Fix pathfinding entity deletions
Also some slight optimisations in the process.
This commit is contained in:
@@ -29,9 +29,8 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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_indices = indices;
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}
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public void Initialize()
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public void Initialize(IMapGrid grid)
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{
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var grid = IoCManager.Resolve<IMapManager>().GetGrid(GridId);
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for (var x = 0; x < ChunkSize; x++)
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{
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for (var y = 0; y < ChunkSize; y++)
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@@ -98,6 +98,7 @@ namespace Content.Server.GameObjects.EntitySystems.Pathfinding
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/// </summary>
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/// <param name="entity"></param>
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/// TODO: These 2 methods currently don't account for a bunch of changes (e.g. airlock unpowered, wrenching, etc.)
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/// TODO: Could probably optimise this slightly more.
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public void AddEntity(IEntity entity)
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{
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// If we're a door
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@@ -128,25 +129,28 @@ namespace Content.Server.GameObjects.EntitySystems.Pathfinding
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}
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}
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/// <summary>
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/// Remove the entity from this node.
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/// Will check each category and remove it from the applicable one
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/// </summary>
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/// <param name="entity"></param>
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public void RemoveEntity(IEntity entity)
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{
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if (_accessReaders.ContainsKey(entity.Uid))
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// There's no guarantee that the entity isn't deleted
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// 90% of updates are probably entities moving around
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// Entity can't be under multiple categories so just checking each once is fine.
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if (_physicsUids.Contains(entity.Uid))
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{
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_physicsUids.Remove(entity.Uid);
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}
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else if (_accessReaders.ContainsKey(entity.Uid))
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{
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_accessReaders.Remove(entity.Uid);
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return;
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}
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if (entity.HasComponent<CollidableComponent>())
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}
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else if (_blockedCollidables.ContainsKey(entity.Uid))
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{
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if (entity.TryGetComponent(out PhysicsComponent physicsComponent) && physicsComponent.Anchored)
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{
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_blockedCollidables.Remove(entity.Uid);
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GenerateMask();
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}
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else
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{
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_physicsUids.Remove(entity.Uid);
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}
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_blockedCollidables.Remove(entity.Uid);
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GenerateMask();
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}
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}
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@@ -7,6 +7,7 @@ using Content.Server.GameObjects.EntitySystems.JobQueues;
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using Content.Server.GameObjects.EntitySystems.JobQueues.Queues;
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using Content.Server.GameObjects.EntitySystems.Pathfinding;
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using Content.Shared.Physics;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.GameObjects.Components.Transform;
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using Robust.Shared.GameObjects.Systems;
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@@ -40,13 +41,13 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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private readonly PathfindingJobQueue _pathfindingQueue = new PathfindingJobQueue();
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// Queued pathfinding graph updates
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private readonly Queue<CollisionChangeEvent> _collidableUpdateQueue = new Queue<CollisionChangeEvent>();
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private readonly Queue<CollisionChangeMessage> _collidableUpdateQueue = new Queue<CollisionChangeMessage>();
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private readonly Queue<MoveEvent> _moveUpdateQueue = new Queue<MoveEvent>();
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private readonly Queue<AccessReaderChangeMessage> _accessReaderUpdateQueue = new Queue<AccessReaderChangeMessage>();
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private readonly Queue<TileRef> _tileUpdateQueue = new Queue<TileRef>();
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// Need to store previously known entity positions for collidables for when they move
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private readonly Dictionary<IEntity, TileRef> _lastKnownPositions = new Dictionary<IEntity, TileRef>();
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private readonly Dictionary<EntityUid, PathfindingNode> _lastKnownPositions = new Dictionary<EntityUid, PathfindingNode>();
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public const int TrackedCollisionLayers = (int)
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(CollisionGroup.Impassable |
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@@ -88,11 +89,11 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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var entity = _entitymanager.GetEntity(update.Owner);
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if (update.CanCollide)
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{
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HandleCollidableAdd(entity);
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HandleEntityAdd(entity);
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}
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else
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{
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HandleAccessRemove(entity);
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HandleEntityRemove(entity);
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}
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totalUpdates++;
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@@ -105,11 +106,11 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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var entity = _entitymanager.GetEntity(update.Uid);
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if (update.Enabled)
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{
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HandleAccessAdd(entity);
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HandleEntityAdd(entity);
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}
