Files
tbd-station-14/Content.Server/GameObjects/EntitySystems/AI/Pathfinding/Pathfinders/JpsPathfindingJob.cs
metalgearsloth 805a5f1689 Refactor pathfinding updates and add AccessReader support (#1183)
There was some extra bloat in the path graph updates.
Now the queue should also just run if it gets too big regardless.
Un-anchored physics objects are no longer a hard fail for pathfinding.
Add AccessReader support so open / close doors show up for pathfinding
AI also ensure they call the operator's shutdown when they're shutdown so that should cancel the pathfinding job.

I tried to split these into 2 commits but they were kinda coupled together

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-06-22 18:55:50 +02:00

390 lines
15 KiB
C#

using System;
using System.Collections.Generic;
using System.Threading;
using System.Threading.Tasks;
using Content.Server.GameObjects.EntitySystems.JobQueues;
using Content.Server.GameObjects.EntitySystems.Pathfinding;
using Content.Shared.AI;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Utility;
namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders
{
public class JpsPathfindingJob : Job<Queue<TileRef>>
{
public static event Action<SharedAiDebug.JpsRouteDebug> DebugRoute;
private PathfindingNode _startNode;
private PathfindingNode _endNode;
private PathfindingArgs _pathfindingArgs;
public JpsPathfindingJob(double maxTime,
PathfindingNode startNode,
PathfindingNode endNode,
PathfindingArgs pathfindingArgs,
CancellationToken cancellationToken) : base(maxTime, cancellationToken)
{
_startNode = startNode;
_endNode = endNode;
_pathfindingArgs = pathfindingArgs;
}
protected override async Task<Queue<TileRef>> Process()
{
// VERY similar to A*; main difference is with the neighbor tiles you look for jump nodes instead
if (_startNode == null ||
_endNode == null)
{
return null;
}
// If we couldn't get a nearby node that's good enough
if (!PathfindingHelpers.TryEndNode(ref _endNode, _pathfindingArgs))
{
return null;
}
var openTiles = new PriorityQueue<ValueTuple<float, PathfindingNode>>(new PathfindingComparer());
var gScores = new Dictionary<PathfindingNode, float>();
var cameFrom = new Dictionary<PathfindingNode, PathfindingNode>();
var closedTiles = new HashSet<PathfindingNode>();
#if DEBUG
var jumpNodes = new HashSet<PathfindingNode>();
#endif
PathfindingNode currentNode = null;
openTiles.Add((0, _startNode));
gScores[_startNode] = 0.0f;
var routeFound = false;
var count = 0;
while (openTiles.Count > 0)
{
count++;
// JPS probably getting a lot fewer nodes than A* is
if (count % 5 == 0 && count > 0)
{
await SuspendIfOutOfTime();
}
(_, currentNode) = openTiles.Take();
if (currentNode.Equals(_endNode))
{
routeFound = true;
break;
}
foreach (var (direction, _) in currentNode.Neighbors)
{
var jumpNode = GetJumpPoint(currentNode, direction, _endNode);
if (jumpNode != null && !closedTiles.Contains(jumpNode))
{
closedTiles.Add(jumpNode);
#if DEBUG
jumpNodes.Add(jumpNode);
#endif
// GetJumpPoint should already check if we can traverse to the node
var tileCost = PathfindingHelpers.GetTileCost(_pathfindingArgs, currentNode, jumpNode);
if (tileCost == null)
{
throw new InvalidOperationException();
}
var gScore = gScores[currentNode] + tileCost.Value;
if (gScores.TryGetValue(jumpNode, out var nextValue) && gScore >= nextValue)
{
continue;
}
cameFrom[jumpNode] = currentNode;
gScores[jumpNode] = 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
var fScore = gScores[jumpNode] + PathfindingHelpers.OctileDistance(_endNode, jumpNode) * (1.0f + 1.0f / 1000.0f);
openTiles.Add((fScore, jumpNode));
}
}
}
if (!routeFound)
{
return null;
}
var route = PathfindingHelpers.ReconstructJumpPath(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 debugJumpNodes = new HashSet<TileRef>(jumpNodes.Count);
foreach (var node in jumpNodes)
{
debugJumpNodes.Add(node.TileRef);
}
var debugRoute = new SharedAiDebug.JpsRouteDebug(
_pathfindingArgs.Uid,
route,
debugJumpNodes,
DebugTime);
DebugRoute.Invoke(debugRoute);
}
#endif
return route;
}
private PathfindingNode GetJumpPoint(PathfindingNode currentNode, Direction direction, PathfindingNode endNode)
{
var count = 0;
while (count < 1000)
{
count++;
var nextNode = currentNode.GetNeighbor(direction);
// We'll do opposite DirectionTraversable just because of how the method's setup
// Nodes should be 2-way anyway.
