operator's shutdown when they're shutdown so that should cancel the pathfinding job. I tried to split these into 2 commits but they were kinda coupled together Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
This commit is contained in:
@@ -1,6 +1,7 @@
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using System;
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using System.Collections.Generic;
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using System.Threading;
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using Content.Server.GameObjects.Components.Access;
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using Content.Server.GameObjects.Components.Movement;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.GameObjects.EntitySystems.AI.Pathfinding;
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@@ -240,10 +241,11 @@ namespace Content.Server.AI.Operators.Movement
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var startGrid = _mapManager.GetGrid(Owner.Transform.GridID).GetTileRef(Owner.Transform.GridPosition);
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var endGrid = _mapManager.GetGrid(TargetGrid.GridID).GetTileRef(TargetGrid);;
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// _routeCancelToken = new CancellationTokenSource();
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var access = AccessReader.FindAccessTags(Owner);
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RouteJob = _pathfinder.RequestPath(new PathfindingArgs(
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Owner.Uid,
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access,
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collisionMask,
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startGrid,
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endGrid,
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@@ -29,11 +29,17 @@ namespace Content.Server.AI.Utility.Actions.Combat.Melee
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public override void SetupOperators(Blackboard context)
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{
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var moveOperator = new MoveToEntityOperator(Owner, _entity);
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var equipped = context.GetState<EquippedEntityState>().GetValue();
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MoveToEntityOperator moveOperator;
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if (equipped != null && equipped.TryGetComponent(out MeleeWeaponComponent meleeWeaponComponent))
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{
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moveOperator.DesiredRange = meleeWeaponComponent.Range - 0.01f;
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moveOperator = new MoveToEntityOperator(Owner, _entity, meleeWeaponComponent.Range - 0.01f);
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}
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// I think it's possible for this to happen given planning is time-sliced?
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// TODO: At this point we should abort
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else
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{
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moveOperator = new MoveToEntityOperator(Owner, _entity);
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}
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ActionOperators = new Queue<AiOperator>(new AiOperator[]
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@@ -126,6 +126,9 @@ namespace Content.Server.AI.Utility.AiLogic
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{
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damageableComponent.DamageThresholdPassed -= DeathHandle;
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}
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var currentOp = CurrentAction?.ActionOperators.Peek();
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currentOp?.Shutdown(Outcome.Failed);
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}
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private void DeathHandle(object sender, DamageThresholdPassedEventArgs eventArgs)
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@@ -0,0 +1,16 @@
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using Robust.Shared.GameObjects;
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namespace Content.Server.GameObjects.Components.Access
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{
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public sealed class AccessReaderChangeMessage : EntitySystemMessage
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{
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public EntityUid Uid { get; }
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public bool Enabled { get; }
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public AccessReaderChangeMessage(EntityUid uid, bool enabled)
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{
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Uid = uid;
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Enabled = enabled;
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}
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}
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}
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@@ -69,7 +69,7 @@ namespace Content.Server.GameObjects.Components.Access
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}
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[CanBeNull]
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private static ICollection<string> FindAccessTags(IEntity entity)
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public static ICollection<string> FindAccessTags(IEntity entity)
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{
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if (entity.TryGetComponent(out IAccess accessComponent))
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{
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@@ -154,6 +154,8 @@ namespace Content.Server.GameObjects
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State = DoorState.Open;
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SetAppearance(DoorVisualState.Open);
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}, _cancellationTokenSource.Token);
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Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new AccessReaderChangeMessage(Owner.Uid, false));
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}
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public virtual bool CanClose()
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@@ -203,6 +205,7 @@ namespace Content.Server.GameObjects
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occluder.Enabled = true;
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}
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}, _cancellationTokenSource.Token);
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Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new AccessReaderChangeMessage(Owner.Uid, true));
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return true;
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}
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@@ -1,14 +0,0 @@
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using Robust.Shared.GameObjects.Components.Transform;
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namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.GraphUpdates
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{
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public struct CollidableMove : IPathfindingGraphUpdate
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{
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public MoveEvent MoveEvent { get; }
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public CollidableMove(MoveEvent moveEvent)
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{
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MoveEvent = moveEvent;
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}
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}
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}
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@@ -1,16 +0,0 @@
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.GraphUpdates
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{
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public class CollisionChange : IPathfindingGraphUpdate
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{
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public IEntity Owner { get; }
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public bool Value { get; }
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public CollisionChange(IEntity owner, bool value)
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{
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Owner = owner;
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Value = value;
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}
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}
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}
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@@ -1,14 +0,0 @@
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using Robust.Shared.Map;
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namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.GraphUpdates
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{
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public struct GridRemoval : IPathfindingGraphUpdate
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{
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public GridId GridId { get; }
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public GridRemoval(GridId gridId)
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{
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GridId = gridId;
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}
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}
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}
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@@ -1,7 +0,0 @@
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namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.GraphUpdates
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{
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public interface IPathfindingGraphUpdate
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{
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}
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}
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@@ -1,14 +0,0 @@
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using Robust.Shared.Map;
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namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.GraphUpdates
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{
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public struct TileUpdate : IPathfindingGraphUpdate
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{
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public TileUpdate(TileRef tile)
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{
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Tile = tile;
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}
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public TileRef Tile { get; }
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}
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}
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@@ -41,7 +41,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
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}
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// If we couldn't get a nearby node that's good enough
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if (!Utils.TryEndNode(ref _endNode, _pathfindingArgs))
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if (!PathfindingHelpers.TryEndNode(ref _endNode, _pathfindingArgs))
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{
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return null;
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}
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@@ -88,9 +88,9 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
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}
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// If tile is untraversable it'll be null
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var tileCost = Utils.GetTileCost(_pathfindingArgs, currentNode, nextNode);
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var tileCost = PathfindingHelpers.GetTileCost(_pathfindingArgs, currentNode, nextNode);
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if (tileCost == null || !Utils.DirectionTraversable(_pathfindingArgs.CollisionMask, currentNode, direction))
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if (tileCost == null || !PathfindingHelpers.DirectionTraversable(_pathfindingArgs.CollisionMask, _pathfindingArgs.Access, currentNode, direction))
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{
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continue;
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}
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@@ -107,7 +107,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
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// pFactor is tie-breaker where the fscore is otherwise equal.
