53 lines
1.8 KiB
C#
53 lines
1.8 KiB
C#
using System.Threading;
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using Content.Server.Access;
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using Content.Server.AI.Pathfinding.Pathfinders;
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using Content.Server.CPUJob.JobQueues;
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using Content.Server.CPUJob.JobQueues.Queues;
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using Content.Shared.Access.Systems;
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using Content.Shared.GameTicking;
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using Content.Shared.Physics;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Utility;
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namespace Content.Server.AI.Pathfinding
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{
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/// <summary>
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/// This system handles pathfinding graph updates as well as dispatches to the pathfinder
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/// (90% of what it's doing is graph updates so not much point splitting the 2 roles)
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/// </summary>
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public sealed partial class PathfindingSystem : EntitySystem
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{
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private readonly PathfindingJobQueue _pathfindingQueue = new();
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public const int TrackedCollisionLayers = (int)
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(CollisionGroup.Impassable |
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CollisionGroup.MidImpassable |
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CollisionGroup.LowImpassable |
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CollisionGroup.HighImpassable);
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/// <summary>
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/// Ask for the pathfinder to gimme somethin
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/// </summary>
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/// <param name="pathfindingArgs"></param>
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/// <param name="cancellationToken"></param>
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/// <returns></returns>
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public Job<Queue<TileRef>> RequestPath(PathfindingArgs pathfindingArgs, CancellationToken cancellationToken)
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{
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var startNode = GetNode(pathfindingArgs.Start);
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var endNode = GetNode(pathfindingArgs.End);
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var job = new AStarPathfindingJob(0.003, startNode, endNode, pathfindingArgs, cancellationToken, EntityManager);
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_pathfindingQueue.EnqueueJob(job);
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return job;
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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ProcessGridUpdates();
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_pathfindingQueue.Process();
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}
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}
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}
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