if (nextNode == null ||
PathfindingHelpers.GetTileCost(_pathfindingArgs, currentNode, nextNode) == null)
{
return null;
}
if (nextNode == endNode)
{
return endNode;
}
// Horizontal and vertical are treated the same i.e.
// They only check in their specific direction
// (So Going North means you check NorthWest and NorthEast to see if we're a jump point)
// Diagonals also check the cardinal directions at the same time at the same time
// See https://harablog.wordpress.com/2011/09/07/jump-point-search/ for original description
switch (direction)
{
case Direction.East:
if (IsCardinalJumpPoint(direction, nextNode))
{
return nextNode;
}
break;
case Direction.NorthEast:
if (IsDiagonalJumpPoint(direction, nextNode))
{
return nextNode;
}
if (GetJumpPoint(nextNode, Direction.North, endNode) != null || GetJumpPoint(nextNode, Direction.East, endNode) != null)
{
return nextNode;
}
break;
case Direction.North:
if (IsCardinalJumpPoint(direction, nextNode))
{
return nextNode;
}
break;
case Direction.NorthWest:
if (IsDiagonalJumpPoint(direction, nextNode))
{
return nextNode;
}
if (GetJumpPoint(nextNode, Direction.North, endNode) != null || GetJumpPoint(nextNode, Direction.West, endNode) != null)
{
return nextNode;
}
break;
case Direction.West:
if (IsCardinalJumpPoint(direction, nextNode))
{
return nextNode;
}
break;
case Direction.SouthWest:
if (IsDiagonalJumpPoint(direction, nextNode))
{
return nextNode;
}
if (GetJumpPoint(nextNode, Direction.South, endNode) != null || GetJumpPoint(nextNode, Direction.West, endNode) != null)
{
return nextNode;
}
break;
case Direction.South:
if (IsCardinalJumpPoint(direction, nextNode))
{
return nextNode;
}
break;
case Direction.SouthEast:
if (IsDiagonalJumpPoint(direction, nextNode))
{
return nextNode;
}
if (GetJumpPoint(nextNode, Direction.South, endNode) != null || GetJumpPoint(nextNode, Direction.East, endNode) != null)
{
return nextNode;
}
break;
default:
throw new ArgumentOutOfRangeException(nameof(direction), direction, null);
}
currentNode = nextNode;
}
Logger.WarningS("pathfinding", "Recursion found in JPS pathfinder");
return null;
}
private bool IsDiagonalJumpPoint(Direction direction, PathfindingNode currentNode)
{
// If we're going diagonally need to check all cardinals.
// I just just using casts int casts and offset to make it smaller but brain no workyand it wasn't working.
