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