Replace MapIndices with Vector2i (#2228)
* Replace MapIndices with Vector2i * Update da submodule * AA EE II OO U U Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
This commit is contained in:
@@ -26,15 +26,15 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
public TimeSpan LastUpdate { get; private set; }
|
||||
public GridId GridId { get; }
|
||||
|
||||
public MapIndices Indices => _indices;
|
||||
private readonly MapIndices _indices;
|
||||
public Vector2i Indices => _indices;
|
||||
private readonly Vector2i _indices;
|
||||
|
||||
// Nodes per chunk row
|
||||
public static int ChunkSize => 8;
|
||||
public PathfindingNode[,] Nodes => _nodes;
|
||||
private PathfindingNode[,] _nodes = new PathfindingNode[ChunkSize,ChunkSize];
|
||||
|
||||
public PathfindingChunk(GridId gridId, MapIndices indices)
|
||||
public PathfindingChunk(GridId gridId, Vector2i indices)
|
||||
{
|
||||
GridId = gridId;
|
||||
_indices = indices;
|
||||
@@ -46,7 +46,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
{
|
||||
for (var y = 0; y < ChunkSize; y++)
|
||||
{
|
||||
var tileRef = mapGrid.GetTileRef(new MapIndices(x + _indices.X, y + _indices.Y));
|
||||
var tileRef = mapGrid.GetTileRef(new Vector2i(x + _indices.X, y + _indices.Y));
|
||||
CreateNode(tileRef);
|
||||
}
|
||||
}
|
||||
@@ -75,7 +75,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
{
|
||||
if (x == 0 && y == 0) continue;
|
||||
var (neighborX, neighborY) = (_indices.X + ChunkSize * x, _indices.Y + ChunkSize * y);
|
||||
if (chunkGrid.TryGetValue(new MapIndices(neighborX, neighborY), out var neighbor))
|
||||
if (chunkGrid.TryGetValue(new Vector2i(neighborX, neighborY), out var neighbor))
|
||||
{
|
||||
yield return neighbor;
|
||||
}
|
||||
@@ -83,10 +83,10 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
}
|
||||
}
|
||||
|
||||
public bool InBounds(MapIndices mapIndices)
|
||||
public bool InBounds(Vector2i Vector2i)
|
||||
{
|
||||
if (mapIndices.X < _indices.X || mapIndices.Y < _indices.Y) return false;
|
||||
if (mapIndices.X >= _indices.X + ChunkSize || mapIndices.Y >= _indices.Y + ChunkSize) return false;
|
||||
if (Vector2i.X < _indices.X || Vector2i.Y < _indices.Y) return false;
|
||||
if (Vector2i.X >= _indices.X + ChunkSize || Vector2i.Y >= _indices.Y + ChunkSize) return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
@@ -199,7 +199,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
}
|
||||
|
||||
intermediate = pathfindingSystem.GetNode(grid.GetTileRef(
|
||||
new MapIndices(intermediate.TileRef.X + xOffset, intermediate.TileRef.Y + yOffset)));
|
||||
new Vector2i(intermediate.TileRef.X + xOffset, intermediate.TileRef.Y + yOffset)));
|
||||
|
||||
if (intermediate.TileRef != current.TileRef)
|
||||
{
|
||||
|
||||
@@ -69,7 +69,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
for (var y = -1; y <= 1; y++)
|
||||
{
|
||||
if (x == 0 && y == 0) continue;
|
||||
var indices = new MapIndices(TileRef.X + x, TileRef.Y + y);
|
||||
var indices = new Vector2i(TileRef.X + x, TileRef.Y + y);
|
||||
if (ParentChunk.InBounds(indices))
|
||||
{
|
||||
var (relativeX, relativeY) = (indices.X - ParentChunk.Indices.X,
|
||||
@@ -100,7 +100,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
{
|
||||
