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:
metalgearsloth
2020-06-23 02:55:50 +10:00
committed by GitHub
parent ff0f082138
commit 805a5f1689
17 changed files with 362 additions and 221 deletions

View File

@@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using System.Threading;
using Content.Server.GameObjects.Components.Access;
using Content.Server.GameObjects.Components.Movement;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.GameObjects.EntitySystems.AI.Pathfinding;
@@ -240,10 +241,11 @@ namespace Content.Server.AI.Operators.Movement
var startGrid = _mapManager.GetGrid(Owner.Transform.GridID).GetTileRef(Owner.Transform.GridPosition);
var endGrid = _mapManager.GetGrid(TargetGrid.GridID).GetTileRef(TargetGrid);;
// _routeCancelToken = new CancellationTokenSource();
var access = AccessReader.FindAccessTags(Owner);
RouteJob = _pathfinder.RequestPath(new PathfindingArgs(
Owner.Uid,
access,
collisionMask,
startGrid,
endGrid,

View File

@@ -29,11 +29,17 @@ namespace Content.Server.AI.Utility.Actions.Combat.Melee
public override void SetupOperators(Blackboard context)
{
var moveOperator = new MoveToEntityOperator(Owner, _entity);
var equipped = context.GetState<EquippedEntityState>().GetValue();
MoveToEntityOperator moveOperator;
if (equipped != null && equipped.TryGetComponent(out MeleeWeaponComponent meleeWeaponComponent))
{
moveOperator.DesiredRange = meleeWeaponComponent.Range - 0.01f;
moveOperator = new MoveToEntityOperator(Owner, _entity, meleeWeaponComponent.Range - 0.01f);
}
// I think it's possible for this to happen given planning is time-sliced?
// TODO: At this point we should abort
else
{
moveOperator = new MoveToEntityOperator(Owner, _entity);
}
ActionOperators = new Queue<AiOperator>(new AiOperator[]

View File

@@ -126,6 +126,9 @@ namespace Content.Server.AI.Utility.AiLogic
{
damageableComponent.DamageThresholdPassed -= DeathHandle;
}
var currentOp = CurrentAction?.ActionOperators.Peek();
currentOp?.Shutdown(Outcome.Failed);
}
private void DeathHandle(object sender, DamageThresholdPassedEventArgs eventArgs)

View File

@@ -0,0 +1,16 @@
using Robust.Shared.GameObjects;
namespace Content.Server.GameObjects.Components.Access
{
public sealed class AccessReaderChangeMessage : EntitySystemMessage
{
public EntityUid Uid { get; }
public bool Enabled { get; }
public AccessReaderChangeMessage(EntityUid uid, bool enabled)
{
Uid = uid;
Enabled = enabled;
}
}
}

View File

@@ -69,7 +69,7 @@ namespace Content.Server.GameObjects.Components.Access
}
[CanBeNull]
private static ICollection<string> FindAccessTags(IEntity entity)
public static ICollection<string> FindAccessTags(IEntity entity)
{
if (entity.TryGetComponent(out IAccess accessComponent))
{

View File

@@ -154,6 +154,8 @@ namespace Content.Server.GameObjects
State = DoorState.Open;
SetAppearance(DoorVisualState.Open);
}, _cancellationTokenSource.Token);
Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new AccessReaderChangeMessage(Owner.Uid, false));
}
public virtual bool CanClose()
@@ -203,6 +205,7 @@ namespace Content.Server.GameObjects
occluder.Enabled = true;
}
}, _cancellationTokenSource.Token);
Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new AccessReaderChangeMessage(Owner.Uid, true));
return true;
}

View File

@@ -1,14 +0,0 @@
using Robust.Shared.GameObjects.Components.Transform;
namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.GraphUpdates
{
public struct CollidableMove : IPathfindingGraphUpdate
{
public MoveEvent MoveEvent { get; }
public CollidableMove(MoveEvent moveEvent)
{
MoveEvent = moveEvent;
}
}
}

View File

@@ -1,16 +0,0 @@
using Robust.Shared.Interfaces.GameObjects;
namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.GraphUpdates
{
public class CollisionChange : IPathfindingGraphUpdate
{
public IEntity Owner { get; }
public bool Value { get; }
public CollisionChange(IEntity owner, bool value)
{
Owner = owner;
Value = value;
}
}
}

View File

@@ -1,14 +0,0 @@
using Robust.Shared.Map;
namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.GraphUpdates
{
public struct GridRemoval : IPathfindingGraphUpdate
{
public GridId GridId { get; }
public GridRemoval(GridId gridId)
{
GridId = gridId;
}
}
}

View File

@@ -1,7 +0,0 @@
namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.GraphUpdates
{
public interface IPathfindingGraphUpdate
{
}
}

View File

@@ -1,14 +0,0 @@
using Robust.Shared.Map;
namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.GraphUpdates
{
public struct TileUpdate : IPathfindingGraphUpdate
{
public TileUpdate(TileRef tile)
{
Tile = tile;
}
public TileRef Tile { get; }
}
}

