381 lines
14 KiB
C#
381 lines
14 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Threading;
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using Content.Server.GameObjects.Components.Access;
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using Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders;
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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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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Utility;
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namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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{
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/*
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// TODO: IMO use rectangular symmetry reduction on the nodes with collision at all., or
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alternatively store all rooms and have an alternative graph for humanoid mobs (same collision mask, needs access etc). You could also just path from room to room as needed.
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// TODO: Longer term -> Handle collision layer changes?
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*/
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/// <summary>
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/// This system handles pathfinding graph updates as well as dispatches to the pathfinder
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/// (90% of what it's doing is graph updates so not much point splitting the 2 roles)
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/// </summary>
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public class PathfindingSystem : EntitySystem
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{
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#pragma warning disable 649
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[Dependency] private readonly IEntityManager _entitymanager;
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[Dependency] private readonly IMapManager _mapManager;
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#pragma warning restore 649
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public IReadOnlyDictionary<GridId, Dictionary<MapIndices, PathfindingChunk>> Graph => _graph;
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private readonly Dictionary<GridId, Dictionary<MapIndices, PathfindingChunk>> _graph = new Dictionary<GridId, Dictionary<MapIndices, PathfindingChunk>>();
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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<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<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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CollisionGroup.MobImpassable |
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CollisionGroup.SmallImpassable |
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CollisionGroup.VaultImpassable);
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/// <summary>
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/// Ask for the pathfinder to gimme somethin
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/// </summary>
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/// <param name="pathfindingArgs"></param>
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/// <param name="cancellationToken"></param>
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/// <returns></returns>
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public Job<Queue<TileRef>> RequestPath(PathfindingArgs pathfindingArgs, CancellationToken cancellationToken)
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{
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var startNode = GetNode(pathfindingArgs.Start);
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var endNode = GetNode(pathfindingArgs.End);
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var job = new AStarPathfindingJob(0.003, startNode, endNode, pathfindingArgs, cancellationToken);
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_pathfindingQueue.EnqueueJob(job);
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return job;
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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// Make sure graph is updated, then get pathfinders
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ProcessGraphUpdates();
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_pathfindingQueue.Process();
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}
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private void ProcessGraphUpdates()
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{
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var totalUpdates = 0;
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foreach (var update in _collidableUpdateQueue)
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{
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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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HandleEntityAdd(entity);
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}
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else
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{
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HandleEntityRemove(entity);
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}
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totalUpdates++;
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}
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_collidableUpdateQueue.Clear();
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foreach (var update in _accessReaderUpdateQueue)
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{
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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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HandleEntityAdd(entity);
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}
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else
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{
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HandleEntityRemove(entity);
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}
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totalUpdates++;
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}
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_accessReaderUpdateQueue.Clear();
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foreach (var tile in _tileUpdateQueue)
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{
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HandleTileUpdate(tile);
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totalUpdates++;
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}
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_tileUpdateQueue.Clear();
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var moveUpdateCount = Math.Max(50 - totalUpdates, 0);
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// Other updates are high priority so for this we'll just defer it if there's a spike (explosion, etc.)
