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OldThink/Content.Server/AI/Pathfinding/PathfindingSystem.cs

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using System.Threading;
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using Content.Server.Access;
using Content.Server.AI.Pathfinding.Pathfinders;
using Content.Server.CPUJob.JobQueues;
using Content.Server.CPUJob.JobQueues.Queues;
using Content.Shared.Access.Systems;
using Content.Shared.GameTicking;
using Content.Shared.Physics;
using Robust.Shared.Map;
Physics (#3485) * Content side new physics structure * BroadPhase outline done * But we need to fix WorldAABB * Fix static pvs AABB * Fix import * Rando fixes * B is for balloon * Change human mob hitbox to circle * Decent movement * Start adding friction to player controller I think it's the best way to go about it to keep other objects somewhat consistent for physics. * This baby can fit so many physics bugs in it. * Slight mob mover optimisations. * Player mover kinda works okay. * Beginnings of testbed * More testbed * Circlestack bed * Namespaces * BB fixes * Pull WorldAABB * Joint pulling * Semi-decent movement I guess. * Pulling better * Bullet controller + old movement * im too dumb for this shit * Use kinematic mob controller again It's probably for the best TBH * Stashed shitcode * Remove SlipController * In which movement code is entirely refactored * Singularity fix * Fix ApplyLinearImpulse * MoveRelay fix * Fix door collisions * Disable subfloor collisions Saves on broadphase a fair bit * Re-implement ClimbController * Zumzum's pressure * Laggy item throwing * Minor atmos change * Some caching * Optimise controllers * Optimise CollideWith to hell and back * Re-do throwing and tile friction * Landing too * Optimise controllers * Move CCVars and other stuff swept is beautiful * Cleanup a bunch of controllers * Fix shooting and high pressure movement controller * Flashing improvements * Stuff and things * Combat collisions * Combat mode collisions * Pulling distance joint again * Cleanup physics interfaces * More like scuffedularity * Shit's fucked * Haha tests go green * Bigmoneycrab * Fix dupe pulling * Zumzum's based fix * Don't run tile friction for non-predicted bodies * Experimental pulling improvement * Everything's a poly now * Optimise AI region debugging a bit Could still be better but should improve default performance a LOT * Mover no updater * Crazy kinematic body idea * Good collisions * KinematicController * Fix aghost * Throwing refactor * Pushing cleanup * Fix throwing and footstep sounds * Frametime in ICollideBehavior * Fix stuff * Actually fix weightlessness * Optimise collision behaviors a lot * Make open lockers still collide with walls * powwweeerrrrr * Merge master proper * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * Ch ch ch changesss * SHIP IT * Fix #if DEBUG * Fix vaulting and item locker collision * Fix throwing * Editing yaml by hand what can go wrong * on * Last yaml fixes * Okay now it's fixed * Linter Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
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using Robust.Shared.Physics;
using Robust.Shared.Utility;
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namespace Content.Server.AI.Pathfinding
{
/// <summary>
/// This system handles pathfinding graph updates as well as dispatches to the pathfinder
/// (90% of what it's doing is graph updates so not much point splitting the 2 roles)
/// </summary>
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public sealed partial class PathfindingSystem : EntitySystem
{
private readonly PathfindingJobQueue _pathfindingQueue = new();
public const int TrackedCollisionLayers = (int)
(CollisionGroup.Impassable |
CollisionGroup.MidImpassable |
CollisionGroup.LowImpassable |
CollisionGroup.HighImpassable);
/// <summary>
/// Ask for the pathfinder to gimme somethin
/// </summary>
/// <param name="pathfindingArgs"></param>
/// <param name="cancellationToken"></param>
/// <returns></returns>
public Job<Queue<TileRef>> RequestPath(PathfindingArgs pathfindingArgs, CancellationToken cancellationToken)
{
var startNode = GetNode(pathfindingArgs.Start);
var endNode = GetNode(pathfindingArgs.End);
var job = new AStarPathfindingJob(0.003, startNode, endNode, pathfindingArgs, cancellationToken);
_pathfindingQueue.EnqueueJob(job);
return job;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
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ProcessGridUpdates();
_pathfindingQueue.Process();
}
}
}