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else
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{
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HandleAccessRemove(entity);
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HandleEntityRemove(entity);
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}
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totalUpdates++;
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@@ -166,15 +167,22 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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private PathfindingChunk CreateChunk(GridId gridId, MapIndices indices)
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{
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var newChunk = new PathfindingChunk(gridId, indices);
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newChunk.Initialize();
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if (!_graph.ContainsKey(gridId))
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{
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_graph.Add(gridId, new Dictionary<MapIndices, PathfindingChunk>());
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}
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_graph[gridId].Add(indices, newChunk);
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newChunk.Initialize(_mapManager.GetGrid(gridId));
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return newChunk;
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}
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/// <summary>
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/// Return the corresponding PathfindingNode for this tile
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/// </summary>
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/// <param name="tile"></param>
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/// <returns></returns>
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public PathfindingNode GetNode(TileRef tile)
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{
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var chunk = GetChunk(tile);
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@@ -185,9 +193,9 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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public override void Initialize()
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{
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SubscribeLocalEvent<CollisionChangeEvent>(QueueCollisionEnabledEvent);
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SubscribeLocalEvent<MoveEvent>(QueueCollidableMove);
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SubscribeLocalEvent<AccessReaderChangeMessage>(QueueAccessChangeEvent);
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SubscribeLocalEvent<CollisionChangeMessage>(QueueCollisionChangeMessage);
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SubscribeLocalEvent<MoveEvent>(QueueMoveEvent);
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SubscribeLocalEvent<AccessReaderChangeMessage>(QueueAccessChangeMessage);
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// Handle all the base grid changes
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// Anything that affects traversal (i.e. collision layer) is handled separately.
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@@ -199,7 +207,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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public override void Shutdown()
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{
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base.Shutdown();
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UnsubscribeLocalEvent<CollisionChangeEvent>();
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UnsubscribeLocalEvent<CollisionChangeMessage>();
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UnsubscribeLocalEvent<MoveEvent>();
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UnsubscribeLocalEvent<AccessReaderChangeMessage>();
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@@ -245,14 +253,19 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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_tileUpdateQueue.Enqueue(eventArgs.NewTile);
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}
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private void QueueAccessChangeEvent(AccessReaderChangeMessage message)
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private void QueueAccessChangeMessage(AccessReaderChangeMessage message)
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{
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_accessReaderUpdateQueue.Enqueue(message);
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}
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private void HandleAccessAdd(IEntity entity)
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/// <summary>
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/// Tries to add the entity to the relevant pathfinding node
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/// </summary>
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/// The node will filter it to the correct category (if possible)
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/// <param name="entity"></param>
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private void HandleEntityAdd(IEntity entity)
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{
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if (entity.Deleted || !entity.HasComponent<AccessReader>())
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if (entity.Deleted || _lastKnownPositions.ContainsKey(entity.Uid))
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{
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return;
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}
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@@ -263,82 +276,34 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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var chunk = GetChunk(tileRef);
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var node = chunk.GetNode(tileRef);
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node.AddEntity(entity);
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_lastKnownPositions.Add(entity.Uid, node);
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}
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private void HandleAccessRemove(IEntity entity)
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private void HandleEntityRemove(IEntity entity)
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{
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if (entity.Deleted || !entity.HasComponent<AccessReader>())
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if (!_lastKnownPositions.TryGetValue(entity.Uid, out var node))
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{
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return;
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}
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var grid = _mapManager.GetGrid(entity.Transform.GridID);
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var tileRef = grid.GetTileRef(entity.Transform.GridPosition);
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var chunk = GetChunk(tileRef);
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var node = chunk.GetNode(tileRef);
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node.RemoveEntity(entity);
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}
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#region collidable
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/// <summary>
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/// If an entity's collision gets turned on then we need to update its current position
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/// </summary>
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/// <param name="entity"></param>
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private void HandleCollidableAdd(IEntity entity)
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{
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if (entity.Prototype == null ||
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entity.Deleted ||
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_lastKnownPositions.ContainsKey(entity) ||
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!entity.TryGetComponent(out CollidableComponent collidableComponent) ||
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!collidableComponent.CanCollide ||
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(TrackedCollisionLayers & collidableComponent.CollisionLayer) == 0)
