VGRoid support (#27659)
* Dungeon spawn support for grid spawns * Recursive dungeons working * Mask approach working * zack * More work * Fix recursive dungeons * Heap of work * weh * the cud * rar * Job * weh * weh * weh * Master merges * orch * weh * vgroid most of the work * Tweaks * Tweaks * weh * do do do do do do * Basic layout * Ore spawning working * Big breaking changes * Mob gen working * weh * Finalising * emo * More finalising * reverty * Reduce distance
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154
Content.Server/NPC/Pathfinding/PathfindingSystem.Simple.cs
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154
Content.Server/NPC/Pathfinding/PathfindingSystem.Simple.cs
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namespace Content.Server.NPC.Pathfinding;
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public sealed partial class PathfindingSystem
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{
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/// <summary>
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/// Pathfinding args for a 1-1 path.
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/// </summary>
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public record struct SimplePathArgs()
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{
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public Vector2i Start;
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public Vector2i End;
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public bool Diagonals = false;
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public int Limit = 10000;
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/// <summary>
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/// Custom tile-costs if applicable.
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/// </summary>
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public Func<Vector2i, float>? TileCost;
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}
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public record struct SimplePathResult
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{
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public static SimplePathResult NoPath = new();
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public List<Vector2i> Path;
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public Dictionary<Vector2i, Vector2i> CameFrom;
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}
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/// <summary>
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/// Gets simple A* path from start to end. Can also supply an optional tile-cost for tiles.
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/// </summary>
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public SimplePathResult GetPath(SimplePathArgs args)
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{
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var cameFrom = new Dictionary<Vector2i, Vector2i>();
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var costSoFar = new Dictionary<Vector2i, float>();
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var frontier = new PriorityQueue<Vector2i, float>();
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costSoFar[args.Start] = 0f;
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frontier.Enqueue(args.Start, 0f);
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var count = 0;
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while (frontier.TryDequeue(out var node, out _) && count < args.Limit)
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{
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count++;
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if (node == args.End)
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{
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// Found target
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var path = ReconstructPath(args.End, cameFrom);
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return new SimplePathResult()
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{
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CameFrom = cameFrom,
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Path = path,
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};
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}
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var gCost = costSoFar[node];
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if (args.Diagonals)
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{
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for (var x = -1; x <= 1; x++)
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{
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for (var y = -1; y <= 1; y++)
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{
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var neighbor = node + new Vector2i(x, y);
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var neighborCost = OctileDistance(node, neighbor) * args.TileCost?.Invoke(neighbor) ?? 1f;
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if (neighborCost.Equals(0f))
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{
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continue;
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}
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// f = g + h
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// gScore is distance to the start node
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// hScore is distance to the end node
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var gScore = gCost + neighborCost;
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// Slower to get here so just ignore it.
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if (costSoFar.TryGetValue(neighbor, out var nextValue) && gScore >= nextValue)
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{
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continue;
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}
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cameFrom[neighbor] = node;
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costSoFar[neighbor] = gScore;
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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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// The closer the fScore is to the actual distance then the better the pathfinder will be
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// (i.e. somewhere between 1 and infinite)
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// Can use hierarchical pathfinder or whatever to improve the heuristic but this is fine for now.
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var hScore = OctileDistance(args.End, neighbor) * (1.0f + 1.0f / 1000.0f);
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var fScore = gScore + hScore;
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frontier.Enqueue(neighbor, fScore);
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}
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}
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}
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else
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{
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for (var x = -1; x <= 1; x++)
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{
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for (var y = -1; y <= 1; y++)
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{
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if (x != 0 && y != 0)
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continue;
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var neighbor = node + new Vector2i(x, y);
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var neighborCost = ManhattanDistance(node, neighbor) * args.TileCost?.Invoke(neighbor) ?? 1f;
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if (neighborCost.Equals(0f))
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continue;
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var gScore = gCost + neighborCost;
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if (costSoFar.TryGetValue(neighbor, out var nextValue) && gScore >= nextValue)
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continue;
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cameFrom[neighbor] = node;
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costSoFar[neighbor] = gScore;
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// Still use octile even for manhattan distance.
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var hScore = OctileDistance(args.End, neighbor) * 1.001f;
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var fScore = gScore + hScore;
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frontier.Enqueue(neighbor, fScore);
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}
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}
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}
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}
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return SimplePathResult.NoPath;
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}
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private List<Vector2i> ReconstructPath(Vector2i end, Dictionary<Vector2i, Vector2i> cameFrom)
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{
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var path = new List<Vector2i>()
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{
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end,
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};
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var node = end;
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while (cameFrom.TryGetValue(node, out var source))
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{
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path.Add(source);
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node = source;
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}
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path.Reverse();
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return path;
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}
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}
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