Files
tbd-station-14/Content.Server/GameObjects/EntitySystems/AI/Pathfinding/PathfindingNode.cs
metalgearsloth 4d064abcd7 Physics (#3485)
* Content side new physics structure

* BroadPhase outline done

* But we need to fix WorldAABB

* Fix static pvs AABB

* Fix import

* Rando fixes

* B is for balloon

* Change human mob hitbox to circle

* Decent movement

* Start adding friction to player controller

I think it's the best way to go about it to keep other objects somewhat consistent for physics.

* This baby can fit so many physics bugs in it.

* Slight mob mover optimisations.

* Player mover kinda works okay.

* Beginnings of testbed

* More testbed

* Circlestack bed

* Namespaces

* BB fixes

* Pull WorldAABB

* Joint pulling

* Semi-decent movement I guess.

* Pulling better

* Bullet controller + old movement

* im too dumb for this shit

* Use kinematic mob controller again

It's probably for the best TBH

* Stashed shitcode

* Remove SlipController

* In which movement code is entirely refactored

* Singularity fix

* Fix ApplyLinearImpulse

* MoveRelay fix

* Fix door collisions

* Disable subfloor collisions

Saves on broadphase a fair bit

* Re-implement ClimbController

* Zumzum's pressure

* Laggy item throwing

* Minor atmos change

* Some caching

* Optimise controllers

* Optimise CollideWith to hell and back

* Re-do throwing and tile friction

* Landing too

* Optimise controllers

* Move CCVars and other stuff swept is beautiful

* Cleanup a bunch of controllers

* Fix shooting and high pressure movement controller

* Flashing improvements

* Stuff and things

* Combat collisions

* Combat mode collisions

* Pulling distance joint again

* Cleanup physics interfaces

* More like scuffedularity

* Shit's fucked

* Haha tests go green

* Bigmoneycrab

* Fix dupe pulling

* Zumzum's based fix

* Don't run tile friction for non-predicted bodies

* Experimental pulling improvement

* Everything's a poly now

* Optimise AI region debugging a bit

Could still be better but should improve default performance a LOT

* Mover no updater

* Crazy kinematic body idea

* Good collisions

* KinematicController

* Fix aghost

* Throwing refactor

* Pushing cleanup

* Fix throwing and footstep sounds

* Frametime in ICollideBehavior

* Fix stuff

* Actually fix weightlessness

* Optimise collision behaviors a lot

* Make open lockers still collide with walls

* powwweeerrrrr

* Merge master proper

* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* Ch ch ch changesss

* SHIP IT

* Fix #if DEBUG

* Fix vaulting and item locker collision

* Fix throwing

* Editing yaml by hand what can go wrong

* on

* Last yaml fixes

* Okay now it's fixed

* Linter

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
2021-03-08 04:09:59 +11:00

329 lines
13 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Content.Server.GameObjects.Components.Access;
using Content.Server.GameObjects.Components.Doors;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Utility;
namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
{
public class PathfindingNode
{
public PathfindingChunk ParentChunk => _parentChunk;
private readonly PathfindingChunk _parentChunk;
public TileRef TileRef { get; private set; }
/// <summary>
/// Whenever there's a change in the collision layers we update the mask as the graph has more reads than writes
/// </summary>
public int BlockedCollisionMask { get; private set; }
private readonly Dictionary<IEntity, int> _blockedCollidables = new(0);
public IReadOnlyDictionary<IEntity, int> PhysicsLayers => _physicsLayers;
private readonly Dictionary<IEntity, int> _physicsLayers = new(0);
/// <summary>
/// The entities on this tile that require access to traverse
/// </summary>