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{
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return;
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}
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var grid = _mapManager.GetGrid(entity.Transform.GridID);
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var tileRef = grid.GetTileRef(entity.Transform.GridPosition);
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var chunk = GetChunk(tileRef);
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var node = chunk.GetNode(tileRef);
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node.AddEntity(entity);
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_lastKnownPositions.Add(entity, tileRef);
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}
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/// <summary>
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/// If an entity's collision is removed then stop tracking it from the graph
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/// </summary>
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/// <param name="entity"></param>
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private void HandleCollidableRemove(IEntity entity)
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{
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if (entity.Prototype == null ||
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entity.Deleted ||
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!_lastKnownPositions.ContainsKey(entity) ||
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!entity.TryGetComponent(out CollidableComponent collidableComponent) ||
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!collidableComponent.CanCollide ||
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(TrackedCollisionLayers & collidableComponent.CollisionLayer) == 0)
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{
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return;
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}
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var grid = _mapManager.GetGrid(entity.Transform.GridID);
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var tileRef = grid.GetTileRef(entity.Transform.GridPosition);
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var chunk = GetChunk(tileRef);
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var node = chunk.GetNode(tileRef);
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node.RemoveEntity(entity);
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_lastKnownPositions.Remove(entity);
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_lastKnownPositions.Remove(entity.Uid);
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}
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private void QueueCollidableMove(MoveEvent moveEvent)
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private void QueueMoveEvent(MoveEvent moveEvent)
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{
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_moveUpdateQueue.Enqueue(moveEvent);
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}
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/// <summary>
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/// When an entity moves around we'll remove it from its old node and add it to its new node (if applicable)
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/// </summary>
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/// <param name="moveEvent"></param>
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private void HandleCollidableMove(MoveEvent moveEvent)
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{
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if (!_lastKnownPositions.ContainsKey(moveEvent.Sender))
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var entityUid = moveEvent.Sender.Uid;
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if (!_lastKnownPositions.TryGetValue(entityUid, out var oldNode))
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{
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return;
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}
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@@ -347,51 +312,28 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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// If you get entities bigger than 1 tile wide you'll need some other system so god help you.
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if (moveEvent.Sender.Deleted)
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{
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HandleCollidableRemove(moveEvent.Sender);
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HandleEntityRemove(moveEvent.Sender);
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return;
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}
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_lastKnownPositions.TryGetValue(moveEvent.Sender, out var oldTile);
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var newTile = _mapManager.GetGrid(moveEvent.NewPosition.GridID).GetTileRef(moveEvent.NewPosition);
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if (oldTile == newTile)
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if (oldNode == null || oldNode.TileRef == newTile)
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{
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return;
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}
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_lastKnownPositions[moveEvent.Sender] = newTile;
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var newNode = GetNode(newTile);
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_lastKnownPositions[entityUid] = newNode;
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if (!moveEvent.Sender.HasComponent<CollidableComponent>())
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{
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HandleCollidableRemove(moveEvent.Sender);
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return;
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}
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var gridIds = new HashSet<GridId>(2) {oldTile.GridIndex, newTile.GridIndex};
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foreach (var gridId in gridIds)
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{
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if (oldTile.GridIndex == gridId)
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{
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var oldChunk = GetChunk(oldTile);
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var oldNode = oldChunk.GetNode(oldTile);
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oldNode.RemoveEntity(moveEvent.Sender);
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}
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if (newTile.GridIndex == gridId)
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{
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var newChunk = GetChunk(newTile);
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var newNode = newChunk.GetNode(newTile);
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newNode.AddEntity(moveEvent.Sender);
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}
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}
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oldNode.RemoveEntity(moveEvent.Sender);
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newNode.AddEntity(moveEvent.Sender);
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}
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private void QueueCollisionEnabledEvent(CollisionChangeEvent collisionEvent)
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private void QueueCollisionChangeMessage(CollisionChangeMessage collisionMessage)
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{
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_collidableUpdateQueue.Enqueue(collisionEvent);
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_collidableUpdateQueue.Enqueue(collisionMessage);
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}
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#endregion
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// TODO: Need to rethink the pathfinder utils (traversable etc.). Maybe just chuck them all in PathfindingSystem
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// Otherwise you get the steerer using this and the pathfinders using a different traversable.
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