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

168 lines
6.1 KiB
C#

using System.Threading;
using System.Threading.Tasks;
using Content.Server.CPUJob.JobQueues;
using Content.Shared.AI;
using Robust.Shared.Map;
using Robust.Shared.Utility;
namespace Content.Server.AI.Pathfinding.Pathfinders
{
public sealed class AStarPathfindingJob : Job<Queue<TileRef>>
{
#if DEBUG
public static event Action<SharedAiDebug.AStarRouteDebug>? DebugRoute;
#endif
private readonly PathfindingNode? _startNode;
private PathfindingNode? _endNode;
private readonly PathfindingArgs _pathfindingArgs;
private readonly IEntityManager _entityManager;
public AStarPathfindingJob(
double maxTime,
PathfindingNode startNode,
PathfindingNode endNode,
PathfindingArgs pathfindingArgs,
CancellationToken cancellationToken,
IEntityManager entityManager) : base(maxTime, cancellationToken)
{
_startNode = startNode;
_endNode = endNode;
_pathfindingArgs = pathfindingArgs;
_entityManager = entityManager;
}
protected override async Task<Queue<TileRef>?> Process()
{
if (_startNode == null ||
_endNode == null ||
Status == JobStatus.Finished)
{
return null;
}
// If we couldn't get a nearby node that's good enough
if (!PathfindingHelpers.TryEndNode(ref _endNode, _pathfindingArgs))
{
return null;
}
if (_entityManager.Deleted(_pathfindingArgs.Start.GridIndex))
return null;
var frontier = new PriorityQueue<ValueTuple<float, PathfindingNode>>(new PathfindingComparer());
var costSoFar = new Dictionary<PathfindingNode, float>();
var cameFrom = new Dictionary<PathfindingNode, PathfindingNode>();
PathfindingNode? currentNode = null;
frontier.Add((0.0f, _startNode));
costSoFar[_startNode] = 0.0f;
var routeFound = false;
var count = 0;
while (frontier.Count > 0)
{
// Handle whether we need to pause if we've taken too long
count++;
if (count % 20 == 0 && count > 0)
{
await SuspendIfOutOfTime();
if (_startNode == null || _endNode == null)
{
return null;
}
}
// Actual pathfinding here
(_, currentNode) = frontier.Take();
if (currentNode.Equals(_endNode))
{
routeFound = true;
break;
}
foreach (var nextNode in currentNode.GetNeighbors())
{
// If tile is untraversable it'll be null
var tileCost = PathfindingHelpers.GetTileCost(_pathfindingArgs, currentNode, nextNode);
if (tileCost == null)
{
continue;
}
// So if we're going NE then that means either N or E needs to be free to actually get there
var direction = PathfindingHelpers.RelativeDirection(nextNode, currentNode);
if (!PathfindingHelpers.DirectionTraversable(_pathfindingArgs.CollisionMask, _pathfindingArgs.Access, currentNode, direction))
{
continue;
}
// f = g + h
// gScore is distance to the start node
// hScore is distance to the end node
var gScore = costSoFar[currentNode] + tileCost.Value;
if (costSoFar.TryGetValue(nextNode, out var nextValue) && gScore >= nextValue)
{
continue;
}
cameFrom[nextNode] = currentNode;
costSoFar[nextNode] = gScore;
// pFactor is tie-breaker where the fscore is otherwise equal.
// See http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html#breaking-ties
// There's other ways to do it but future consideration
// The closer the fScore is to the actual distance then the better the pathfinder will be
// (i.e. somewhere between 1 and infinite)
// Can use hierarchical pathfinder or whatever to improve the heuristic but this is fine for now.
var fScore = gScore + PathfindingHelpers.OctileDistance(_endNode, nextNode) * (1.0f + 1.0f / 1000.0f);
frontier.Add((fScore, nextNode));
}
}
if (!routeFound)
{
return null;
}
DebugTools.AssertNotNull(currentNode);
var route = PathfindingHelpers.ReconstructPath(cameFrom, currentNode!);
if (route.Count == 1)
{
return null;
}
#if DEBUG
// Need to get data into an easier format to send to the relevant clients
if (DebugRoute != null && route.Count > 0)
{
var debugCameFrom = new Dictionary<TileRef, TileRef>(cameFrom.Count);
var debugGScores = new Dictionary<TileRef, float>(costSoFar.Count);
foreach (var (node, parent) in cameFrom)
{
debugCameFrom.Add(node.TileRef, parent.TileRef);
}
foreach (var (node, score) in costSoFar)
{
debugGScores.Add(node.TileRef, score);
}
var debugRoute = new SharedAiDebug.AStarRouteDebug(
_pathfindingArgs.Uid,
route,
debugCameFrom,
debugGScores,
DebugTime);
DebugRoute.Invoke(debugRoute);
}
#endif
return route;
}
}
}