Fix namespaces and optimize imports (#1651)
* Fix namespaces and optimize imports * Cleanup fixes * Merge conflict fixes * Merge conflict fixes * Merge conflict fixes
This commit is contained in:
@@ -1,9 +1,7 @@
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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.EntitySystems.AI.Pathfinding.Pathfinders;
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using Content.Server.GameObjects.EntitySystems.Pathfinding;
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using Content.Shared.AI;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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@@ -75,7 +73,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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// Plus this way we can check if everything is equal except for vision so an entity with a lower vision radius can use an entity with a higher vision radius' cached result
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private Dictionary<ReachableArgs, Dictionary<PathfindingRegion, (TimeSpan CacheTime, HashSet<PathfindingRegion> Regions)>> _cachedAccessible =
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new Dictionary<ReachableArgs, Dictionary<PathfindingRegion, (TimeSpan, HashSet<PathfindingRegion>)>>();
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private readonly List<PathfindingRegion> _queuedCacheDeletions = new List<PathfindingRegion>();
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#if DEBUG
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@@ -91,7 +89,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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#endif
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_mapmanager.OnGridRemoved += GridRemoved;
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}
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private void GridRemoved(GridId gridId)
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{
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_regions.Remove(gridId);
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@@ -457,7 +455,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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/// <param name="y">This is already calculated in advance so may as well re-use it</param>
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/// <returns></returns>
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private PathfindingRegion CalculateNode(
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PathfindingNode node,
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PathfindingNode node,
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Dictionary<PathfindingNode, PathfindingRegion> existingRegions,
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HashSet<PathfindingRegion> chunkRegions,
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int x, int y)
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@@ -497,15 +495,15 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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!leftRegion.IsDoor)
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{
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// We'll try and connect the left node's region to the bottom region if they're separate (yay merge)
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if (bottomNeighbor != null &&
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if (bottomNeighbor != null &&
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existingRegions.TryGetValue(bottomNeighbor, out bottomRegion) &&
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bottomRegion != leftRegion &&
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bottomRegion != leftRegion &&
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!bottomRegion.IsDoor)
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{
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bottomRegion.Add(node);
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existingRegions.Add(node, bottomRegion);
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MergeInto(leftRegion, bottomRegion, existingRegions);
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// Cleanup leftRegion
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// MergeInto will remove it from the overall region chunk cache while we need to remove it from
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// our short-term ones (chunkRegions and existingRegions)
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@@ -515,7 +513,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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{
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existingRegions[leftNode] = bottomRegion;
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}
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return bottomRegion;
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}
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@@ -549,7 +547,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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/// </summary>
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/// <param name="source"></param>
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/// <param name="target"></param>
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private void MergeInto(PathfindingRegion source, PathfindingRegion target, Dictionary<PathfindingNode, PathfindingRegion> existingRegions = null)
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private void MergeInto(PathfindingRegion source, PathfindingRegion target, Dictionary<PathfindingNode, PathfindingRegion> existingRegions = null)
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{
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DebugTools.AssertNotNull(source);
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DebugTools.AssertNotNull(target);
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@@ -586,7 +584,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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private void ClearCache(PathfindingRegion region)
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{
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DebugTools.Assert(region.Deleted);
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// Need to forcibly clear cache for ourself and anything that includes us
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foreach (var (_, cachedRegions) in _cachedAccessible)
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{
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@@ -599,7 +597,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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// We could just have GetVisionAccessible remove us if it can tell we're deleted but that
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// seems like it could be unreliable
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var regionsToClear = new List<PathfindingRegion>();
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foreach (var (otherRegion, cache) in cachedRegions)
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{
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if (cache.Regions.Contains(region))
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@@ -613,9 +611,9 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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cachedRegions.Remove(otherRegion);
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}
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}
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#if DEBUG
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if (_regions.TryGetValue(region.ParentChunk.GridId, out var chunks) &&
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if (_regions.TryGetValue(region.ParentChunk.GridId, out var chunks) &&
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chunks.TryGetValue(region.ParentChunk, out var regions))
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{
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DebugTools.Assert(!regions.Contains(region));
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@@ -642,7 +640,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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_queuedCacheDeletions.Add(region);
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region.Shutdown();
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}
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_regions[chunk.GridId].Remove(chunk);
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}
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@@ -673,7 +671,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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{
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DebugTools.Assert(!region.Deleted);
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}
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DebugTools.Assert(chunkRegions.Count < Math.Pow(PathfindingChunk.ChunkSize, 2));
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SendRegionsDebugMessage(chunk.GridId);
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#endif
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@@ -1,6 +1,5 @@
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using System.Collections.Generic;
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using Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders;
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using Content.Server.GameObjects.EntitySystems.Pathfinding;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Map;
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@@ -36,7 +35,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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{
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startNode = pathfindingSystem.GetNode(pathfindingArgs.End);
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}
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PathfindingNode currentNode;
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openTiles.Enqueue(startNode);
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@@ -49,13 +48,13 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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// No distances stored so can just check closed tiles here
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if (closedTiles.Contains(neighbor.TileRef)) continue;
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closedTiles.Add(currentNode.TileRef);
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// So currently tileCost gets the octile distance between the 2 so we'll also use that for our range check
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var tileCost = PathfindingHelpers.GetTileCost(pathfindingArgs, startNode, neighbor);
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var direction = PathfindingHelpers.RelativeDirection(neighbor, currentNode);
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if (tileCost == null ||
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tileCost > pathfindingArgs.Proximity ||
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if (tileCost == null ||
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tileCost > pathfindingArgs.Proximity ||
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!PathfindingHelpers.DirectionTraversable(pathfindingArgs.CollisionMask, pathfindingArgs.Access, currentNode, direction))
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{
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continue;
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@@ -67,4 +66,4 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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}
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}
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}
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}
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}
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@@ -1,8 +1,5 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using Content.Server.GameObjects.EntitySystems.Pathfinding;
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using Robust.Shared.Utility;
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namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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{
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@@ -16,7 +13,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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/// Bottom-left reference node of the region
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/// </summary>
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public PathfindingNode OriginNode { get; }
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// The shape may be anything within the bounds of a chunk, this is just a quick way to do a bounds-check
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/// <summary>
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@@ -49,13 +46,13 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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{
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// Tell our neighbors we no longer exist ;-/
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var neighbors = new List<PathfindingRegion>(Neighbors);
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for (var i = 0; i < neighbors.Count; i++)
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{
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var neighbor = neighbors[i];
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neighbor.Neighbors.Remove(this);
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}
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_nodes.Clear();
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Neighbors.Clear();
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@@ -81,7 +78,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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{
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xDistance = Math.Abs(xDistance + otherRegion.Width);
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}
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if (yDistance > 0)
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{
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yDistance -= Height;
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@@ -90,7 +87,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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{
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yDistance = Math.Abs(yDistance + otherRegion.Height);
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}
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return PathfindingHelpers.OctileDistance(xDistance, yDistance);
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}
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@@ -121,10 +118,10 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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{
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Height = yHeight;
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}
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_nodes.Add(node);
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}
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// HashSet wasn't working correctly so uhh we got this.
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public bool Equals(PathfindingRegion other)
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{
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@@ -141,4 +138,4 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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return OriginNode.GetHashCode();
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}
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}
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}
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}
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