68 lines
2.6 KiB
C#
68 lines
2.6 KiB
C#
using Content.Server.AI.Pathfinding.Pathfinders;
|
|
using Robust.Shared.Map;
|
|
|
|
namespace Content.Server.AI.Pathfinding.Accessible
|
|
{
|
|
/// <summary>
|
|
/// The simplest pathfinder
|
|
/// </summary>
|
|
public sealed class BFSPathfinder
|
|
{
|
|
/// <summary>
|
|
/// Gets all of the tiles in range that can we access
|
|
/// </summary>
|
|
/// If you want Dijkstra then add distances.
|
|
/// Doesn't use the JobQueue as it will generally be encapsulated by other jobs
|
|
/// <param name="pathfindingArgs"></param>
|
|
/// <param name="range"></param>
|
|
/// <param name="fromStart">Whether we traverse from the starting tile or the end tile</param>
|
|
/// <returns></returns>
|
|
public static IEnumerable<PathfindingNode> GetNodesInRange(PathfindingArgs pathfindingArgs, bool fromStart = true)
|
|
{
|
|
var pathfindingSystem = EntitySystem.Get<PathfindingSystem>();
|
|
// Don't need a priority queue given not looking for shortest path
|
|
var openTiles = new Queue<PathfindingNode>();
|
|
var closedTiles = new HashSet<TileRef>();
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|