/// We don't store the ICollection, at least for now, as we'd need to replicate the access code here
public IReadOnlyCollection<AccessReader> AccessReaders => _accessReaders.Values;
private readonly Dictionary<IEntity, AccessReader> _accessReaders = new(0);
public PathfindingNode(PathfindingChunk parent, TileRef tileRef)
{
_parentChunk = parent;
TileRef = tileRef;
GenerateMask();
}
public static bool IsRelevant(IEntity entity, IPhysBody physicsComponent)
{
if (entity.Transform.GridID == GridId.Invalid ||
(PathfindingSystem.TrackedCollisionLayers & physicsComponent.CollisionLayer) == 0)
{
return false;
}
return true;
}
/// <summary>
/// Return our neighboring nodes (even across chunks)
/// </summary>
/// <returns></returns>
public IEnumerable<PathfindingNode> GetNeighbors()
{
List<PathfindingChunk> neighborChunks = null;
if (ParentChunk.OnEdge(this))
{
neighborChunks = ParentChunk.RelevantChunks(this).ToList();
}
for (var x = -1; x <= 1; x++)
{
for (var y = -1; y <= 1; y++)
{
if (x == 0 && y == 0) continue;
var indices = new Vector2i(TileRef.X + x, TileRef.Y + y);
if (ParentChunk.InBounds(indices))
{
var (relativeX, relativeY) = (indices.X - ParentChunk.Indices.X,
indices.Y - ParentChunk.Indices.Y);
yield return ParentChunk.Nodes[relativeX, relativeY];
}
else
{
DebugTools.AssertNotNull(neighborChunks);
// Get the relevant chunk and then get the node on it
foreach (var neighbor in neighborChunks)
{
// A lot of edge transitions are going to have a single neighboring chunk
// (given > 1 only affects corners)
// So we can just check the count to see if it's inbound
if (neighborChunks.Count > 0 && !neighbor.InBounds(indices)) continue;
var (relativeX, relativeY) = (indices.X - neighbor.Indices.X,
indices.Y - neighbor.Indices.Y);
yield return neighbor.Nodes[relativeX, relativeY];
break;
}
}
}
}
}
public PathfindingNode GetNeighbor(Direction direction)
{
var chunkXOffset = TileRef.X - ParentChunk.Indices.X;
var chunkYOffset = TileRef.Y - ParentChunk.Indices.Y;
Vector2i neighborVector2i;
switch (direction)
{
case Direction.East:
if (!ParentChunk.OnEdge(this))
{
return ParentChunk.Nodes[chunkXOffset + 1, chunkYOffset];
}
neighborVector2i = new Vector2i(TileRef.X + 1, TileRef.Y);
foreach (var neighbor in ParentChunk.GetNeighbors())
{
if (neighbor.InBounds(neighborVector2i))
{
return neighbor.Nodes[neighborVector2i.X - neighbor.Indices.X,
neighborVector2i.Y - neighbor.Indices.Y];
}
}
return null;
case Direction.NorthEast:
if (!ParentChunk.OnEdge(this))
{
return ParentChunk.Nodes[chunkXOffset + 1, chunkYOffset + 1];
}
neighborVector2i = new Vector2i(TileRef.X + 1, TileRef.Y + 1);
foreach (var neighbor in ParentChunk.GetNeighbors())
{
if (neighbor.InBounds(neighborVector2i))
{
return neighbor.Nodes[neighborVector2i.X - neighbor.Indices.X,
neighborVector2i.Y - neighbor.Indices.Y];
}
}
return null;
case Direction.North:
if (!ParentChunk.OnEdge(this))
{
return ParentChunk.Nodes[chunkXOffset, chunkYOffset + 1];
}
neighborVector2i = new Vector2i(TileRef.X, TileRef.Y + 1);
foreach (var neighbor in ParentChunk.GetNeighbors())
{
if (neighbor.InBounds(neighborVector2i))
{
return neighbor.Nodes[neighborVector2i.X - neighbor.Indices.X,
neighborVector2i.Y - neighbor.Indices.Y];
}
}
return null;
case Direction.NorthWest:
if (!ParentChunk.OnEdge(this))
{
return ParentChunk.Nodes[chunkXOffset - 1, chunkYOffset + 1];
}
neighborVector2i = new Vector2i(TileRef.X - 1, TileRef.Y + 1);
foreach (var neighbor in ParentChunk.GetNeighbors())
{
if (neighbor.InBounds(neighborVector2i))
{
return neighbor.Nodes[neighborVector2i.X - neighbor.Indices.X,
neighborVector2i.Y - neighbor.Indices.Y];
}
}
return null;
case Direction.West:
if (!ParentChunk.OnEdge(this))
{
return ParentChunk.Nodes[chunkXOffset - 1, chunkYOffset];
}
neighborVector2i = new Vector2i(TileRef.X - 1, TileRef.Y);