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// See http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html#breaking-ties
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// There's other ways to do it but future consideration
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var fScore = gScores[nextNode] + Utils.OctileDistance(_endNode, nextNode) * (1.0f + 1.0f / 1000.0f);
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var fScore = gScores[nextNode] + PathfindingHelpers.OctileDistance(_endNode, nextNode) * (1.0f + 1.0f / 1000.0f);
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openTiles.Add((fScore, nextNode));
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}
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}
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@@ -117,7 +117,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
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return null;
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}
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var route = Utils.ReconstructPath(cameFrom, currentNode);
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var route = PathfindingHelpers.ReconstructPath(cameFrom, currentNode);
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if (route.Count == 1)
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{
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@@ -41,7 +41,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
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}
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// If we couldn't get a nearby node that's good enough
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if (!Utils.TryEndNode(ref _endNode, _pathfindingArgs))
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if (!PathfindingHelpers.TryEndNode(ref _endNode, _pathfindingArgs))
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{
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return null;
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}
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@@ -89,7 +89,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
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jumpNodes.Add(jumpNode);
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#endif
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// GetJumpPoint should already check if we can traverse to the node
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var tileCost = Utils.GetTileCost(_pathfindingArgs, currentNode, jumpNode);
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var tileCost = PathfindingHelpers.GetTileCost(_pathfindingArgs, currentNode, jumpNode);
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if (tileCost == null)
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{
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@@ -108,7 +108,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
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// pFactor is tie-breaker where the fscore is otherwise equal.
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// See http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html#breaking-ties
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// There's other ways to do it but future consideration
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var fScore = gScores[jumpNode] + Utils.OctileDistance(_endNode, jumpNode) * (1.0f + 1.0f / 1000.0f);
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var fScore = gScores[jumpNode] + PathfindingHelpers.OctileDistance(_endNode, jumpNode) * (1.0f + 1.0f / 1000.0f);
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openTiles.Add((fScore, jumpNode));
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}
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}
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@@ -119,7 +119,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
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return null;
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}
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var route = Utils.ReconstructJumpPath(cameFrom, currentNode);
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var route = PathfindingHelpers.ReconstructJumpPath(cameFrom, currentNode);
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if (route.Count == 1)
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{
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return null;
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@@ -161,7 +161,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
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// We'll do opposite DirectionTraversable just because of how the method's setup
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// Nodes should be 2-way anyway.
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if (nextNode == null ||
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Utils.GetTileCost(_pathfindingArgs, currentNode, nextNode) == null)
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PathfindingHelpers.GetTileCost(_pathfindingArgs, currentNode, nextNode) == null)
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{
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return null;
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}
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@@ -312,14 +312,14 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
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throw new ArgumentOutOfRangeException();
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}
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if ((closedNeighborOne == null || Utils.GetTileCost(_pathfindingArgs, currentNode, closedNeighborOne) == null)
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&& openNeighborOne != null && Utils.GetTileCost(_pathfindingArgs, currentNode, openNeighborOne) != null)
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if ((closedNeighborOne == null || PathfindingHelpers.GetTileCost(_pathfindingArgs, currentNode, closedNeighborOne) == null)
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&& openNeighborOne != null && PathfindingHelpers.GetTileCost(_pathfindingArgs, currentNode, openNeighborOne) != null)
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{
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return true;
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}
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if ((closedNeighborTwo == null || Utils.GetTileCost(_pathfindingArgs, currentNode, closedNeighborTwo) == null)
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&& openNeighborTwo != null && Utils.GetTileCost(_pathfindingArgs, currentNode, openNeighborTwo) != null)
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if ((closedNeighborTwo == null || PathfindingHelpers.GetTileCost(_pathfindingArgs, currentNode, closedNeighborTwo) == null)
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&& openNeighborTwo != null && PathfindingHelpers.GetTileCost(_pathfindingArgs, currentNode, openNeighborTwo) != null)
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{
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return true;
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}
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@@ -371,14 +371,14 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
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throw new ArgumentOutOfRangeException();
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}
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if ((closedNeighborOne == null || !Utils.Traversable(_pathfindingArgs.CollisionMask, closedNeighborOne.CollisionMask)) &&
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(openNeighborOne != null && Utils.Traversable(_pathfindingArgs.CollisionMask, openNeighborOne.CollisionMask)))
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if ((closedNeighborOne == null || !PathfindingHelpers.Traversable(_pathfindingArgs.CollisionMask, _pathfindingArgs.Access, closedNeighborOne)) &&
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(openNeighborOne != null && PathfindingHelpers.Traversable(_pathfindingArgs.CollisionMask, _pathfindingArgs.Access, openNeighborOne)))
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{
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return true;
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}
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if ((closedNeighborTwo == null || !Utils.Traversable(_pathfindingArgs.CollisionMask, closedNeighborTwo.CollisionMask)) &&
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(openNeighborTwo != null && Utils.Traversable(_pathfindingArgs.CollisionMask, openNeighborTwo.CollisionMask)))
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if ((closedNeighborTwo == null || !PathfindingHelpers.Traversable(_pathfindingArgs.CollisionMask, _pathfindingArgs.Access, closedNeighborTwo)) &&
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(openNeighborTwo != null && PathfindingHelpers.Traversable(_pathfindingArgs.CollisionMask, _pathfindingArgs.Access, openNeighborTwo)))
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{
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return true;
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}
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@@ -1,3 +1,4 @@
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using System.Collections.Generic;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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@@ -6,6 +7,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
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public struct PathfindingArgs
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{
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public EntityUid Uid { get; }
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public ICollection<string> Access { get; }