var chunkXOffset = TileRef.X - ParentChunk.Indices.X;
|
||||
var chunkYOffset = TileRef.Y - ParentChunk.Indices.Y;
|
||||
MapIndices neighborMapIndices;
|
||||
Vector2i neighborVector2i;
|
||||
|
||||
switch (direction)
|
||||
{
|
||||
@@ -110,13 +110,13 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
return ParentChunk.Nodes[chunkXOffset + 1, chunkYOffset];
|
||||
}
|
||||
|
||||
neighborMapIndices = new MapIndices(TileRef.X + 1, TileRef.Y);
|
||||
neighborVector2i = new Vector2i(TileRef.X + 1, TileRef.Y);
|
||||
foreach (var neighbor in ParentChunk.GetNeighbors())
|
||||
{
|
||||
if (neighbor.InBounds(neighborMapIndices))
|
||||
if (neighbor.InBounds(neighborVector2i))
|
||||
{
|
||||
return neighbor.Nodes[neighborMapIndices.X - neighbor.Indices.X,
|
||||
neighborMapIndices.Y - neighbor.Indices.Y];
|
||||
return neighbor.Nodes[neighborVector2i.X - neighbor.Indices.X,
|
||||
neighborVector2i.Y - neighbor.Indices.Y];
|
||||
}
|
||||
}
|
||||
|
||||
@@ -127,13 +127,13 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
return ParentChunk.Nodes[chunkXOffset + 1, chunkYOffset + 1];
|
||||
}
|
||||
|
||||
neighborMapIndices = new MapIndices(TileRef.X + 1, TileRef.Y + 1);
|
||||
neighborVector2i = new Vector2i(TileRef.X + 1, TileRef.Y + 1);
|
||||
foreach (var neighbor in ParentChunk.GetNeighbors())
|
||||
{
|
||||
if (neighbor.InBounds(neighborMapIndices))
|
||||
if (neighbor.InBounds(neighborVector2i))
|
||||
{
|
||||
return neighbor.Nodes[neighborMapIndices.X - neighbor.Indices.X,
|
||||
neighborMapIndices.Y - neighbor.Indices.Y];
|
||||
return neighbor.Nodes[neighborVector2i.X - neighbor.Indices.X,
|
||||
neighborVector2i.Y - neighbor.Indices.Y];
|
||||
}
|
||||
}
|
||||
|
||||
@@ -144,13 +144,13 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
return ParentChunk.Nodes[chunkXOffset, chunkYOffset + 1];
|
||||
}
|
||||
|
||||
neighborMapIndices = new MapIndices(TileRef.X, TileRef.Y + 1);
|
||||
neighborVector2i = new Vector2i(TileRef.X, TileRef.Y + 1);
|
||||
foreach (var neighbor in ParentChunk.GetNeighbors())
|
||||
{
|
||||
if (neighbor.InBounds(neighborMapIndices))
|
||||
if (neighbor.InBounds(neighborVector2i))
|
||||
{
|
||||
return neighbor.Nodes[neighborMapIndices.X - neighbor.Indices.X,
|
||||
neighborMapIndices.Y - neighbor.Indices.Y];
|
||||
return neighbor.Nodes[neighborVector2i.X - neighbor.Indices.X,
|
||||
neighborVector2i.Y - neighbor.Indices.Y];
|
||||
}
|
||||
}
|
||||
|
||||
@@ -161,13 +161,13 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
return ParentChunk.Nodes[chunkXOffset - 1, chunkYOffset + 1];
|
||||
}
|
||||
|
||||
neighborMapIndices = new MapIndices(TileRef.X - 1, TileRef.Y + 1);
|
||||
neighborVector2i = new Vector2i(TileRef.X - 1, TileRef.Y + 1);
|
||||
foreach (var neighbor in ParentChunk.GetNeighbors())
|
||||
{
|
||||
if (neighbor.InBounds(neighborMapIndices))
|
||||
if (neighbor.InBounds(neighborVector2i))
|
||||
{
|
||||
return neighbor.Nodes[neighborMapIndices.X - neighbor.Indices.X,
|
||||
neighborMapIndices.Y - neighbor.Indices.Y];
|
||||
return neighbor.Nodes[neighborVector2i.X - neighbor.Indices.X,
|
||||
neighborVector2i.Y - neighbor.Indices.Y];
|
||||
}
|
||||
}
|
||||
|
||||
@@ -178,13 +178,13 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
return ParentChunk.Nodes[chunkXOffset - 1, chunkYOffset];