foreach (var neighbor in ParentChunk.GetNeighbors())
{
if (neighbor.InBounds(neighborVector2i))
{
return neighbor.Nodes[neighborVector2i.X - neighbor.Indices.X,
neighborVector2i.Y - neighbor.Indices.Y];
}
}
return null;
case Direction.SouthWest:
if (!ParentChunk.OnEdge(this))
{
return ParentChunk.Nodes[chunkXOffset - 1, chunkYOffset - 1];
}
neighborVector2i = new Vector2i(TileRef.X - 1, TileRef.Y - 1);
foreach (var neighbor in ParentChunk.GetNeighbors())
{
if (neighbor.InBounds(neighborVector2i))
{
return neighbor.Nodes[neighborVector2i.X - neighbor.Indices.X,
neighborVector2i.Y - neighbor.Indices.Y];
}
}
return null;
case Direction.South:
if (!ParentChunk.OnEdge(this))
{
return ParentChunk.Nodes[chunkXOffset, chunkYOffset - 1];
}
neighborVector2i = new Vector2i(TileRef.X, TileRef.Y - 1);
foreach (var neighbor in ParentChunk.GetNeighbors())
{
if (neighbor.InBounds(neighborVector2i))
{
return neighbor.Nodes[neighborVector2i.X - neighbor.Indices.X,
neighborVector2i.Y - neighbor.Indices.Y];
}
}
return null;
case Direction.SouthEast:
if (!ParentChunk.OnEdge(this))
{
return ParentChunk.Nodes[chunkXOffset + 1, chunkYOffset - 1];
}
neighborVector2i = new Vector2i(TileRef.X + 1, TileRef.Y - 1);
foreach (var neighbor in ParentChunk.GetNeighbors())
{
if (neighbor.InBounds(neighborVector2i))
{
return neighbor.Nodes[neighborVector2i.X - neighbor.Indices.X,
neighborVector2i.Y - neighbor.Indices.Y];
}
}
return null;
default:
throw new ArgumentOutOfRangeException(nameof(direction), direction, null);
}
}
public void UpdateTile(TileRef newTile)
{
TileRef = newTile;
ParentChunk.Dirty();
}
/// <summary>
/// Call if this entity is relevant for the pathfinder
/// </summary>
/// <param name="entity"></param>
/// TODO: These 2 methods currently don't account for a bunch of changes (e.g. airlock unpowered, wrenching, etc.)
/// TODO: Could probably optimise this slightly more.
public void AddEntity(IEntity entity, IPhysBody physicsComponent)
{
// If we're a door
if (entity.HasComponent<AirlockComponent>() || entity.HasComponent<ServerDoorComponent>())
{
// If we need access to traverse this then add to readers, otherwise no point adding it (except for maybe tile costs in future)
// TODO: Check for powered I think (also need an event for when it's depowered
// AccessReader calls this whenever opening / closing but it can seem to get called multiple times
// Which may or may not be intended?
if (entity.TryGetComponent(out AccessReader accessReader) && !_accessReaders.ContainsKey(entity))
{
_accessReaders.Add(entity, accessReader);
ParentChunk.Dirty();
}
return;
}
DebugTools.Assert((PathfindingSystem.TrackedCollisionLayers & physicsComponent.CollisionLayer) != 0);
if (physicsComponent.BodyType == BodyType.Static)
{
_physicsLayers.Add(entity, physicsComponent.CollisionLayer);
}
else
{
_blockedCollidables.Add(entity, physicsComponent.CollisionLayer);
GenerateMask();
ParentChunk.Dirty();
}
}
/// <summary>
/// Remove the entity from this node.
/// Will check each category and remove it from the applicable one
/// </summary>
/// <param name="entity"></param>
public void RemoveEntity(IEntity entity)
{
// There's no guarantee that the entity isn't deleted
// 90% of updates are probably entities moving around
// Entity can't be under multiple categories so just checking each once is fine.
if (_physicsLayers.ContainsKey(entity))
{
_physicsLayers.Remove(entity);
}
else if (_accessReaders.ContainsKey(entity))
{
_accessReaders.Remove(entity);
ParentChunk.Dirty();
}
else if (_blockedCollidables.ContainsKey(entity))
{
_blockedCollidables.Remove(entity);
GenerateMask();
ParentChunk.Dirty();
}
}
private void GenerateMask()
{
BlockedCollisionMask = 0x0;
foreach (var layer in _blockedCollidables.Values)
{
BlockedCollisionMask |= layer;
}
}
}
}