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public int CollisionMask { get; }
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public TileRef Start { get; }
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public TileRef End { get; }
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@@ -20,6 +22,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
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public PathfindingArgs(
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EntityUid entityUid,
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ICollection<string> access,
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int collisionMask,
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TileRef start,
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TileRef end,
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@@ -29,6 +32,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
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bool allowSpace = false)
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{
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Uid = entityUid;
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Access = access;
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CollisionMask = collisionMask;
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Start = start;
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End = end;
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@@ -1,5 +1,6 @@
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using System;
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using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Access;
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using Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders;
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using Content.Server.GameObjects.EntitySystems.Pathfinding;
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using Robust.Shared.Interfaces.GameObjects;
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@@ -10,19 +11,19 @@ using Robust.Shared.Maths;
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namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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{
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public static class Utils
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public static class PathfindingHelpers
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{
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public static bool TryEndNode(ref PathfindingNode endNode, PathfindingArgs pathfindingArgs)
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{
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if (!Traversable(pathfindingArgs.CollisionMask, endNode.CollisionMask))
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if (!Traversable(pathfindingArgs.CollisionMask, pathfindingArgs.Access, endNode))
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{
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if (pathfindingArgs.Proximity > 0.0f)
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{
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// TODO: Should make this account for proximities,
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// probably some kind of breadth-first search to find a valid one
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foreach (var (direction, node) in endNode.Neighbors)
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foreach (var (_, node) in endNode.Neighbors)
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{
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if (Traversable(pathfindingArgs.CollisionMask, node.CollisionMask))
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if (Traversable(pathfindingArgs.CollisionMask, pathfindingArgs.Access, node))
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{
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endNode = node;
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return true;
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@@ -36,7 +37,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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return true;
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}
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public static bool DirectionTraversable(int collisionMask, PathfindingNode currentNode, Direction direction)
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public static bool DirectionTraversable(int collisionMask, ICollection<string> access, PathfindingNode currentNode, Direction direction)
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{
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// If it's a diagonal we need to check NSEW to see if we can get to it and stop corner cutting, NE needs N and E etc.
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// Given there's different collision layers stored for each node in the graph it's probably not worth it to cache this
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@@ -51,32 +52,32 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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{
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case Direction.NorthEast:
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if (northNeighbor == null || eastNeighbor == null) return false;
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if (!Traversable(collisionMask, northNeighbor.CollisionMask) ||
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!Traversable(collisionMask, eastNeighbor.CollisionMask))
|
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if (!Traversable(collisionMask, access, northNeighbor) ||
|
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!Traversable(collisionMask, access, eastNeighbor))
|
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{
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return false;
|
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}
|
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break;
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case Direction.NorthWest:
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if (northNeighbor == null || westNeighbor == null) return false;
|
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if (!Traversable(collisionMask, northNeighbor.CollisionMask) ||
|
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!Traversable(collisionMask, westNeighbor.CollisionMask))
|
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if (!Traversable(collisionMask, access, northNeighbor) ||
|
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!Traversable(collisionMask, access, westNeighbor))
|
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{
|
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return false;
|
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}
|
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break;
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case Direction.SouthWest:
|
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if (southNeighbor == null || westNeighbor == null) return false;
|
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if (!Traversable(collisionMask, southNeighbor.CollisionMask) ||
|
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!Traversable(collisionMask, westNeighbor.CollisionMask))
|
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if (!Traversable(collisionMask, access, southNeighbor) ||
|
||||
!Traversable(collisionMask, access, westNeighbor))
|
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{
|
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return false;
|
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}
|
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break;
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case Direction.SouthEast:
|
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if (southNeighbor == null || eastNeighbor == null) return false;
|
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if (!Traversable(collisionMask, southNeighbor.CollisionMask) ||
|
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!Traversable(collisionMask, eastNeighbor.CollisionMask))
|
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if (!Traversable(collisionMask, access, southNeighbor) ||
|
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!Traversable(collisionMask, access, eastNeighbor))
|
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{
|
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return false;
|
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}
|
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@@ -86,11 +87,24 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
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return true;
|
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}
|
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|
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public static bool Traversable(int collisionMask, int nodeMask)
|
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public static bool Traversable(int collisionMask, ICollection<string> access, PathfindingNode node)
|
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{
|
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return (collisionMask & nodeMask) == 0;
|
||||
}
|
||||
if ((collisionMask & node.BlockedCollisionMask) != 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
foreach (var reader in node.AccessReaders)
|
||||
{
|
||||
if (!reader.IsAllowed(access))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public static Queue<TileRef> ReconstructPath(Dictionary<PathfindingNode, PathfindingNode> cameFrom, PathfindingNode current)
|
||||
{
|
||||
var running = new Stack<TileRef>();
|
||||
@@ -194,6 +208,20 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
|
||||
return 1.4f * dstX + (dstY - dstX);
|
||||
}
|
||||
|
||||
public static float OctileDistance(TileRef endTile, TileRef startTile)
|
||||
{
|
||||
// "Fast Euclidean" / octile.