|
||||
}
|
||||
|
||||
neighborMapIndices = new MapIndices(TileRef.X - 1, TileRef.Y);
|
||||
neighborVector2i = new Vector2i(TileRef.X - 1, TileRef.Y);
|
||||
foreach (var neighbor in ParentChunk.GetNeighbors())
|
||||
{
|
||||
if (neighbor.InBounds(neighborMapIndices))
|
||||
if (neighbor.InBounds(neighborVector2i))
|
||||
{
|
||||
return neighbor.Nodes[neighborMapIndices.X - neighbor.Indices.X,
|
||||
neighborMapIndices.Y - neighbor.Indices.Y];
|
||||
return neighbor.Nodes[neighborVector2i.X - neighbor.Indices.X,
|
||||
neighborVector2i.Y - neighbor.Indices.Y];
|
||||
}
|
||||
}
|
||||
|
||||
@@ -195,13 +195,13 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
return ParentChunk.Nodes[chunkXOffset - 1, chunkYOffset - 1];
|
||||
}
|
||||
|
||||
neighborMapIndices = new MapIndices(TileRef.X - 1, TileRef.Y - 1);
|
||||
neighborVector2i = new Vector2i(TileRef.X - 1, TileRef.Y - 1);
|
||||
foreach (var neighbor in ParentChunk.GetNeighbors())
|
||||
{
|
||||
if (neighbor.InBounds(neighborMapIndices))
|
||||
if (neighbor.InBounds(neighborVector2i))
|
||||
{
|
||||
return neighbor.Nodes[neighborMapIndices.X - neighbor.Indices.X,
|
||||
neighborMapIndices.Y - neighbor.Indices.Y];
|
||||
return neighbor.Nodes[neighborVector2i.X - neighbor.Indices.X,
|
||||
neighborVector2i.Y - neighbor.Indices.Y];
|
||||
}
|
||||
}
|
||||
|
||||
@@ -212,13 +212,13 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
return ParentChunk.Nodes[chunkXOffset, chunkYOffset - 1];
|
||||
}
|
||||
|
||||
neighborMapIndices = new MapIndices(TileRef.X, TileRef.Y - 1);
|
||||
neighborVector2i = new Vector2i(TileRef.X, TileRef.Y - 1);
|
||||
foreach (var neighbor in ParentChunk.GetNeighbors())
|
||||
{
|
||||
if (neighbor.InBounds(neighborMapIndices))
|
||||
if (neighbor.InBounds(neighborVector2i))
|
||||
{
|
||||
return neighbor.Nodes[neighborMapIndices.X - neighbor.Indices.X,
|
||||
neighborMapIndices.Y - neighbor.Indices.Y];
|
||||
return neighbor.Nodes[neighborVector2i.X - neighbor.Indices.X,
|
||||
neighborVector2i.Y - neighbor.Indices.Y];
|
||||
}
|
||||
}
|
||||
|
||||
@@ -229,13 +229,13 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
return ParentChunk.Nodes[chunkXOffset + 1, chunkYOffset - 1];
|
||||
}
|
||||
|
||||
neighborMapIndices = new MapIndices(TileRef.X + 1, TileRef.Y - 1);
|
||||
neighborVector2i = new Vector2i(TileRef.X + 1, TileRef.Y - 1);
|
||||
foreach (var neighbor in ParentChunk.GetNeighbors())
|
||||
{
|
||||
if (neighbor.InBounds(neighborMapIndices))
|
||||
if (neighbor.InBounds(neighborVector2i))
|
||||
{
|
||||
return neighbor.Nodes[neighborMapIndices.X - neighbor.Indices.X,
|
||||
neighborMapIndices.Y - neighbor.Indices.Y];
|
||||
return neighbor.Nodes[neighborVector2i.X - neighbor.Indices.X,
|
||||
neighborVector2i.Y - neighbor.Indices.Y];
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -13,6 +13,7 @@ using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Interfaces.Map;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
@@ -32,8 +33,8 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
[Dependency] private readonly IMapManager _mapManager = default!;
|
||||
[Dependency] private readonly IEntityManager _entityManager = default!;
|
||||
|
||||
