* serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
129 lines
4.2 KiB
C#
129 lines
4.2 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.Construction
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{
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[Prototype("constructionGraph")]
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public class ConstructionGraphPrototype : IPrototype, ISerializationHooks
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{
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private readonly Dictionary<string, ConstructionGraphNode> _nodes = new();
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private readonly Dictionary<ValueTuple<string, string>, ConstructionGraphNode[]> _paths = new();
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private readonly Dictionary<string, Dictionary<ConstructionGraphNode, ConstructionGraphNode>> _pathfinding = new();
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[ViewVariables]
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[field: DataField("id", required: true)]
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public string ID { get; } = default!;
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[field: DataField("parent")] public string Parent { get; }
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[ViewVariables]
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[field: DataField("start")]
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public string Start { get; }
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[DataField("graph", priority: 0)]
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private List<ConstructionGraphNode> _graph = new();
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[ViewVariables]
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public IReadOnlyDictionary<string, ConstructionGraphNode> Nodes => _nodes;
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void ISerializationHooks.AfterDeserialization()
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{
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_nodes.Clear();
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foreach (var graphNode in _graph)
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{
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_nodes[graphNode.Name] = graphNode;
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}
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if(string.IsNullOrEmpty(Start) || !_nodes.ContainsKey(Start))
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throw new InvalidDataException($"Starting node for construction graph {ID} is null, empty or invalid!");
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}
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public ConstructionGraphEdge Edge(string startNode, string nextNode)
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{
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var start = _nodes[startNode];
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return start.GetEdge(nextNode);
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}
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public ConstructionGraphNode[] Path(string startNode, string finishNode)
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{
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var tuple = new ValueTuple<string, string>(startNode, finishNode);
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if (_paths.ContainsKey(tuple))
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return _paths[tuple];
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// Get graph given the current start.
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Dictionary<ConstructionGraphNode, ConstructionGraphNode> pathfindingForStart;
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if (_pathfinding.ContainsKey(startNode))
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{
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pathfindingForStart = _pathfinding[startNode];
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}
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else
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{
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pathfindingForStart = _pathfinding[startNode] = PathsForStart(startNode);
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}
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// Follow the chain backwards.
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var start = _nodes[startNode];
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var finish = _nodes[finishNode];
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var current = finish;
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var path = new List<ConstructionGraphNode>();
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while (current != start)
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{
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path.Add(current);
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// No path.
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if (current == null || !pathfindingForStart.ContainsKey(current))
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{
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// We remember this for next time.
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_paths[tuple] = null;
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return null;
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}
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current = pathfindingForStart[current];
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}
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path.Reverse();
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return _paths[tuple] = path.ToArray();
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}
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/// <summary>
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/// Uses breadth first search for pathfinding.
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/// </summary>
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/// <param name="start"></param>
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private Dictionary<ConstructionGraphNode, ConstructionGraphNode> PathsForStart(string start)
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{
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// TODO: Make this use A* or something, although it's not that important.
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var startNode = _nodes[start];
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var frontier = new Queue<ConstructionGraphNode>();
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var cameFrom = new Dictionary<ConstructionGraphNode, ConstructionGraphNode>();
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frontier.Enqueue(startNode);
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cameFrom[startNode] = null;
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while (frontier.Count != 0)
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{
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var current = frontier.Dequeue();
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foreach (var edge in current.Edges)
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{
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var edgeNode = _nodes[edge.Target];
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if(cameFrom.ContainsKey(edgeNode)) continue;
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frontier.Enqueue(edgeNode);
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cameFrom[edgeNode] = current;
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}
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}
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return cameFrom;
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}
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}
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}
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