View File

@@ -41,7 +41,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
}
// If we couldn't get a nearby node that's good enough
if (!Utils.TryEndNode(ref _endNode, _pathfindingArgs))
if (!PathfindingHelpers.TryEndNode(ref _endNode, _pathfindingArgs))
{
return null;
}
@@ -88,9 +88,9 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
}
// If tile is untraversable it'll be null
var tileCost = Utils.GetTileCost(_pathfindingArgs, currentNode, nextNode);
var tileCost = PathfindingHelpers.GetTileCost(_pathfindingArgs, currentNode, nextNode);
if (tileCost == null || !Utils.DirectionTraversable(_pathfindingArgs.CollisionMask, currentNode, direction))
if (tileCost == null || !PathfindingHelpers.DirectionTraversable(_pathfindingArgs.CollisionMask, _pathfindingArgs.Access, currentNode, direction))
{
continue;
}
@@ -107,7 +107,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
// pFactor is tie-breaker where the fscore is otherwise equal.
// See http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html#breaking-ties
// There's other ways to do it but future consideration
var fScore = gScores[nextNode] + Utils.OctileDistance(_endNode, nextNode) * (1.0f + 1.0f / 1000.0f);
var fScore = gScores[nextNode] + PathfindingHelpers.OctileDistance(_endNode, nextNode) * (1.0f + 1.0f / 1000.0f);
openTiles.Add((fScore, nextNode));
}
}
@@ -117,7 +117,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
return null;
}
var route = Utils.ReconstructPath(cameFrom, currentNode);
var route = PathfindingHelpers.ReconstructPath(cameFrom, currentNode);
if (route.Count == 1)
{

View File

@@ -41,7 +41,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
}
// If we couldn't get a nearby node that's good enough
if (!Utils.TryEndNode(ref _endNode, _pathfindingArgs))
if (!PathfindingHelpers.TryEndNode(ref _endNode, _pathfindingArgs))
{
return null;
}
@@ -89,7 +89,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
jumpNodes.Add(jumpNode);
#endif
// GetJumpPoint should already check if we can traverse to the node
var tileCost = Utils.GetTileCost(_pathfindingArgs, currentNode, jumpNode);
var tileCost = PathfindingHelpers.GetTileCost(_pathfindingArgs, currentNode, jumpNode);
if (tileCost == null)
{
@@ -108,7 +108,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
// pFactor is tie-breaker where the fscore is otherwise equal.
// See http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html#breaking-ties
// There's other ways to do it but future consideration
var fScore = gScores[jumpNode] + Utils.OctileDistance(_endNode, jumpNode) * (1.0f + 1.0f / 1000.0f);
var fScore = gScores[jumpNode] + PathfindingHelpers.OctileDistance(_endNode, jumpNode) * (1.0f + 1.0f / 1000.0f);
openTiles.Add((fScore, jumpNode));
}
}
@@ -119,7 +119,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
return null;
}
var route = Utils.ReconstructJumpPath(cameFrom, currentNode);
var route = PathfindingHelpers.ReconstructJumpPath(cameFrom, currentNode);
if (route.Count == 1)
{
return null;
@@ -161,7 +161,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
// We'll do opposite DirectionTraversable just because of how the method's setup
// Nodes should be 2-way anyway.
if (nextNode == null ||
Utils.GetTileCost(_pathfindingArgs, currentNode, nextNode) == null)
PathfindingHelpers.GetTileCost(_pathfindingArgs, currentNode, nextNode) == null)
{
return null;
}
@@ -312,14 +312,14 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
throw new ArgumentOutOfRangeException();
}
if ((closedNeighborOne == null || Utils.GetTileCost(_pathfindingArgs, currentNode, closedNeighborOne) == null)
&& openNeighborOne != null && Utils.GetTileCost(_pathfindingArgs, currentNode, openNeighborOne) != null)
if ((closedNeighborOne == null || PathfindingHelpers.GetTileCost(_pathfindingArgs, currentNode, closedNeighborOne) == null)
&& openNeighborOne != null && PathfindingHelpers.GetTileCost(_pathfindingArgs, currentNode, openNeighborOne) != null)
{
return true;
}
if ((closedNeighborTwo == null || Utils.GetTileCost(_pathfindingArgs, currentNode, closedNeighborTwo) == null)
&& openNeighborTwo != null && Utils.GetTileCost(_pathfindingArgs, currentNode, openNeighborTwo) != null)
if ((closedNeighborTwo == null || PathfindingHelpers.GetTileCost(_pathfindingArgs, currentNode, closedNeighborTwo) == null)
&& openNeighborTwo != null && PathfindingHelpers.GetTileCost(_pathfindingArgs, currentNode, openNeighborTwo) != null)
{
return true;
}
@@ -371,14 +371,14 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
throw new ArgumentOutOfRangeException();
}
if ((closedNeighborOne == null || !Utils.Traversable(_pathfindingArgs.CollisionMask, closedNeighborOne.CollisionMask)) &&
(openNeighborOne != null && Utils.Traversable(_pathfindingArgs.CollisionMask, openNeighborOne.CollisionMask)))
if ((closedNeighborOne == null || !PathfindingHelpers.Traversable(_pathfindingArgs.CollisionMask, _pathfindingArgs.Access, closedNeighborOne)) &&
(openNeighborOne != null && PathfindingHelpers.Traversable(_pathfindingArgs.CollisionMask, _pathfindingArgs.Access, openNeighborOne)))
{
return true;
}
if ((closedNeighborTwo == null || !Utils.Traversable(_pathfindingArgs.CollisionMask, closedNeighborTwo.CollisionMask)) &&
(openNeighborTwo != null && Utils.Traversable(_pathfindingArgs.CollisionMask, openNeighborTwo.CollisionMask)))
if ((closedNeighborTwo == null || !PathfindingHelpers.Traversable(_pathfindingArgs.CollisionMask, _pathfindingArgs.Access, closedNeighborTwo)) &&
(openNeighborTwo != null && PathfindingHelpers.Traversable(_pathfindingArgs.CollisionMask, _pathfindingArgs.Access, openNeighborTwo)))
{
return true;
}

