332 lines
13 KiB
C#
332 lines
13 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.Doors.Components;
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using Content.Shared.Access.Components;
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using Content.Shared.Doors.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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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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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(0);
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public IReadOnlyDictionary<EntityUid, int> PhysicsLayers => _physicsLayers;
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private readonly Dictionary<EntityUid, int> _physicsLayers = new(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<AccessReaderComponent> AccessReaders => _accessReaders.Values;
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private readonly Dictionary<EntityUid, AccessReaderComponent> _accessReaders = new(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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public static bool IsRelevant(EntityUid entity, IPhysBody physicsComponent)
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{
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if (IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(entity).GridID == GridId.Invalid ||
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(PathfindingSystem.TrackedCollisionLayers & physicsComponent.CollisionLayer) == 0)
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{
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return false;
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}
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return true;
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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 Vector2i(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 PathfindingNode? GetNeighbor(Direction direction)
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{
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var chunkXOffset = TileRef.X - ParentChunk.Indices.X;
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var chunkYOffset = TileRef.Y - ParentChunk.Indices.Y;
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Vector2i neighborVector2i;
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switch (direction)
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{
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case Direction.East:
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if (!ParentChunk.OnEdge(this))
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{
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return ParentChunk.Nodes[chunkXOffset + 1, chunkYOffset];
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}
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neighborVector2i = new Vector2i(TileRef.X + 1, TileRef.Y);
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foreach (var neighbor in ParentChunk.GetNeighbors())
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{
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if (neighbor.InBounds(neighborVector2i))
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{
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return neighbor.Nodes[neighborVector2i.X - neighbor.Indices.X,
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neighborVector2i.Y - neighbor.Indices.Y];
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}
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}
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return null;
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case Direction.NorthEast:
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if (!ParentChunk.OnEdge(this))
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{
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return ParentChunk.Nodes[chunkXOffset + 1, chunkYOffset + 1];
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}
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neighborVector2i = new Vector2i(TileRef.X + 1, TileRef.Y + 1);
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foreach (var neighbor in ParentChunk.GetNeighbors())
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{
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if (neighbor.InBounds(neighborVector2i))
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{
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return neighbor.Nodes[neighborVector2i.X - neighbor.Indices.X,
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neighborVector2i.Y - neighbor.Indices.Y];
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}
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}
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return null;
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case Direction.North:
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if (!ParentChunk.OnEdge(this))
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{
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return ParentChunk.Nodes[chunkXOffset, chunkYOffset + 1];
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}
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neighborVector2i = new Vector2i(TileRef.X, TileRef.Y + 1);
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foreach (var neighbor in ParentChunk.GetNeighbors())
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{
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if (neighbor.InBounds(neighborVector2i))
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{
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return neighbor.Nodes[neighborVector2i.X - neighbor.Indices.X,
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neighborVector2i.Y - neighbor.Indices.Y];
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}
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}
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return null;
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case Direction.NorthWest:
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if (!ParentChunk.OnEdge(this))
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{
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return ParentChunk.Nodes[chunkXOffset - 1, chunkYOffset + 1];
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}
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neighborVector2i = new Vector2i(TileRef.X - 1, TileRef.Y + 1);
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foreach (var neighbor in ParentChunk.GetNeighbors())
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{
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if (neighbor.InBounds(neighborVector2i))
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{
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return neighbor.Nodes[neighborVector2i.X - neighbor.Indices.X,
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neighborVector2i.Y - neighbor.Indices.Y];
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}
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}
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return null;
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case Direction.West:
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if (!ParentChunk.OnEdge(this))
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{
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return ParentChunk.Nodes[chunkXOffset - 1, chunkYOffset];
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}
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neighborVector2i = new Vector2i(TileRef.X - 1, TileRef.Y);
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foreach (var neighbor in ParentChunk.GetNeighbors())
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{
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if (neighbor.InBounds(neighborVector2i))
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{
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return neighbor.Nodes[neighborVector2i.X - neighbor.Indices.X,
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neighborVector2i.Y - neighbor.Indices.Y];
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}
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}
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return null;
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case Direction.SouthWest:
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if (!ParentChunk.OnEdge(this))
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{
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return ParentChunk.Nodes[chunkXOffset - 1, chunkYOffset - 1];
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}
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neighborVector2i = new Vector2i(TileRef.X - 1, TileRef.Y - 1);
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foreach (var neighbor in ParentChunk.GetNeighbors())
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{
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if (neighbor.InBounds(neighborVector2i))
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{
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return neighbor.Nodes[neighborVector2i.X - neighbor.Indices.X,
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neighborVector2i.Y - neighbor.Indices.Y];
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}
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}
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return null;
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case Direction.South:
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if (!ParentChunk.OnEdge(this))
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{
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return ParentChunk.Nodes[chunkXOffset, chunkYOffset - 1];
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}
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neighborVector2i = new Vector2i(TileRef.X, TileRef.Y - 1);
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foreach (var neighbor in ParentChunk.GetNeighbors())
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{
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if (neighbor.InBounds(neighborVector2i))
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{
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return neighbor.Nodes[neighborVector2i.X - neighbor.Indices.X,
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neighborVector2i.Y - neighbor.Indices.Y];
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}
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}
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return null;
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case Direction.SouthEast:
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if (!ParentChunk.OnEdge(this))
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{
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return ParentChunk.Nodes[chunkXOffset + 1, chunkYOffset - 1];
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}
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neighborVector2i = new Vector2i(TileRef.X + 1, TileRef.Y - 1);
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foreach (var neighbor in ParentChunk.GetNeighbors())
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{
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if (neighbor.InBounds(neighborVector2i))
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{
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return neighbor.Nodes[neighborVector2i.X - neighbor.Indices.X,
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neighborVector2i.Y - neighbor.Indices.Y];
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}
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}
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return null;
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default:
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throw new ArgumentOutOfRangeException(nameof(direction), direction, null);
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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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ParentChunk.Dirty();
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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(EntityUid entity, IPhysBody physicsComponent)
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{
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var entMan = IoCManager.Resolve<IEntityManager>();
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// If we're a door
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if (entMan.HasComponent<AirlockComponent>(entity) || entMan.HasComponent<DoorComponent>(entity))
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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 (entMan.TryGetComponent(entity, out AccessReaderComponent? accessReader) && !_accessReaders.ContainsKey(entity))
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{
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_accessReaders.Add(entity, accessReader);
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ParentChunk.Dirty();
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}
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return;
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}
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DebugTools.Assert((PathfindingSystem.TrackedCollisionLayers & physicsComponent.CollisionLayer) != 0);
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if (physicsComponent.BodyType != BodyType.Static)
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{
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_physicsLayers.Add(entity, physicsComponent.CollisionLayer);
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}
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else
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{
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_blockedCollidables.Add(entity, physicsComponent.CollisionLayer);
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GenerateMask();
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ParentChunk.Dirty();
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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(EntityUid 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 (_physicsLayers.ContainsKey(entity))
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{
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_physicsLayers.Remove(entity);
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}
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else if (_accessReaders.ContainsKey(entity))
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{
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_accessReaders.Remove(entity);
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ParentChunk.Dirty();
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}
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else if (_blockedCollidables.ContainsKey(entity))
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{
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_blockedCollidables.Remove(entity);
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GenerateMask();
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ParentChunk.Dirty();
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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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