Files
tbd-station-14/Content.Server/GameObjects/EntitySystems/AI/Pathfinding/PathfindingNode.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

189 lines
6.5 KiB
C#

using System;
using System.Collections.Generic;
using Content.Server.GameObjects.Components.Access;
using Content.Server.GameObjects.Components.Doors;
using Content.Server.GameObjects.EntitySystems.AI.Pathfinding;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Maths;
namespace Content.Server.GameObjects.EntitySystems.Pathfinding
{
public class PathfindingNode
{
public PathfindingChunk ParentChunk => _parentChunk;
private readonly PathfindingChunk _parentChunk;
public Dictionary<Direction, PathfindingNode> Neighbors => _neighbors;
private Dictionary<Direction, PathfindingNode> _neighbors = new Dictionary<Direction, PathfindingNode>();
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<EntityUid, int> _blockedCollidables = new Dictionary<EntityUid, int>(0);
public IReadOnlyCollection<EntityUid> PhysicsUids => _physicsUids;
private readonly HashSet<EntityUid> _physicsUids = new HashSet<EntityUid>(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<EntityUid, AccessReader> _accessReaders = new Dictionary<EntityUid, AccessReader>(0);
public PathfindingNode(PathfindingChunk parent, TileRef tileRef)
{
_parentChunk = parent;
TileRef = tileRef;
GenerateMask();
}
public void AddNeighbor(Direction direction, PathfindingNode node)
{
_neighbors.Add(direction, node);
}
public void AddNeighbor(PathfindingNode node)
{
if (node.TileRef.GridIndex != TileRef.GridIndex)
{
throw new InvalidOperationException();
}
Direction direction;
if (node.TileRef.X < TileRef.X)
{
if (node.TileRef.Y > TileRef.Y)
{
direction = Direction.NorthWest;
} else if (node.TileRef.Y < TileRef.Y)
{
direction = Direction.SouthWest;
}
else
{
direction = Direction.West;
}
}
else if (node.TileRef.X > TileRef.X)
{
if (node.TileRef.Y > TileRef.Y)
{
direction = Direction.NorthEast;
} else if (node.TileRef.Y < TileRef.Y)
{
direction = Direction.SouthEast;
}
else
{
direction = Direction.East;
}
}
else
{
if (node.TileRef.Y > TileRef.Y)
{
direction = Direction.North;
}
else
{
direction = Direction.South;
}
}
if (_neighbors.ContainsKey(direction))
{
// Should we verify that they align?
return;
}
_neighbors.Add(direction, node);
}
public PathfindingNode GetNeighbor(Direction direction)
{
_neighbors.TryGetValue(direction, out var node);
return node;
}
public void UpdateTile(TileRef newTile)
{
TileRef = newTile;
}
/// <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.)
public void AddEntity(IEntity entity)
{
// 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.Uid))
{
_accessReaders.Add(entity.Uid, accessReader);
}
return;
}
if (entity.TryGetComponent(out CollidableComponent collidableComponent))
{
if (entity.TryGetComponent(out PhysicsComponent physicsComponent) && !physicsComponent.Anchored)
{
_physicsUids.Add(entity.Uid);
}
else
{
_blockedCollidables.TryAdd(entity.Uid, collidableComponent.CollisionLayer);
GenerateMask();
}
}
}
public void RemoveEntity(IEntity entity)
{
if (_accessReaders.ContainsKey(entity.Uid))
{
_accessReaders.Remove(entity.Uid);
return;
}
if (entity.HasComponent<CollidableComponent>())
{
if (entity.TryGetComponent(out PhysicsComponent physicsComponent) && physicsComponent.Anchored)
{
_blockedCollidables.Remove(entity.Uid);
GenerateMask();
}
else
{
_physicsUids.Remove(entity.Uid);
}
}
}
private void GenerateMask()
{
BlockedCollisionMask = 0x0;
foreach (var layer in _blockedCollidables.Values)
{
BlockedCollisionMask |= layer;
}
}
}
}