Re-organize all projects (#4166)
This commit is contained in:
163
Content.Server/AI/Pathfinding/Pathfinders/AStarPathfindingJob.cs
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163
Content.Server/AI/Pathfinding/Pathfinders/AStarPathfindingJob.cs
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@@ -0,0 +1,163 @@
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using System;
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using System.Collections.Generic;
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using System.Threading;
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using System.Threading.Tasks;
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using Content.Server.CPUJob.JobQueues;
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using Content.Shared.AI;
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using Robust.Shared.Map;
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using Robust.Shared.Utility;
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namespace Content.Server.AI.Pathfinding.Pathfinders
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{
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public class AStarPathfindingJob : Job<Queue<TileRef>>
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{
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#if DEBUG
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public static event Action<SharedAiDebug.AStarRouteDebug>? DebugRoute;
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#endif
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private readonly PathfindingNode? _startNode;
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private PathfindingNode? _endNode;
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private readonly PathfindingArgs _pathfindingArgs;
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public AStarPathfindingJob(
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double maxTime,
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PathfindingNode startNode,
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PathfindingNode endNode,
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PathfindingArgs pathfindingArgs,
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CancellationToken cancellationToken) : base(maxTime, cancellationToken)
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{
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_startNode = startNode;
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_endNode = endNode;
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_pathfindingArgs = pathfindingArgs;
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}
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protected override async Task<Queue<TileRef>?> Process()
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{
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if (_startNode == null ||
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_endNode == null ||
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Status == JobStatus.Finished)
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{
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return null;
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}
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// If we couldn't get a nearby node that's good enough
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if (!PathfindingHelpers.TryEndNode(ref _endNode, _pathfindingArgs))
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{
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return null;
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}
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var frontier = new PriorityQueue<ValueTuple<float, PathfindingNode>>(new PathfindingComparer());
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var costSoFar = new Dictionary<PathfindingNode, float>();
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var cameFrom = new Dictionary<PathfindingNode, PathfindingNode>();
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PathfindingNode? currentNode = null;
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frontier.Add((0.0f, _startNode));
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costSoFar[_startNode] = 0.0f;
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var routeFound = false;
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var count = 0;
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while (frontier.Count > 0)
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{
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// Handle whether we need to pause if we've taken too long
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count++;
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if (count % 20 == 0 && count > 0)
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{
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await SuspendIfOutOfTime();
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if (_startNode == null || _endNode == null)
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{
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return null;
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}
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}
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// Actual pathfinding here
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(_, currentNode) = frontier.Take();
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if (currentNode.Equals(_endNode))
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{
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routeFound = true;
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break;
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}
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foreach (var nextNode in currentNode.GetNeighbors())
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{
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// If tile is untraversable it'll be null
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var tileCost = PathfindingHelpers.GetTileCost(_pathfindingArgs, currentNode, nextNode);
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if (tileCost == null)
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{
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continue;
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}
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// So if we're going NE then that means either N or E needs to be free to actually get there
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var direction = PathfindingHelpers.RelativeDirection(nextNode, currentNode);
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if (!PathfindingHelpers.DirectionTraversable(_pathfindingArgs.CollisionMask, _pathfindingArgs.Access, currentNode, direction))
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{
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continue;
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}
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// f = g + h
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// gScore is distance to the start node
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// hScore is distance to the end node
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var gScore = costSoFar[currentNode] + tileCost.Value;
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if (costSoFar.TryGetValue(nextNode, out var nextValue) && gScore >= nextValue)
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{
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continue;
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}
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cameFrom[nextNode] = currentNode;
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costSoFar[nextNode] = gScore;
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// pFactor is tie-breaker where the fscore is otherwise equal.
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// See http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html#breaking-ties
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// There's other ways to do it but future consideration
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// The closer the fScore is to the actual distance then the better the pathfinder will be
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// (i.e. somewhere between 1 and infinite)
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// Can use hierarchical pathfinder or whatever to improve the heuristic but this is fine for now.