// From NorthEast we check (Closed / Open) S - SE, W - NW
PathfindingNode openNeighborOne;
PathfindingNode closedNeighborOne;
PathfindingNode openNeighborTwo;
PathfindingNode closedNeighborTwo;
switch (direction)
{
case Direction.NorthEast:
openNeighborOne = currentNode.GetNeighbor(Direction.SouthEast);
closedNeighborOne = currentNode.GetNeighbor(Direction.South);
openNeighborTwo = currentNode.GetNeighbor(Direction.NorthWest);
closedNeighborTwo = currentNode.GetNeighbor(Direction.West);
break;
case Direction.SouthEast:
openNeighborOne = currentNode.GetNeighbor(Direction.NorthEast);
closedNeighborOne = currentNode.GetNeighbor(Direction.North);
openNeighborTwo = currentNode.GetNeighbor(Direction.SouthWest);
closedNeighborTwo = currentNode.GetNeighbor(Direction.West);
break;
case Direction.SouthWest:
openNeighborOne = currentNode.GetNeighbor(Direction.NorthWest);
closedNeighborOne = currentNode.GetNeighbor(Direction.North);
openNeighborTwo = currentNode.GetNeighbor(Direction.SouthEast);
closedNeighborTwo = currentNode.GetNeighbor(Direction.East);
break;
case Direction.NorthWest:
openNeighborOne = currentNode.GetNeighbor(Direction.SouthWest);
closedNeighborOne = currentNode.GetNeighbor(Direction.South);
openNeighborTwo = currentNode.GetNeighbor(Direction.NorthEast);
closedNeighborTwo = currentNode.GetNeighbor(Direction.East);
break;
default:
throw new ArgumentOutOfRangeException();
}
if ((closedNeighborOne == null || PathfindingHelpers.GetTileCost(_pathfindingArgs, currentNode, closedNeighborOne) == null)
&& openNeighborOne != null && PathfindingHelpers.GetTileCost(_pathfindingArgs, currentNode, openNeighborOne) != null)
{
return true;
}
if ((closedNeighborTwo == null || PathfindingHelpers.GetTileCost(_pathfindingArgs, currentNode, closedNeighborTwo) == null)
&& openNeighborTwo != null && PathfindingHelpers.GetTileCost(_pathfindingArgs, currentNode, openNeighborTwo) != null)
{
return true;
}
return false;
}
/// <summary>
/// Check to see if the node is a jump point (only works for cardinal directions)
/// </summary>
private bool IsCardinalJumpPoint(Direction direction, PathfindingNode currentNode)
{
PathfindingNode openNeighborOne;
PathfindingNode closedNeighborOne;
PathfindingNode openNeighborTwo;
PathfindingNode closedNeighborTwo;
switch (direction)
{
case Direction.North:
openNeighborOne = currentNode.GetNeighbor(Direction.NorthEast);
closedNeighborOne = currentNode.GetNeighbor(Direction.East);
openNeighborTwo = currentNode.GetNeighbor(Direction.NorthWest);
closedNeighborTwo = currentNode.GetNeighbor(Direction.West);
break;
case Direction.East:
openNeighborOne = currentNode.GetNeighbor(Direction.NorthEast);
closedNeighborOne = currentNode.GetNeighbor(Direction.North);
openNeighborTwo = currentNode.GetNeighbor(Direction.SouthEast);
closedNeighborTwo = currentNode.GetNeighbor(Direction.South);
break;
case Direction.South:
openNeighborOne = currentNode.GetNeighbor(Direction.SouthEast);
closedNeighborOne = currentNode.GetNeighbor(Direction.East);
openNeighborTwo = currentNode.GetNeighbor(Direction.SouthWest);
closedNeighborTwo = currentNode.GetNeighbor(Direction.West);
break;
case Direction.West:
openNeighborOne = currentNode.GetNeighbor(Direction.NorthWest);
closedNeighborOne = currentNode.GetNeighbor(Direction.North);
openNeighborTwo = currentNode.GetNeighbor(Direction.SouthWest);
closedNeighborTwo = currentNode.GetNeighbor(Direction.South);
break;
default:
throw new ArgumentOutOfRangeException();
}
if ((closedNeighborOne == null || !PathfindingHelpers.Traversable(_pathfindingArgs.CollisionMask, _pathfindingArgs.Access, closedNeighborOne)) &&
(openNeighborOne != null && PathfindingHelpers.Traversable(_pathfindingArgs.CollisionMask, _pathfindingArgs.Access, openNeighborOne)))
{
return true;
}
if ((closedNeighborTwo == null || !PathfindingHelpers.Traversable(_pathfindingArgs.CollisionMask, _pathfindingArgs.Access, closedNeighborTwo)) &&
(openNeighborTwo != null && PathfindingHelpers.Traversable(_pathfindingArgs.CollisionMask, _pathfindingArgs.Access, openNeighborTwo)))
{
return true;
}
return false;
}
}
}