Files
tbd-station-14/Content.Server/Construction/ConstructionSystem.Pathfinding.cs
Vera Aguilera Puerto 189a5c7847 ConstructionGL2 Part 1: ECSification, events and steps. (#5017)
- Completely rewrited the `ConstructionComponent` logic to be ECS, *without* looking too much at the original implementation.
    - The original implementation was dirty and unmaintainable, whereas this new implementation is much cleaner, well-organized and maintainable. I've made sure to leave many comments around, explaining what everything does.
- Construction now has a framework for handling events other than `InteractUsing`.
    - This means that you can now have CGL steps for things other than inserting items, using tools...
- Construction no longer uses `async` everywhere for `DoAfter`s. Instead it uses events.
- Construction event handling occurs in the `ConstructionSystem` update tick, instead of on event handlers.
    - This ensures we can delete/modify entities without worrying about "collection modified while enumerating" exceptions.
    - This also means the construction update tick is where all the fun happens, meaning it'll show up on our metrics and give us an idea of how expensive it is/how much tick time is spent in construction.
- `IGraphCondition` and `IGraphAction` have been refactored to take in `EntityUid`, `IEntityManager`, and to not be async.
- Removes nested steps, as they made maintainability significantly worse, and nothing used them yet.
- This fixes #4892 and fixes #4857

Please note, this leaves many things unchanged, as my idea is to split this into multiple PRs. Some unchanged things:
- Initial construction code is the same. In the future, it'll probably use dummy entities.
- Client-side guided steps are the same. In the future, the server will generate the guided steps and send them to clients as needed, caching these in both the server and client to save cycles and bandwidth.
- No new construction graph steps... Yet! 👀
2021-10-26 16:38:03 +02:00

123 lines
4.3 KiB
C#

using System.Collections.Generic;
using Content.Server.Construction.Components;
using Content.Shared.Construction;
using Content.Shared.Construction.Prototypes;
using Robust.Shared.GameObjects;
namespace Content.Server.Construction
{
public partial class ConstructionSystem
{
public bool SetPathfindingTarget(EntityUid uid, string? targetNodeId, ConstructionComponent? construction = null)
{
if (!Resolve(uid, ref construction))
return false;
// Null means clear pathfinding target.
if (targetNodeId == null)
{
ClearPathfinding(uid, construction);
return true;
}
if (GetCurrentGraph(uid, construction) is not {} graph)
return false;
if (GetNodeFromGraph(graph, construction.Node) is not { } node)
return false;
if (GetNodeFromGraph(graph, targetNodeId) is not {} targetNode)
return false;
return UpdatePathfinding(uid, graph, node, targetNode, GetCurrentEdge(uid, construction), construction);
}
public bool UpdatePathfinding(EntityUid uid, ConstructionComponent? construction = null)
{
if (!Resolve(uid, ref construction))
return false;
if (construction.TargetNode is not {} targetNodeId)
return false;
if (GetCurrentGraph(uid, construction) is not {} graph
|| GetNodeFromGraph(graph, construction.Node) is not {} node
|| GetNodeFromGraph(graph, targetNodeId) is not {} targetNode)
return false;
return UpdatePathfinding(uid, graph, node, targetNode, GetCurrentEdge(uid, construction), construction);
}
private bool UpdatePathfinding(EntityUid uid, ConstructionGraphPrototype graph,
ConstructionGraphNode currentNode, ConstructionGraphNode targetNode,
ConstructionGraphEdge? currentEdge,
ConstructionComponent? construction = null)
{
if (!Resolve(uid, ref construction))
return false;
construction.TargetNode = targetNode.Name;
// Check if we reached the target node.
if (currentNode == targetNode)
{
ClearPathfinding(uid, construction);
return true;
}
// If we don't have a path, generate it.
if (construction.NodePathfinding == null)
{
var path = graph.PathId(currentNode.Name, targetNode.Name);
if (path == null || path.Length == 0)
{
// No path.
ClearPathfinding(uid, construction);
return false;
}
construction.NodePathfinding = new Queue<string>(path);
}
// If the next pathfinding node is the one we're at, dequeue it.
if (construction.NodePathfinding.Peek() == currentNode.Name)
{
construction.NodePathfinding.Dequeue();
}
if (currentEdge != null && construction.TargetEdgeIndex is {} targetEdgeIndex)
{
if (currentNode.Edges.Count >= targetEdgeIndex)
{
// Target edge is incorrect.
construction.TargetEdgeIndex = null;
}
else if (currentNode.Edges[targetEdgeIndex] != currentEdge)
{
// We went the wrong way, clean up!
ClearPathfinding(uid, construction);
return false;
}
}
if (construction.EdgeIndex == null
&& construction.TargetEdgeIndex == null
&& construction.NodePathfinding != null)
construction.TargetEdgeIndex = (currentNode.GetEdgeIndex(construction.NodePathfinding.Peek()));
return true;
}
public void ClearPathfinding(EntityUid uid, ConstructionComponent? construction = null)
{
if (!Resolve(uid, ref construction))
return;
construction.TargetNode = null;
construction.TargetEdgeIndex = null;
construction.NodePathfinding = null;
}
}
}