Replace every usage of GridCoordinates with EntityCoordinates (#2021)

* Update RobustToolbox

* Transition direct type usages

* More updates

* Fix invalid use of to map

* Update RobustToolbox

* Fix dropping items

* Rename name usages of "GridCoordinates" to "EntityCoordinates"

* Revert "Update RobustToolbox"

This reverts commit 9f334a17c5908ded0043a63158bb671e4aa3f346.

* Revert "Update RobustToolbox"

This reverts commit 3a9c8cfa3606fa501aa84407796d2ad920853a09.

# Conflicts:
#	RobustToolbox

* Fix cursed IMapGrid method usage.

* GridTileLookupTest now uses EntityCoordinates

Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es>
This commit is contained in:
DrSmugleaf
2020-09-06 16:11:53 +02:00
committed by GitHub
parent 72d2318ea7
commit 48b61f6bcc
196 changed files with 780 additions and 676 deletions

View File

@@ -25,8 +25,9 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
public sealed class AiSteeringSystem : EntitySystem
{
// http://www.red3d.com/cwr/papers/1999/gdc99steer.html for a steering overview
[Dependency] private IMapManager _mapManager = default!;
[Dependency] private IPauseManager _pauseManager = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IPauseManager _pauseManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
private PathfindingSystem _pathfindingSystem;
@@ -57,7 +58,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
private int _listIndex;
// Cache nextGrid
private readonly Dictionary<IEntity, GridCoordinates> _nextGrid = new Dictionary<IEntity, GridCoordinates>();
private readonly Dictionary<IEntity, EntityCoordinates> _nextGrid = new Dictionary<IEntity, EntityCoordinates>();
/// <summary>
/// Current live paths for AI
@@ -78,11 +79,11 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
/// <summary>
/// Get a fixed position for the target entity; if they move then re-path
/// </summary>
private readonly Dictionary<IEntity, GridCoordinates> _entityTargetPosition = new Dictionary<IEntity, GridCoordinates>();
private readonly Dictionary<IEntity, EntityCoordinates> _entityTargetPosition = new Dictionary<IEntity, EntityCoordinates>();
// Anti-Stuck
// Given the collision avoidance can lead to twitching need to store a reference position and check if we've been near this too long
private readonly Dictionary<IEntity, GridCoordinates> _stuckPositions = new Dictionary<IEntity, GridCoordinates>();
private readonly Dictionary<IEntity, EntityCoordinates> _stuckPositions = new Dictionary<IEntity, EntityCoordinates>();
public override void Initialize()
{
@@ -268,7 +269,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
// Validation
// Check if we can even arrive -> Currently only samegrid movement supported
if (entity.Transform.GridID != steeringRequest.TargetGrid.GridID)
if (entity.Transform.GridID != steeringRequest.TargetGrid.GetGridId(_entityManager))
{
controller.VelocityDir = Vector2.Zero;
return SteeringStatus.NoPath;
@@ -413,7 +414,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
var cancelToken = new CancellationTokenSource();
var gridManager = _mapManager.GetGrid(entity.Transform.GridID);
var startTile = gridManager.GetTileRef(entity.Transform.GridPosition);
var startTile = gridManager.GetTileRef(entity.Transform.Coordinates);
var endTile = gridManager.GetTileRef(steeringRequest.TargetGrid);
var collisionMask = 0;
if (entity.TryGetComponent(out ICollidableComponent collidableComponent))
@@ -443,7 +444,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
{
_pathfindingRequests.Remove(entity);
var entityTile = _mapManager.GetGrid(entity.Transform.GridID).GetTileRef(entity.Transform.GridPosition);
var entityTile = _mapManager.GetGrid(entity.Transform.GridID).GetTileRef(entity.Transform.Coordinates);
var tile = path.Dequeue();
var closestDistance = PathfindingHelpers.OctileDistance(entityTile, tile);
@@ -465,12 +466,12 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
}
/// <summary>
/// Get the next tile as GridCoordinates
/// Get the next tile as EntityCoordinates
/// </summary>
/// <param name="entity"></param>
/// <param name="steeringRequest"></param>
/// <returns></returns>
private GridCoordinates? NextGrid(IEntity entity, IAiSteeringRequest steeringRequest)
private EntityCoordinates? NextGrid(IEntity entity, IAiSteeringRequest steeringRequest)
{
// Remove the cached grid
if (!_paths.ContainsKey(entity) && _nextGrid.ContainsKey(entity))
@@ -481,7 +482,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
// If no tiles left just move towards the target (if we're close)
