Files
tbd-station-14/Content.Server/AI/Pathfinding/Accessible/BFSPathfinder.cs
2022-05-22 12:51:05 +10:00

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;
}
}
}
}
}