using System.Collections.Generic; using Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders; using Content.Server.GameObjects.EntitySystems.Pathfinding; using Robust.Shared.GameObjects.Systems; using Robust.Shared.Map; namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible { /// /// The simplest pathfinder /// public sealed class BFSPathfinder { /// /// Gets all of the tiles in range that can we access /// /// If you want Dikstra then add distances. /// Doesn't use the JobQueue as it will generally be encapsulated by other jobs /// /// /// Whether we traverse from the starting tile or the end tile /// public static IEnumerable GetNodesInRange(PathfindingArgs pathfindingArgs, bool fromStart = true) { var pathfindingSystem = EntitySystem.Get(); // Don't need a priority queue given not looking for shortest path var openTiles = new Queue(); var closedTiles = new HashSet(); PathfindingNode startNode; if (fromStart) { startNode = pathfindingSystem.GetNode(pathfindingArgs.Start); } else { startNode = pathfindingSystem.GetNode(pathfindingArgs.End); } PathfindingNode currentNode; openTiles.Enqueue(startNode); while (openTiles.Count > 0) { currentNode = openTiles.Dequeue(); foreach (var neighbor in currentNode.GetNeighbors()) { // No distances stored so can just check closed tiles here if (closedTiles.Contains(neighbor.TileRef)) continue; closedTiles.Add(currentNode.TileRef); // So currently tileCost gets the octile distance between the 2 so we'll also use that for our range check var tileCost = PathfindingHelpers.GetTileCost(pathfindingArgs, startNode, neighbor); var direction = PathfindingHelpers.RelativeDirection(neighbor, currentNode); if (tileCost == null || tileCost > pathfindingArgs.Proximity || !PathfindingHelpers.DirectionTraversable(pathfindingArgs.CollisionMask, pathfindingArgs.Access, currentNode, direction)) { continue; } openTiles.Enqueue(neighbor); yield return neighbor; } } } } }