public IReadOnlyDictionary<GridId, Dictionary<MapIndices, PathfindingChunk>> Graph => _graph;
|
||||
private readonly Dictionary<GridId, Dictionary<MapIndices, PathfindingChunk>> _graph = new Dictionary<GridId, Dictionary<MapIndices, PathfindingChunk>>();
|
||||
public IReadOnlyDictionary<GridId, Dictionary<Vector2i, PathfindingChunk>> Graph => _graph;
|
||||
private readonly Dictionary<GridId, Dictionary<Vector2i, PathfindingChunk>> _graph = new Dictionary<GridId, Dictionary<Vector2i, PathfindingChunk>>();
|
||||
|
||||
private readonly PathfindingJobQueue _pathfindingQueue = new PathfindingJobQueue();
|
||||
|
||||
@@ -144,28 +145,28 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
|
||||
{
|
||||
var chunkX = (int) (Math.Floor((float) tile.X / PathfindingChunk.ChunkSize) * PathfindingChunk.ChunkSize);
|
||||
var chunkY = (int) (Math.Floor((float) tile.Y / PathfindingChunk.ChunkSize) * PathfindingChunk.ChunkSize);
|
||||
var mapIndices = new MapIndices(chunkX, chunkY);
|
||||
var Vector2i = new Vector2i(chunkX, chunkY);
|
||||
|
||||
if (_graph.TryGetValue(tile.GridIndex, out var chunks))
|
||||
{
|
||||
if (!chunks.ContainsKey(mapIndices))
|
||||
if (!chunks.ContainsKey(Vector2i))
|
||||
{
|
||||
CreateChunk(tile.GridIndex, mapIndices);
|
||||
CreateChunk(tile.GridIndex, Vector2i);
|
||||
}
|
||||
|
||||
return chunks[mapIndices];
|
||||
return chunks[Vector2i];
|
||||
}
|
||||
|
||||
var newChunk = CreateChunk(tile.GridIndex, mapIndices);
|
||||
var newChunk = CreateChunk(tile.GridIndex, Vector2i);
|
||||
return newChunk;
|
||||
}
|
||||
|
||||
private PathfindingChunk CreateChunk(GridId gridId, MapIndices indices)
|
||||
private PathfindingChunk CreateChunk(GridId gridId, Vector2i indices)
|
||||
{
|
||||
var newChunk = new PathfindingChunk(gridId, indices);
|
||||
if (!_graph.ContainsKey(gridId))
|
||||
{
|
||||
_graph.Add(gridId, new Dictionary<MapIndices, PathfindingChunk>());
|
||||
_graph.Add(gridId, new Dictionary<Vector2i, PathfindingChunk>());
|
||||
}
|
||||
|
||||
_graph[gridId].Add(indices, newChunk);
|
||||
|
||||
@@ -603,10 +603,10 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
return Vector2.Zero;
|
||||
}
|
||||
|
||||
if (target.TryGetComponent(out ICollidableComponent physicsComponent))
|
||||
if (target.TryGetComponent(out ICollidableComponent collidable))
|
||||
{
|
||||
var targetDistance = (targetPos.Position - entityPos.Position);
|
||||
targetPos = targetPos.Offset(physicsComponent.LinearVelocity * targetDistance);
|
||||
targetPos = targetPos.Offset(collidable.LinearVelocity * targetDistance);
|
||||
}
|
||||
|
||||
return (targetPos.Position - entityPos.Position).Normalized;
|
||||
@@ -662,8 +662,8 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
// if we're moving in the same direction then ignore
|
||||
// So if 2 entities are moving towards each other and both detect a collision they'll both move in the same direction
|
||||
// i.e. towards the right
|
||||
if (physicsEntity.TryGetComponent(out ICollidableComponent physicsComponent) &&
|
||||
Vector2.Dot(physicsComponent.LinearVelocity, direction) > 0)
|
||||
if (physicsEntity.TryGetComponent(out ICollidableComponent collidable) &&
|
||||
Vector2.Dot(collidable.LinearVelocity, direction) > 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user