|
||||
// This implementation is written down in a few sources; it just saves doing sqrt.
|
||||
int dstX = Math.Abs(startTile.X - endTile.X);
|
||||
int dstY = Math.Abs(startTile.Y - endTile.Y);
|
||||
if (dstX > dstY)
|
||||
{
|
||||
return 1.4f * dstY + (dstX - dstY);
|
||||
}
|
||||
|
||||
return 1.4f * dstX + (dstY - dstX);
|
||||
}
|
||||
|
||||
public static float ManhattanDistance(PathfindingNode endNode, PathfindingNode currentNode)
|
||||
{
|
||||
@@ -202,7 +230,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
|
||||
public static float? GetTileCost(PathfindingArgs pathfindingArgs, PathfindingNode start, PathfindingNode end)
|
||||
{
|
||||
if (!pathfindingArgs.NoClip && !Traversable(pathfindingArgs.CollisionMask, end.CollisionMask))
|
||||
if (!pathfindingArgs.NoClip && !Traversable(pathfindingArgs.CollisionMask, pathfindingArgs.Access, end))
|
||||
{
|
||||
return null;
|
||||
}
|
||||
@@ -1,6 +1,12 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.GameObjects.Components.Access;
|
||||
using Content.Server.GameObjects.Components.Doors;
|
||||
using Content.Server.GameObjects.EntitySystems.AI.Pathfinding;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Components;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
|
||||
@@ -8,27 +14,34 @@ namespace Content.Server.GameObjects.EntitySystems.Pathfinding
|
||||
{
|
||||
public class PathfindingNode
|
||||
{
|
||||
// TODO: Add access ID here
|
||||
public PathfindingChunk ParentChunk => _parentChunk;
|
||||
private readonly PathfindingChunk _parentChunk;
|
||||
public TileRef TileRef { get; private set; }
|
||||
public List<int> CollisionLayers { get; }
|
||||
public int CollisionMask { get; private set; }
|
||||
|
||||
public Dictionary<Direction, PathfindingNode> Neighbors => _neighbors;
|
||||
private Dictionary<Direction, PathfindingNode> _neighbors = new Dictionary<Direction, PathfindingNode>();
|
||||
|
||||
public TileRef TileRef { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Whenever there's a change in the collision layers we update the mask as the graph has more reads than writes
|
||||
/// </summary>
|
||||
public int BlockedCollisionMask { get; private set; }
|
||||
private readonly Dictionary<EntityUid, int> _blockedCollidables = new Dictionary<EntityUid, int>(0);
|
||||
|
||||
public PathfindingNode(PathfindingChunk parent, TileRef tileRef, List<int> collisionLayers = null)
|
||||
public IReadOnlyCollection<EntityUid> PhysicsUids => _physicsUids;
|
||||
private readonly HashSet<EntityUid> _physicsUids = new HashSet<EntityUid>(0);
|
||||
|
||||
/// <summary>
|
||||
/// The entities on this tile that require access to traverse
|
||||
/// </summary>
|
||||
/// We don't store the ICollection, at least for now, as we'd need to replicate the access code here
|
||||
public IReadOnlyCollection<AccessReader> AccessReaders => _accessReaders.Values;
|
||||
private readonly Dictionary<EntityUid, AccessReader> _accessReaders = new Dictionary<EntityUid, AccessReader>(0);
|
||||
|
||||
public PathfindingNode(PathfindingChunk parent, TileRef tileRef)
|
||||
{
|
||||
_parentChunk = parent;
|
||||
TileRef = tileRef;
|
||||
if (collisionLayers == null)
|
||||
{
|
||||
CollisionLayers = new List<int>();
|
||||
}
|
||||
else
|
||||
{
|
||||
CollisionLayers = collisionLayers;
|
||||
}
|
||||
GenerateMask();
|
||||
}
|
||||
|
||||
@@ -105,25 +118,70 @@ namespace Content.Server.GameObjects.EntitySystems.Pathfinding
|
||||
TileRef = newTile;
|
||||
}
|
||||
|
||||
public void AddCollisionLayer(int layer)
|
||||
/// <summary>
|
||||
/// Call if this entity is relevant for the pathfinder
|
||||
/// </summary>
|
||||
/// <param name="entity"></param>
|
||||
/// TODO: These 2 methods currently don't account for a bunch of changes (e.g. airlock unpowered, wrenching, etc.)