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// If the move updates grow too large then we'll just do it
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if (_moveUpdateQueue.Count > 100)
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{
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moveUpdateCount = _moveUpdateQueue.Count - 100;
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}
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moveUpdateCount = Math.Min(moveUpdateCount, _moveUpdateQueue.Count);
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for (var i = 0; i < moveUpdateCount; i++)
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{
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HandleCollidableMove(_moveUpdateQueue.Dequeue());
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}
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DebugTools.Assert(_moveUpdateQueue.Count < 1000);
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}
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public PathfindingChunk GetChunk(TileRef tile)
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{
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var chunkX = (int) (Math.Floor((float) tile.X / PathfindingChunk.ChunkSize) * PathfindingChunk.ChunkSize);
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var chunkY = (int) (Math.Floor((float) tile.Y / PathfindingChunk.ChunkSize) * PathfindingChunk.ChunkSize);
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var mapIndices = new MapIndices(chunkX, chunkY);
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if (_graph.TryGetValue(tile.GridIndex, out var chunks))
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{
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if (!chunks.ContainsKey(mapIndices))
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{
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CreateChunk(tile.GridIndex, mapIndices);
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}
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return chunks[mapIndices];
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}
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var newChunk = CreateChunk(tile.GridIndex, mapIndices);
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return newChunk;
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}
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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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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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/// Get the entity's tile position, then get the corresponding node
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/// </summary>
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/// <param name="entity"></param>
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/// <returns></returns>
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public PathfindingNode GetNode(IEntity entity)
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{
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var tile = _mapManager.GetGrid(entity.Transform.GridID).GetTileRef(entity.Transform.GridPosition);
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return GetNode(tile);
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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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var node = chunk.GetNode(tile);
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return node;
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}
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public override void Initialize()
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{
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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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_mapManager.OnGridRemoved += HandleGridRemoval;
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_mapManager.GridChanged += QueueGridChange;
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_mapManager.TileChanged += QueueTileChange;
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}
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public override void Shutdown()
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{
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base.Shutdown();
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UnsubscribeLocalEvent<CollisionChangeMessage>();
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UnsubscribeLocalEvent<MoveEvent>();
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UnsubscribeLocalEvent<AccessReaderChangeMessage>();
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_mapManager.OnGridRemoved -= HandleGridRemoval;
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_mapManager.GridChanged -= QueueGridChange;
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_mapManager.TileChanged -= QueueTileChange;
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}
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private void HandleTileUpdate(TileRef tile)
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{
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var node = GetNode(tile);
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node.UpdateTile(tile);
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}
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public void ResettingCleanup()
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{
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_graph.Clear();
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_collidableUpdateQueue.Clear();
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_moveUpdateQueue.Clear();
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_accessReaderUpdateQueue.Clear();
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_tileUpdateQueue.Clear();
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_lastKnownPositions.Clear();
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}
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private void HandleGridRemoval(GridId gridId)
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{
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if (_graph.ContainsKey(gridId))
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{
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_graph.Remove(gridId);
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}
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}
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private void QueueGridChange(object sender, GridChangedEventArgs eventArgs)
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{
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foreach (var (position, _) in eventArgs.Modified)
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{
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_tileUpdateQueue.Enqueue(eventArgs.Grid.GetTileRef(position));
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}
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}
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private void QueueTileChange(object sender, TileChangedEventArgs eventArgs)
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{
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_tileUpdateQueue.Enqueue(eventArgs.NewTile);
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}
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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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/// <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 || _lastKnownPositions.ContainsKey(entity.Uid))
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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.Uid, node);
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}
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private void HandleEntityRemove(IEntity entity)
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{
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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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node.RemoveEntity(entity);
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_lastKnownPositions.Remove(entity.Uid);
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}
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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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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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// The pathfinding graph is tile-based so first we'll check if they're on a different tile and if we need to update.
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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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HandleEntityRemove(moveEvent.Sender);
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return;
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}
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var newTile = _mapManager.GetGrid(moveEvent.NewPosition.GridID).GetTileRef(moveEvent.NewPosition);
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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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var newNode = GetNode(newTile);
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_lastKnownPositions[entityUid] = newNode;
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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 QueueCollisionChangeMessage(CollisionChangeMessage collisionMessage)
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{
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_collidableUpdateQueue.Enqueue(collisionMessage);
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}
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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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// Also look at increasing tile cost the more physics entities are on it
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public bool CanTraverse(IEntity entity, GridCoordinates grid)
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{
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var tile = _mapManager.GetGrid(grid.GridID).GetTileRef(grid);
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var node = GetNode(tile);
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return CanTraverse(entity, node);
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}
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public bool CanTraverse(IEntity entity, PathfindingNode node)
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{
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if (entity.TryGetComponent(out ICollidableComponent collidableComponent) &&
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(collidableComponent.CollisionMask & node.BlockedCollisionMask) != 0)
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{
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return false;
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}
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var access = AccessReader.FindAccessTags(entity);
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foreach (var reader in node.AccessReaders)
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{
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if (!reader.IsAllowed(access))
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{
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return false;
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}
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}
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return true;
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}
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}
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}
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