if (!_paths.ContainsKey(entity) || _paths[entity].Count == 0)
{
if ((steeringRequest.TargetGrid.Position - entity.Transform.GridPosition.Position).Length <= 2.0f)
if ((steeringRequest.TargetGrid.Position - entity.Transform.Coordinates.Position).Length <= 2.0f)
{
return steeringRequest.TargetGrid;
}
@@ -491,7 +492,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
}
if (!_nextGrid.TryGetValue(entity, out var nextGrid) ||
(nextGrid.Position - entity.Transform.GridPosition.Position).Length <= TileTolerance)
(nextGrid.Position - entity.Transform.Coordinates.Position).Length <= TileTolerance)
{
UpdateGridCache(entity);
nextGrid = _nextGrid[entity];
@@ -502,7 +503,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
}
/// <summary>
/// Rather than converting TileRef to GridCoordinates over and over we'll just cache it
/// Rather than converting TileRef to EntityCoordinates over and over we'll just cache it
/// </summary>
/// <param name="entity"></param>
/// <param name="dequeue"></param>
@@ -515,19 +516,19 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
}
/// <summary>
/// Check if we've been near our last GridCoordinates too long and try to fix it
/// Check if we've been near our last EntityCoordinates too long and try to fix it
/// </summary>
/// <param name="entity"></param>
private void HandleStuck(IEntity entity)
{
if (!_stuckPositions.TryGetValue(entity, out var stuckPosition))
{
_stuckPositions[entity] = entity.Transform.GridPosition;
_stuckPositions[entity] = entity.Transform.Coordinates;
_stuckCounter[entity] = 0;
return;
}
if ((entity.Transform.GridPosition.Position - stuckPosition.Position).Length <= 1.0f)
if ((entity.Transform.Coordinates.Position - stuckPosition.Position).Length <= 1.0f)
{
_stuckCounter.TryGetValue(entity, out var stuckCount);
_stuckCounter[entity] = stuckCount + 1;
@@ -535,7 +536,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
else
{
// No longer stuck
_stuckPositions[entity] = entity.Transform.GridPosition;
_stuckPositions[entity] = entity.Transform.Coordinates;
_stuckCounter[entity] = 0;
return;
}
@@ -558,11 +559,13 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
/// <param name="entity"></param>
/// <param name="grid"></param>
/// <returns></returns>
private Vector2 Seek(IEntity entity, GridCoordinates grid)
private Vector2 Seek(IEntity entity, EntityCoordinates grid)
{
// is-even much
var entityPos = entity.Transform.GridPosition;
return entityPos == grid ? Vector2.Zero : (grid.Position - entityPos.Position).Normalized;
var entityPos = entity.Transform.Coordinates;
return entityPos == grid
? Vector2.Zero
: (grid.Position - entityPos.Position).Normalized;
}
/// <summary>
@@ -572,9 +575,9 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
/// <param name="grid"></param>
/// <param name="slowingDistance"></param>
/// <returns></returns>
private Vector2 Arrival(IEntity entity, GridCoordinates grid, float slowingDistance = 1.0f)
private Vector2 Arrival(IEntity entity, EntityCoordinates grid, float slowingDistance = 1.0f)
{
var entityPos = entity.Transform.GridPosition;
var entityPos = entity.Transform.Coordinates;
DebugTools.Assert(slowingDistance > 0.0f);
if (entityPos == grid)
{
@@ -593,8 +596,8 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
/// <returns></returns>
private Vector2 Pursuit(IEntity entity, IEntity target)
{
var entityPos = entity.Transform.GridPosition;
var targetPos = target.Transform.GridPosition;
var entityPos = entity.Transform.Coordinates;
var targetPos = target.Transform.Coordinates;
if (entityPos == targetPos)
{
return Vector2.Zero;
@@ -630,7 +633,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
var avoidanceVector = Vector2.Zero;
var checkTiles = new HashSet<TileRef>();
var avoidTiles = new HashSet<TileRef>();
var entityGridCoords = entity.Transform.GridPosition;
var entityGridCoords = entity.Transform.Coordinates;
var grid = _mapManager.GetGrid(entity.Transform.GridID);
var currentTile = grid.GetTileRef(entityGridCoords);
var halfwayTile = grid.GetTileRef(entityGridCoords.Offset(direction / 2));
@@ -665,7 +668,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
continue;
}
var centerGrid = physicsEntity.Transform.GridPosition;
var centerGrid = physicsEntity.Transform.Coordinates;
// Check how close we are to center of tile and get the inverse; if we're closer this is stronger
var additionalVector = (centerGrid.Position - entityGridCoords.Position);
var distance = additionalVector.Length;