|
||||
public void AddEntity(IEntity entity)
|
||||
{
|
||||
CollisionLayers.Add(layer);
|
||||
GenerateMask();
|
||||
// If we're a door
|
||||
if (entity.HasComponent<AirlockComponent>() || entity.HasComponent<ServerDoorComponent>())
|
||||
{
|
||||
// If we need access to traverse this then add to readers, otherwise no point adding it (except for maybe tile costs in future)
|
||||
// TODO: Check for powered I think (also need an event for when it's depowered
|
||||
// AccessReader calls this whenever opening / closing but it can seem to get called multiple times
|
||||
// Which may or may not be intended?
|
||||
if (entity.TryGetComponent(out AccessReader accessReader) && !_accessReaders.ContainsKey(entity.Uid))
|
||||
{
|
||||
_accessReaders.Add(entity.Uid, accessReader);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (entity.TryGetComponent(out CollidableComponent collidableComponent))
|
||||
{
|
||||
if (entity.TryGetComponent(out PhysicsComponent physicsComponent) && !physicsComponent.Anchored)
|
||||
{
|
||||
_physicsUids.Add(entity.Uid);
|
||||
}
|
||||
else
|
||||
{
|
||||
_blockedCollidables.TryAdd(entity.Uid, collidableComponent.CollisionLayer);
|
||||
GenerateMask();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void RemoveCollisionLayer(int layer)
|
||||
public void RemoveEntity(IEntity entity)
|
||||
{
|
||||
CollisionLayers.Remove(layer);
|
||||
GenerateMask();
|
||||
if (_accessReaders.ContainsKey(entity.Uid))
|
||||
{
|
||||
_accessReaders.Remove(entity.Uid);
|
||||
return;
|
||||
}
|
||||
|
||||
if (entity.HasComponent<CollidableComponent>())
|
||||
{
|
||||
if (entity.TryGetComponent(out PhysicsComponent physicsComponent) && physicsComponent.Anchored)
|
||||
{
|
||||
_blockedCollidables.Remove(entity.Uid);
|
||||
GenerateMask();
|
||||
}
|
||||
else
|
||||
{
|
||||
_physicsUids.Remove(entity.Uid);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void GenerateMask()
|
||||
{
|
||||
CollisionMask = 0x0;
|
||||
BlockedCollisionMask = 0x0;
|
||||
|
||||
foreach (var layer in CollisionLayers)
|
||||
foreach (var layer in _blockedCollidables.Values)
|
||||
{
|
||||
CollisionMask |= layer;
|
||||
BlockedCollisionMask |= layer;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,12 +1,12 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Threading;
|
||||
using Content.Server.GameObjects.Components.Doors;
|
||||
using Content.Server.GameObjects.EntitySystems.AI.Pathfinding.GraphUpdates;
|
||||
using Content.Server.GameObjects.Components.Access;
|
||||
using Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders;
|
||||
using Content.Server.GameObjects.EntitySystems.JobQueues;
|
||||
using Content.Server.GameObjects.EntitySystems.JobQueues.Queues;
|
||||
using Content.Server.GameObjects.EntitySystems.Pathfinding;
|
||||
using Content.Shared.Physics;
|
||||
using Robust.Shared.GameObjects.Components;
|
||||
using Robust.Shared.GameObjects.Components.Transform;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
@@ -14,6 +14,7 @@ using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Interfaces.Map;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
{
|
||||
@@ -29,18 +30,30 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
public class PathfindingSystem : EntitySystem
|
||||
{
|
||||
#pragma warning disable 649
|
||||
[Dependency] private readonly IEntityManager _entitymanager;
|
||||
[Dependency] private readonly IMapManager _mapManager;
|
||||
#pragma warning restore 649
|
||||
|
||||
public IReadOnlyDictionary<GridId, Dictionary<MapIndices, PathfindingChunk>> Graph => _graph;
|
||||
private readonly Dictionary<GridId, Dictionary<MapIndices, PathfindingChunk>> _graph = new Dictionary<GridId, Dictionary<MapIndices, PathfindingChunk>>();
|
||||
// Every tick we queue up all the changes and do them at once
|
||||
private readonly Queue<IPathfindingGraphUpdate> _queuedGraphUpdates = new Queue<IPathfindingGraphUpdate>();
|
||||
|
||||
private readonly PathfindingJobQueue _pathfindingQueue = new PathfindingJobQueue();
|
||||
|
||||
// Queued pathfinding graph updates
|
||||
private readonly Queue<CollisionChangeEvent> _collidableUpdateQueue = new Queue<CollisionChangeEvent>();
|
||||
