Re-organize all projects (#4166)
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163
Content.Server/AI/Pathfinding/Pathfinders/AStarPathfindingJob.cs
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163
Content.Server/AI/Pathfinding/Pathfinders/AStarPathfindingJob.cs
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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 System.Threading.Tasks;
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using Content.Server.CPUJob.JobQueues;
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using Content.Shared.AI;
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using Robust.Shared.Map;
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using Robust.Shared.Utility;
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namespace Content.Server.AI.Pathfinding.Pathfinders
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{
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public class AStarPathfindingJob : Job<Queue<TileRef>>
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{
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#if DEBUG
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public static event Action<SharedAiDebug.AStarRouteDebug>? DebugRoute;
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#endif
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private readonly PathfindingNode? _startNode;
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private PathfindingNode? _endNode;
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private readonly PathfindingArgs _pathfindingArgs;
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public AStarPathfindingJob(
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double maxTime,
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PathfindingNode startNode,
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PathfindingNode endNode,
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PathfindingArgs pathfindingArgs,
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CancellationToken cancellationToken) : base(maxTime, cancellationToken)
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{
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_startNode = startNode;
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_endNode = endNode;
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_pathfindingArgs = pathfindingArgs;
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}
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protected override async Task<Queue<TileRef>?> Process()
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{
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if (_startNode == null ||
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_endNode == null ||
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Status == JobStatus.Finished)
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{
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return null;
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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 (!PathfindingHelpers.TryEndNode(ref _endNode, _pathfindingArgs))
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{
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return null;
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}
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var frontier = new PriorityQueue<ValueTuple<float, PathfindingNode>>(new PathfindingComparer());
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var costSoFar = new Dictionary<PathfindingNode, float>();
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var cameFrom = new Dictionary<PathfindingNode, PathfindingNode>();
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PathfindingNode? currentNode = null;
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frontier.Add((0.0f, _startNode));
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costSoFar[_startNode] = 0.0f;
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var routeFound = false;
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var count = 0;
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while (frontier.Count > 0)
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{
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// Handle whether we need to pause if we've taken too long
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count++;
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if (count % 20 == 0 && count > 0)
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{
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await SuspendIfOutOfTime();
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if (_startNode == null || _endNode == null)
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{
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return null;
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}
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}
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// Actual pathfinding here
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(_, currentNode) = frontier.Take();
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if (currentNode.Equals(_endNode))
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{
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routeFound = true;
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break;
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}
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foreach (var nextNode in currentNode.GetNeighbors())
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{
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// If tile is untraversable it'll be null
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var tileCost = PathfindingHelpers.GetTileCost(_pathfindingArgs, currentNode, nextNode);
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if (tileCost == null)
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{
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continue;
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}
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// So if we're going NE then that means either N or E needs to be free to actually get there
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var direction = PathfindingHelpers.RelativeDirection(nextNode, currentNode);
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if (!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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// 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 = costSoFar[currentNode] + tileCost.Value;
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if (costSoFar.TryGetValue(nextNode, out var nextValue) && gScore >= nextValue)
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{
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continue;
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}
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cameFrom[nextNode] = currentNode;
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costSoFar[nextNode] = 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 fScore = gScore + PathfindingHelpers.OctileDistance(_endNode, nextNode) * (1.0f + 1.0f / 1000.0f);
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frontier.Add((fScore, nextNode));
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}
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}
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if (!routeFound)
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{
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return null;
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}
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DebugTools.AssertNotNull(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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return null;
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}
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#if DEBUG
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// Need to get data into an easier format to send to the relevant clients
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if (DebugRoute != null && route.Count > 0)
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{
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var debugCameFrom = new Dictionary<TileRef, TileRef>(cameFrom.Count);
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var debugGScores = new Dictionary<TileRef, float>(costSoFar.Count);
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foreach (var (node, parent) in cameFrom)
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{
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debugCameFrom.Add(node.TileRef, parent.TileRef);
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}
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foreach (var (node, score) in costSoFar)
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{
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debugGScores.Add(node.TileRef, score);
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}
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var debugRoute = new SharedAiDebug.AStarRouteDebug(
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_pathfindingArgs.Uid,
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route,
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debugCameFrom,
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debugGScores,
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DebugTime);
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DebugRoute.Invoke(debugRoute);
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}
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#endif
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return route;
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}
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}
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}
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