Salvage dungeons (#14520)

This commit is contained in:
metalgearsloth
2023-03-10 16:41:22 +11:00
committed by GitHub
parent 214ca06997
commit 6157dfa3c0
145 changed files with 24649 additions and 396 deletions

View File

@@ -1,3 +1,4 @@
using Content.Shared.Gravity;
using Content.Shared.NPC;
namespace Content.Server.NPC.Pathfinding;
@@ -45,7 +46,8 @@ public sealed partial class PathfindingSystem
var modifier = 1f;
// TODO
if ((end.Data.Flags & PathfindingBreadcrumbFlag.Space) != 0x0)
if ((end.Data.Flags & PathfindingBreadcrumbFlag.Space) != 0x0 &&
(!TryComp<GravityComponent>(end.GraphUid, out var gravity) || !gravity.Enabled))
{
return 0f;
}

View File

@@ -16,12 +16,25 @@ public sealed partial class PathfindingSystem
return dx + dy;
}
public float ManhattanDistance(Vector2i start, Vector2i end)
{
var distance = end - start;
return Math.Abs(distance.X) + Math.Abs(distance.Y);
}
public float OctileDistance(PathPoly start, PathPoly end)
{
var (dx, dy) = GetDiff(start, end);
return dx + dy + (1.41f - 2) * Math.Min(dx, dy);
}
public float OctileDistance(Vector2i start, Vector2i end)
{
var diff = start - end;
var ab = Vector2.Abs(diff);
return ab.X + ab.Y + (1.41f - 2) * Math.Min(ab.X, ab.Y);
}
private Vector2 GetDiff(PathPoly start, PathPoly end)
{
var startPos = start.Box.Center;

View File

@@ -32,7 +32,7 @@ public sealed partial class PathfindingSystem
/// If true, UpdateGrid() will not process grids.
/// </summary>
/// <remarks>
/// Useful if something like a large explosion is in the process of shredding the grid, as it avoids uneccesary
/// Useful if something like a large explosion is in the process of shredding the grid, as it avoids unneccesary
/// updating.
/// </remarks>
public bool PauseUpdating = false;
@@ -232,11 +232,6 @@ public sealed partial class PathfindingSystem
comp.DirtyChunks.Clear();
}
#if DEBUG
if (updateCount > 0)
_sawmill.Debug($"Updated {updateCount} nav chunks in {_stopwatch.Elapsed.TotalMilliseconds:0.000}ms");
#endif
}
private bool IsBodyRelevant(PhysicsComponent body)

View File

@@ -0,0 +1,74 @@
namespace Content.Server.NPC.Pathfinding;
public sealed partial class PathfindingSystem
{
/// <summary>
/// Finds a generic path from start to end.
/// </summary>
public List<Vector2i> GetPath(Vector2i start, Vector2i end, bool diagonal = false)
{
if (start == end)
{
return new List<Vector2i>();
}
var frontier = new PriorityQueue<Vector2i, float>();
frontier.Enqueue(start, 0f);
var cameFrom = new Dictionary<Vector2i, Vector2i>();
var node = start;
while (frontier.TryDequeue(out node, out _))
{
if (node == end)
{
break;
}
if (diagonal)
{
for (var i = 0; i < 8; i++)
{
var direction = (DirectionFlag) i;
var neighbor = node + direction.AsDir().ToIntVec();
if (!cameFrom.TryAdd(neighbor, node))
continue;
var gScore = OctileDistance(neighbor, end);
frontier.Enqueue(neighbor, gScore);
}
}
else
{
for (var i = 0; i < 4; i++)
{
var direction = (DirectionFlag) Math.Pow(2, i);
var neighbor = node + direction.AsDir().ToIntVec();
if (!cameFrom.TryAdd(neighbor, node))
continue;
frontier.Enqueue(neighbor, ManhattanDistance(neighbor, end));
}
}
}
if (node != end)
{
return new List<Vector2i>();
}
var path = new List<Vector2i>();
do
{
path.Add(node);
var before = cameFrom[node];
node = before;
} while (node != start);
path.Add(start);
path.Reverse();
return path;
}
}