private readonly Queue<MoveEvent> _moveUpdateQueue = new Queue<MoveEvent>();
|
||||
private readonly Queue<AccessReaderChangeMessage> _accessReaderUpdateQueue = new Queue<AccessReaderChangeMessage>();
|
||||
private readonly Queue<TileRef> _tileUpdateQueue = new Queue<TileRef>();
|
||||
|
||||
// Need to store previously known entity positions for collidables for when they move
|
||||
private readonly Dictionary<IEntity, TileRef> _lastKnownPositions = new Dictionary<IEntity, TileRef>();
|
||||
|
||||
public const int TrackedCollisionLayers = (int)
|
||||
(CollisionGroup.Impassable |
|
||||
CollisionGroup.MobImpassable |
|
||||
CollisionGroup.SmallImpassable |
|
||||
CollisionGroup.VaultImpassable);
|
||||
|
||||
/// <summary>
|
||||
/// Ask for the pathfinder to gimme somethin
|
||||
/// </summary>
|
||||
@@ -68,51 +81,66 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
|
||||
private void ProcessGraphUpdates()
|
||||
{
|
||||
for (var i = 0; i < Math.Min(50, _queuedGraphUpdates.Count); i++)
|
||||
var totalUpdates = 0;
|
||||
|
||||
foreach (var update in _collidableUpdateQueue)
|
||||
{
|
||||
var update = _queuedGraphUpdates.Dequeue();
|
||||
switch (update)
|
||||
var entity = _entitymanager.GetEntity(update.Owner);
|
||||
if (update.CanCollide)
|
||||
{
|
||||
case CollidableMove move:
|
||||
HandleCollidableMove(move);
|
||||
break;
|
||||
case CollisionChange change:
|
||||
if (change.Value)
|
||||
{
|
||||
HandleCollidableAdd(change.Owner);
|
||||
}
|
||||
else
|
||||
{
|
||||
HandleCollidableRemove(change.Owner);
|
||||
}
|
||||
|
||||
break;
|
||||
case GridRemoval removal:
|
||||
HandleGridRemoval(removal);
|
||||
break;
|
||||
case TileUpdate tile:
|
||||
HandleTileUpdate(tile);
|
||||
break;
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException();
|
||||
HandleCollidableAdd(entity);
|
||||
}
|
||||
else
|
||||
{
|
||||
HandleAccessRemove(entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleGridRemoval(GridRemoval removal)
|
||||
{
|
||||
if (!_graph.ContainsKey(removal.GridId))
|
||||
totalUpdates++;
|
||||
}
|
||||
|
||||
_collidableUpdateQueue.Clear();
|
||||
|
||||
foreach (var update in _accessReaderUpdateQueue)
|
||||
{
|
||||
throw new InvalidOperationException();
|
||||
var entity = _entitymanager.GetEntity(update.Uid);
|
||||
if (update.Enabled)
|
||||
{
|
||||
HandleAccessAdd(entity);
|
||||
}
|
||||
else
|
||||
{
|
||||
HandleAccessRemove(entity);
|
||||
}
|
||||
|
||||
totalUpdates++;
|
||||
}
|
||||
|
||||
_accessReaderUpdateQueue.Clear();
|
||||
|
||||
foreach (var tile in _tileUpdateQueue)
|
||||
{
|
||||
HandleTileUpdate(tile);
|
||||
totalUpdates++;
|
||||
}
|
||||
|
||||
_tileUpdateQueue.Clear();
|
||||
var moveUpdateCount = Math.Max(50 - totalUpdates, 0);
|
||||
|
||||
// Other updates are high priority so for this we'll just defer it if there's a spike (explosion, etc.)
|
||||
// If the move updates grow too large then we'll just do it
|
||||
if (_moveUpdateQueue.Count > 100)
|
||||
{
|
||||
moveUpdateCount = _moveUpdateQueue.Count - 100;
|
||||
}
|
||||
|
||||
_graph.Remove(removal.GridId);
|
||||
}
|
||||
|
||||
private void HandleTileUpdate(TileUpdate tile)
|
||||
{
|
||||
var chunk = GetChunk(tile.Tile);
|
||||
chunk.UpdateNode(tile.Tile);
|
||||
moveUpdateCount = Math.Min(moveUpdateCount, _moveUpdateQueue.Count);
|
||||
|
||||
for (var i = 0; i < moveUpdateCount; i++)
|
||||
{
|
||||
HandleCollidableMove(_moveUpdateQueue.Dequeue());
|
||||
}
|
||||
|
||||
DebugTools.Assert(_moveUpdateQueue.Count < 1000);
|
||||
}
|
||||
|
||||
public PathfindingChunk GetChunk(TileRef tile)
|
||||
@@ -132,7 +160,6 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
}
|
||||
|
||||
var newChunk = CreateChunk(tile.GridIndex, mapIndices);
|
||||
|
||||
return newChunk;
|
||||
}
|
||||
|
||||
@@ -179,13 +206,13 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
IoCManager.InjectDependencies(this);
|
||||
SubscribeLocalEvent<CollisionChangeEvent>(QueueCollisionEnabledEvent);
|
||||
SubscribeLocalEvent<MoveEvent>(QueueCollidableMove);
|
||||
SubscribeLocalEvent<AccessReaderChangeMessage>(QueueAccessChangeEvent);
|
||||
|
||||
// Handle all the base grid changes
|
||||
// Anything that affects traversal (i.e. collision layer) is handled separately.
