Pathfinder rework (#11452)
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121
Content.Server/NPC/Pathfinding/PathfindingSystem.BFS.cs
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121
Content.Server/NPC/Pathfinding/PathfindingSystem.BFS.cs
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using Robust.Shared.Map;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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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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private PathResult UpdateBFSPath(IRobustRandom random, BFSPathRequest request)
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{
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if (request.Task.IsCanceled)
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{
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return PathResult.NoPath;
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}
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// TODO: Need partial planning that uses best node.
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PathPoly? currentNode = null;
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// First run
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if (!request.Started)
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{
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request.Frontier = new PriorityQueue<(float, PathPoly)>(PathPolyComparer);
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request.Started = true;
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}
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// Re-validate nodes
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else
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{
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(_, currentNode) = request.Frontier.Peek();
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if (!currentNode.IsValid())
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{
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return PathResult.NoPath;
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}
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// Re-validate parents too.
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if (request.CameFrom.TryGetValue(currentNode, out var parentNode) && !parentNode.IsValid())
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{
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return PathResult.NoPath;
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}
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}
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DebugTools.Assert(!request.Task.IsCompleted);
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request.Stopwatch.Restart();
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var startNode = GetPoly(request.Start);
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if (startNode == null)
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{
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return PathResult.NoPath;
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}
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request.Frontier.Add((0.0f, startNode));
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request.CostSoFar[startNode] = 0.0f;
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var count = 0;
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while (request.Frontier.Count > 0 && count < NodeLimit && count < request.ExpansionLimit)
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{
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// Handle whether we need to pause if we've taken too long
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if (count % 20 == 0 && count > 0 && request.Stopwatch.Elapsed > PathTime)
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{
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// I had this happen once in testing but I don't think it should be possible?
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DebugTools.Assert(request.Frontier.Count > 0);
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return PathResult.Continuing;
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}
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count++;
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// Actual pathfinding here
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(_, currentNode) = request.Frontier.Take();
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foreach (var neighbor in currentNode.Neighbors)
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{
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var tileCost = GetTileCost(request, currentNode, neighbor);
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if (tileCost.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 = request.CostSoFar[currentNode] + tileCost;
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if (request.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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request.CameFrom[neighbor] = currentNode;
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request.CostSoFar[neighbor] = gScore;
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request.Frontier.Add((gScore, neighbor));
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}
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}
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if (request.CostSoFar.Count == 0)
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{
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return PathResult.NoPath;
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}
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// Pick a random node to use?
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(currentNode, _) = random.Pick(request.CostSoFar);
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var route = ReconstructPath(request.CameFrom, currentNode);
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var path = new Queue<EntityCoordinates>(route.Count);
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foreach (var node in route)
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{
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// Due to partial planning some nodes may have been invalidated.
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if (!node.IsValid())
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{
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return PathResult.NoPath;
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}
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path.Enqueue(node.Coordinates);
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}
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DebugTools.Assert(route.Count > 0);
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request.Polys = route;
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return PathResult.Path;
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}
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}
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