Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
131 lines
3.7 KiB
C#
131 lines
3.7 KiB
C#
using System;
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using System.Collections.Generic;
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using Content.Server.GameObjects.EntitySystems.AI.Pathfinding;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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namespace Content.Server.GameObjects.EntitySystems.Pathfinding
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{
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public class PathfindingNode
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{
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// TODO: Add access ID here
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public PathfindingChunk ParentChunk => _parentChunk;
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private readonly PathfindingChunk _parentChunk;
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public TileRef TileRef { get; private set; }
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public List<int> CollisionLayers { get; }
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public int CollisionMask { get; private set; }
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public Dictionary<Direction, PathfindingNode> Neighbors => _neighbors;
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private Dictionary<Direction, PathfindingNode> _neighbors = new Dictionary<Direction, PathfindingNode>();
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public PathfindingNode(PathfindingChunk parent, TileRef tileRef, List<int> collisionLayers = null)
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{
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_parentChunk = parent;
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TileRef = tileRef;
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if (collisionLayers == null)
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{
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CollisionLayers = new List<int>();
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}
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else
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{
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CollisionLayers = collisionLayers;
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}
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GenerateMask();
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}
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public void AddNeighbor(Direction direction, PathfindingNode node)
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{
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_neighbors.Add(direction, node);
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}
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public void AddNeighbor(PathfindingNode node)
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{
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if (node.TileRef.GridIndex != TileRef.GridIndex)
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{
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throw new InvalidOperationException();
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}
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Direction direction;
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if (node.TileRef.X < TileRef.X)
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{
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if (node.TileRef.Y > TileRef.Y)
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{
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direction = Direction.NorthWest;
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} else if (node.TileRef.Y < TileRef.Y)
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{
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direction = Direction.SouthWest;
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}
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else
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{
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direction = Direction.West;
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}
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}
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else if (node.TileRef.X > TileRef.X)
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{
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if (node.TileRef.Y > TileRef.Y)
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{
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direction = Direction.NorthEast;
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} else if (node.TileRef.Y < TileRef.Y)
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{
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direction = Direction.SouthEast;
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}
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else
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{
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direction = Direction.East;
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}
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}
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else
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{
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if (node.TileRef.Y > TileRef.Y)
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{
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direction = Direction.North;
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}
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else
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{
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direction = Direction.South;
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}
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}
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if (_neighbors.ContainsKey(direction))
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{
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// Should we verify that they align?
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return;
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}
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_neighbors.Add(direction, node);
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}
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public PathfindingNode GetNeighbor(Direction direction)
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{
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_neighbors.TryGetValue(direction, out var node);
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return node;
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}
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public void UpdateTile(TileRef newTile)
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{
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TileRef = newTile;
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}
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public void AddCollisionLayer(int layer)
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{
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CollisionLayers.Add(layer);
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GenerateMask();
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}
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public void RemoveCollisionLayer(int layer)
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{
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CollisionLayers.Remove(layer);
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GenerateMask();
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}
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private void GenerateMask()
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{
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CollisionMask = 0x0;
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foreach (var layer in CollisionLayers)
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{
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CollisionMask |= layer;
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}
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}
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}
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}
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