|
||||
_mapManager.OnGridRemoved += QueueGridRemoval;
|
||||
_mapManager.OnGridRemoved += HandleGridRemoval;
|
||||
_mapManager.GridChanged += QueueGridChange;
|
||||
_mapManager.TileChanged += QueueTileChange;
|
||||
}
|
||||
@@ -193,32 +220,85 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
public override void Shutdown()
|
||||
{
|
||||
base.Shutdown();
|
||||
_mapManager.OnGridRemoved -= QueueGridRemoval;
|
||||
UnsubscribeLocalEvent<CollisionChangeEvent>();
|
||||
UnsubscribeLocalEvent<MoveEvent>();
|
||||
UnsubscribeLocalEvent<AccessReaderChangeMessage>();
|
||||
|
||||
_mapManager.OnGridRemoved -= HandleGridRemoval;
|
||||
_mapManager.GridChanged -= QueueGridChange;
|
||||
_mapManager.TileChanged -= QueueTileChange;
|
||||
}
|
||||
|
||||
private void HandleTileUpdate(TileRef tile)
|
||||
{
|
||||
var node = GetNode(tile);
|
||||
node.UpdateTile(tile);
|
||||
}
|
||||
|
||||
public void ResettingCleanup()
|
||||
{
|
||||
_queuedGraphUpdates.Clear();
|
||||
_graph.Clear();
|
||||
_collidableUpdateQueue.Clear();
|
||||
_moveUpdateQueue.Clear();
|
||||
_accessReaderUpdateQueue.Clear();
|
||||
_tileUpdateQueue.Clear();
|
||||
_lastKnownPositions.Clear();
|
||||
}
|
||||
|
||||
private void QueueGridRemoval(GridId gridId)
|
||||
private void HandleGridRemoval(GridId gridId)
|
||||
{
|
||||
_queuedGraphUpdates.Enqueue(new GridRemoval(gridId));
|
||||
if (_graph.ContainsKey(gridId))
|
||||
{
|
||||
_graph.Remove(gridId);
|
||||
}
|
||||
}
|
||||
|
||||
private void QueueGridChange(object sender, GridChangedEventArgs eventArgs)
|
||||
{
|
||||
foreach (var (position, _) in eventArgs.Modified)
|
||||
{
|
||||
_queuedGraphUpdates.Enqueue(new TileUpdate(eventArgs.Grid.GetTileRef(position)));
|
||||
_tileUpdateQueue.Enqueue(eventArgs.Grid.GetTileRef(position));
|
||||
}
|
||||
}
|
||||
|
||||
private void QueueTileChange(object sender, TileChangedEventArgs eventArgs)
|
||||
{
|
||||
_queuedGraphUpdates.Enqueue(new TileUpdate(eventArgs.NewTile));
|
||||
_tileUpdateQueue.Enqueue(eventArgs.NewTile);
|
||||
}
|
||||
|
||||
private void QueueAccessChangeEvent(AccessReaderChangeMessage message)
|
||||
{
|
||||
_accessReaderUpdateQueue.Enqueue(message);
|
||||
}
|
||||
|
||||
private void HandleAccessAdd(IEntity entity)
|
||||
{
|
||||
if (entity.Deleted || !entity.HasComponent<AccessReader>())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var grid = _mapManager.GetGrid(entity.Transform.GridID);
|
||||
var tileRef = grid.GetTileRef(entity.Transform.GridPosition);
|
||||
|
||||
var chunk = GetChunk(tileRef);
|
||||
var node = chunk.GetNode(tileRef);
|
||||
node.AddEntity(entity);
|
||||
}
|
||||
|
||||
private void HandleAccessRemove(IEntity entity)
|
||||
{
|
||||
if (entity.Deleted || !entity.HasComponent<AccessReader>())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var grid = _mapManager.GetGrid(entity.Transform.GridID);
|
||||
var tileRef = grid.GetTileRef(entity.Transform.GridPosition);
|
||||
|
||||
var chunk = GetChunk(tileRef);
|
||||
var node = chunk.GetNode(tileRef);
|
||||
node.RemoveEntity(entity);
|
||||
}
|
||||
|
||||
#region collidable
|
||||
@@ -228,25 +308,22 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
/// <param name="entity"></param>
|
||||
private void HandleCollidableAdd(IEntity entity)
|
||||
{
|
||||
// It's a grid / gone / a door / we already have it (which probably shouldn't happen)
|
||||
if (entity.Prototype == null ||
|
||||
entity.Deleted ||
|
||||
entity.HasComponent<ServerDoorComponent>() ||
|
||||
entity.HasComponent<AirlockComponent>() ||
|
||||
_lastKnownPositions.ContainsKey(entity))
|
||||
_lastKnownPositions.ContainsKey(entity) ||
|
||||
!entity.TryGetComponent(out CollidableComponent collidableComponent) ||
|
||||
!collidableComponent.CanCollide ||
|
||||
(TrackedCollisionLayers & collidableComponent.CollisionLayer) == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var grid = _mapManager.GetGrid(entity.Transform.GridID);
|
||||
var tileRef = grid.GetTileRef(entity.Transform.GridPosition);
|
||||
|
||||
var collisionLayer = entity.GetComponent<CollidableComponent>().CollisionLayer;
|
||||
|
||||
var chunk = GetChunk(tileRef);
|
||||
var node = chunk.GetNode(tileRef);
|
||||
node.AddCollisionLayer(collisionLayer);
|
||||
|
||||
node.AddEntity(entity);
|
||||
_lastKnownPositions.Add(entity, tileRef);
|
||||
}
|
||||
|
||||
@@ -258,46 +335,37 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
{
|
||||
if (entity.Prototype == null ||
|
||||
entity.Deleted ||
|
||||
entity.HasComponent<ServerDoorComponent>() ||
|
||||
entity.HasComponent<AirlockComponent>() ||
|
||||