View File

@@ -1,3 +1,4 @@
using System.Collections.Generic;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
@@ -6,6 +7,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
public struct PathfindingArgs
{
public EntityUid Uid { get; }
public ICollection<string> Access { get; }
public int CollisionMask { get; }
public TileRef Start { get; }
public TileRef End { get; }
@@ -20,6 +22,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
public PathfindingArgs(
EntityUid entityUid,
ICollection<string> access,
int collisionMask,
TileRef start,
TileRef end,
@@ -29,6 +32,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
bool allowSpace = false)
{
Uid = entityUid;
Access = access;
CollisionMask = collisionMask;
Start = start;
End = end;

View File

@@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
using Content.Server.GameObjects.Components.Access;
using Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders;
using Content.Server.GameObjects.EntitySystems.Pathfinding;
using Robust.Shared.Interfaces.GameObjects;
@@ -10,19 +11,19 @@ using Robust.Shared.Maths;
namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
{
public static class Utils
public static class PathfindingHelpers
{
public static bool TryEndNode(ref PathfindingNode endNode, PathfindingArgs pathfindingArgs)
{
if (!Traversable(pathfindingArgs.CollisionMask, endNode.CollisionMask))
if (!Traversable(pathfindingArgs.CollisionMask, pathfindingArgs.Access, endNode))
{
if (pathfindingArgs.Proximity > 0.0f)
{
// TODO: Should make this account for proximities,
// probably some kind of breadth-first search to find a valid one
foreach (var (direction, node) in endNode.Neighbors)
foreach (var (_, node) in endNode.Neighbors)
{
if (Traversable(pathfindingArgs.CollisionMask, node.CollisionMask))
if (Traversable(pathfindingArgs.CollisionMask, pathfindingArgs.Access, node))
{
endNode = node;
return true;
@@ -36,7 +37,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
return true;
}
public static bool DirectionTraversable(int collisionMask, PathfindingNode currentNode, Direction direction)
public static bool DirectionTraversable(int collisionMask, ICollection<string> access, PathfindingNode currentNode, Direction direction)
{
// 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.
// Given there's different collision layers stored for each node in the graph it's probably not worth it to cache this
@@ -51,32 +52,32 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
{
case Direction.NorthEast:
if (northNeighbor == null || eastNeighbor == null) return false;
if (!Traversable(collisionMask, northNeighbor.CollisionMask) ||
!Traversable(collisionMask, eastNeighbor.CollisionMask))
if (!Traversable(collisionMask, access, northNeighbor) ||
!Traversable(collisionMask, access, eastNeighbor))
{
return false;
}
break;
case Direction.NorthWest:
if (northNeighbor == null || westNeighbor == null) return false;
if (!Traversable(collisionMask, northNeighbor.CollisionMask) ||
!Traversable(collisionMask, westNeighbor.CollisionMask))
if (!Traversable(collisionMask, access, northNeighbor) ||
!Traversable(collisionMask, access, westNeighbor))
{
return false;
}
break;
case Direction.SouthWest:
if (southNeighbor == null || westNeighbor == null) return false;
if (!Traversable(collisionMask, southNeighbor.CollisionMask) ||
!Traversable(collisionMask, westNeighbor.CollisionMask))
if (!Traversable(collisionMask, access, southNeighbor) ||
!Traversable(collisionMask, access, westNeighbor))
{
return false;
}
break;
case Direction.SouthEast:
if (southNeighbor == null || eastNeighbor == null) return false;
if (!Traversable(collisionMask, southNeighbor.CollisionMask) ||
!Traversable(collisionMask, eastNeighbor.CollisionMask))
if (!Traversable(collisionMask, access, southNeighbor) ||
!Traversable(collisionMask, access, eastNeighbor))
{
return false;
}
@@ -86,11 +87,24 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
return true;
}
public static bool Traversable(int collisionMask, int nodeMask)
public static bool Traversable(int collisionMask, ICollection<string> access, PathfindingNode node)
{
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;
}

View File

@@ -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;
}
}
}

View File

@@ -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;
}
}
}