!_lastKnownPositions.ContainsKey(entity))
|
||||
!_lastKnownPositions.ContainsKey(entity) ||
|
||||
!entity.TryGetComponent(out CollidableComponent collidableComponent) ||
|
||||
!collidableComponent.CanCollide ||
|
||||
(TrackedCollisionLayers & collidableComponent.CollisionLayer) == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_lastKnownPositions.Remove(entity);
|
||||
|
||||
var grid = _mapManager.GetGrid(entity.Transform.GridID);
|
||||
var tileRef = grid.GetTileRef(entity.Transform.GridPosition);
|
||||
|
||||
if (!entity.TryGetComponent(out CollidableComponent collidableComponent))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var collisionLayer = collidableComponent.CollisionLayer;
|
||||
|
||||
var chunk = GetChunk(tileRef);
|
||||
var node = chunk.GetNode(tileRef);
|
||||
node.RemoveCollisionLayer(collisionLayer);
|
||||
|
||||
node.RemoveEntity(entity);
|
||||
_lastKnownPositions.Remove(entity);
|
||||
}
|
||||
|
||||
private void QueueCollidableMove(MoveEvent moveEvent)
|
||||
{
|
||||
_queuedGraphUpdates.Enqueue(new CollidableMove(moveEvent));
|
||||
_moveUpdateQueue.Enqueue(moveEvent);
|
||||
}
|
||||
|
||||
private void HandleCollidableMove(CollidableMove move)
|
||||
private void HandleCollidableMove(MoveEvent moveEvent)
|
||||
{
|
||||
if (!_lastKnownPositions.ContainsKey(move.MoveEvent.Sender))
|
||||
if (!_lastKnownPositions.ContainsKey(moveEvent.Sender))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// The pathfinding graph is tile-based so first we'll check if they're on a different tile and if we need to update.
|
||||
// If you get entities bigger than 1 tile wide you'll need some other system so god help you.
|
||||
var moveEvent = move.MoveEvent;
|
||||
|
||||
if (moveEvent.Sender.Deleted)
|
||||
{
|
||||
HandleCollidableRemove(moveEvent.Sender);
|
||||
@@ -314,14 +382,12 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
|
||||
_lastKnownPositions[moveEvent.Sender] = newTile;
|
||||
|
||||
if (!moveEvent.Sender.TryGetComponent(out CollidableComponent collidableComponent))
|
||||
if (!moveEvent.Sender.HasComponent<CollidableComponent>())
|
||||
{
|
||||
HandleCollidableRemove(moveEvent.Sender);
|
||||
return;
|
||||
}
|
||||
|
||||
var collisionLayer = collidableComponent.CollisionLayer;
|
||||
|
||||
var gridIds = new HashSet<GridId>(2) {oldTile.GridIndex, newTile.GridIndex};
|
||||
|
||||
foreach (var gridId in gridIds)
|
||||
@@ -330,33 +396,53 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
{
|
||||
var oldChunk = GetChunk(oldTile);
|
||||
var oldNode = oldChunk.GetNode(oldTile);
|
||||
oldNode.RemoveCollisionLayer(collisionLayer);
|
||||
oldNode.RemoveEntity(moveEvent.Sender);
|
||||
}
|
||||
|
||||
if (newTile.GridIndex == gridId)
|
||||
{
|
||||
var newChunk = GetChunk(newTile);
|
||||
var newNode = newChunk.GetNode(newTile);
|
||||
newNode.RemoveCollisionLayer(collisionLayer);
|
||||
newNode.AddEntity(moveEvent.Sender);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void QueueCollisionEnabledEvent(CollisionChangeEvent collisionEvent)
|
||||
{
|
||||
// TODO: Handle containers
|
||||
var entityManager = IoCManager.Resolve<IEntityManager>();
|
||||
var entity = entityManager.GetEntity(collisionEvent.Owner);
|
||||
switch (collisionEvent.CanCollide)
|
||||
{
|
||||
case true:
|
||||
_queuedGraphUpdates.Enqueue(new CollisionChange(entity, true));
|
||||
break;
|
||||
case false:
|
||||
_queuedGraphUpdates.Enqueue(new CollisionChange(entity, false));
|
||||
break;
|
||||
}
|
||||
_collidableUpdateQueue.Enqueue(collisionEvent);
|
||||
}
|
||||
#endregion
|
||||
|
||||
// TODO: Need to rethink the pathfinder utils (traversable etc.). Maybe just chuck them all in PathfindingSystem
|
||||
// Otherwise you get the steerer using this and the pathfinders using a different traversable.
|
||||
// Also look at increasing tile cost the more physics entities are on it
|
||||
public bool CanTraverse(IEntity entity, GridCoordinates grid)
|
||||
{
|
||||
var tile = _mapManager.GetGrid(grid.GridID).GetTileRef(grid);
|
||||
var node = GetNode(tile);
|
||||
return CanTraverse(entity, node);
|
||||
}
|
||||
|
||||
public bool CanTraverse(IEntity entity, PathfindingNode node)
|
||||
{
|
||||
if (entity.TryGetComponent(out CollidableComponent collidableComponent) &&
|
||||
(collidableComponent.CollisionMask & node.BlockedCollisionMask) != 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
var access = AccessReader.FindAccessTags(entity);
|
||||
|
||||
foreach (var reader in node.AccessReaders)
|
||||
{
|
||||
if (!reader.IsAllowed(access))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user