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var fScore = gScore + PathfindingHelpers.OctileDistance(_endNode, nextNode) * (1.0f + 1.0f / 1000.0f);
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frontier.Add((fScore, nextNode));
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}
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}
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if (!routeFound)
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{
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return null;
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}
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DebugTools.AssertNotNull(currentNode);
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var route = PathfindingHelpers.ReconstructPath(cameFrom, currentNode!);
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if (route.Count == 1)
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{
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return null;
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}
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#if DEBUG
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// Need to get data into an easier format to send to the relevant clients
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if (DebugRoute != null && route.Count > 0)
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{
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var debugCameFrom = new Dictionary<TileRef, TileRef>(cameFrom.Count);
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var debugGScores = new Dictionary<TileRef, float>(costSoFar.Count);
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foreach (var (node, parent) in cameFrom)
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{
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debugCameFrom.Add(node.TileRef, parent.TileRef);
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}
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foreach (var (node, score) in costSoFar)
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{
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debugGScores.Add(node.TileRef, score);
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}
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var debugRoute = new SharedAiDebug.AStarRouteDebug(
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_pathfindingArgs.Uid,
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route,
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debugCameFrom,
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debugGScores,
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DebugTime);
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DebugRoute.Invoke(debugRoute);
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}
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#endif
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return route;
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}
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}
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}
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516
Content.Server/AI/Pathfinding/Pathfinders/JpsPathfindingJob.cs
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516
Content.Server/AI/Pathfinding/Pathfinders/JpsPathfindingJob.cs
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@@ -0,0 +1,516 @@
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using System;
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using System.Collections.Generic;
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using System.Threading;
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using System.Threading.Tasks;
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using Content.Server.CPUJob.JobQueues;
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using Content.Shared.AI;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Utility;
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namespace Content.Server.AI.Pathfinding.Pathfinders
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{
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public class JpsPathfindingJob : Job<Queue<TileRef>>
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{
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// Some of this is probably fugly due to other structural changes in pathfinding so it could do with optimisation
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// Realistically it's probably not getting used given it doesn't support tile costs which can be very useful
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#if DEBUG
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public static event Action<SharedAiDebug.JpsRouteDebug>? DebugRoute;
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#endif
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private readonly PathfindingNode? _startNode;
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private PathfindingNode? _endNode;
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private readonly PathfindingArgs _pathfindingArgs;
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public JpsPathfindingJob(double maxTime,
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PathfindingNode startNode,
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PathfindingNode endNode,
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PathfindingArgs pathfindingArgs,
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CancellationToken cancellationToken) : base(maxTime, cancellationToken)
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{
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_startNode = startNode;
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_endNode = endNode;
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_pathfindingArgs = pathfindingArgs;
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}
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protected override async Task<Queue<TileRef>?> Process()
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{
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// VERY similar to A*; main difference is with the neighbor tiles you look for jump nodes instead
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if (_startNode == null ||
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_endNode == null)
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{
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return null;
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}
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// If we couldn't get a nearby node that's good enough
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if (!PathfindingHelpers.TryEndNode(ref _endNode, _pathfindingArgs))
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{
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return null;
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}
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var openTiles = new PriorityQueue<ValueTuple<float, PathfindingNode>>(new PathfindingComparer());
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var gScores = new Dictionary<PathfindingNode, float>();
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var cameFrom = new Dictionary<PathfindingNode, PathfindingNode>();
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var closedTiles = new HashSet<PathfindingNode>();
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#if DEBUG
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var jumpNodes = new HashSet<PathfindingNode>();
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#endif
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PathfindingNode? currentNode = null;
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openTiles.Add((0, _startNode));
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gScores[_startNode] = 0.0f;
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var routeFound = false;
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var count = 0;
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while (openTiles.Count > 0)
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{
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count++;
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// JPS probably getting a lot fewer nodes than A* is
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if (count % 5 == 0 && count > 0)
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{
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await SuspendIfOutOfTime();
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}
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(_, currentNode) = openTiles.Take();
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if (currentNode.Equals(_endNode))
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{
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routeFound = true;
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break;
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}
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foreach (var node in currentNode.GetNeighbors())
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{
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var direction = PathfindingHelpers.RelativeDirection(node, currentNode);
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var jumpNode = GetJumpPoint(currentNode, direction, _endNode);
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if (jumpNode != null && !closedTiles.Contains(jumpNode))
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{
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closedTiles.Add(jumpNode);
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#if DEBUG
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jumpNodes.Add(jumpNode);
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#endif
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// GetJumpPoint should already check if we can traverse to the node
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var tileCost = PathfindingHelpers.GetTileCost(_pathfindingArgs, currentNode, jumpNode);
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if (tileCost == null)
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{
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throw new InvalidOperationException();
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}
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var gScore = gScores[currentNode] + tileCost.Value;
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if (gScores.TryGetValue(jumpNode, out var nextValue) && gScore >= nextValue)
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{
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continue;
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}
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cameFrom[jumpNode] = currentNode;
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gScores[jumpNode] = gScore;
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// pFactor is tie-breaker where the fscore is otherwise equal.
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// See http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html#breaking-ties
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// There's other ways to do it but future consideration
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var fScore = gScores[jumpNode] + PathfindingHelpers.OctileDistance(_endNode, jumpNode) * (1.0f + 1.0f / 1000.0f);
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openTiles.Add((fScore, jumpNode));
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}
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}
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}
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if (!routeFound)
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{
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return null;
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}
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DebugTools.AssertNotNull(currentNode);
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var route = PathfindingHelpers.ReconstructJumpPath(cameFrom, currentNode!);
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if (route.Count == 1)
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{
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return null;
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}
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#if DEBUG
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// Need to get data into an easier format to send to the relevant clients
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if (DebugRoute != null && route.Count > 0)
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{
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var debugJumpNodes = new HashSet<TileRef>(jumpNodes.Count);
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foreach (var node in jumpNodes)
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{
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debugJumpNodes.Add(node.TileRef);
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}
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var debugRoute = new SharedAiDebug.JpsRouteDebug(
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_pathfindingArgs.Uid,
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route,
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debugJumpNodes,
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DebugTime);
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DebugRoute.Invoke(debugRoute);
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}
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#endif
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return route;
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}
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private PathfindingNode? GetJumpPoint(PathfindingNode currentNode, Direction direction, PathfindingNode endNode)
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{
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var count = 0;
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while (count < 1000)
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{
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count++;
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PathfindingNode? nextNode = null;
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foreach (var node in currentNode.GetNeighbors())
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{
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if (PathfindingHelpers.RelativeDirection(node, currentNode) == direction)
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{
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nextNode = node;
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break;
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}
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}
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// We'll do opposite DirectionTraversable just because of how the method's setup
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// Nodes should be 2-way anyway.
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if (nextNode == null ||
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PathfindingHelpers.GetTileCost(_pathfindingArgs, currentNode, nextNode) == null)
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{
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return null;
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}
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if (nextNode == endNode)
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{
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return endNode;
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}
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// Horizontal and vertical are treated the same i.e.
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// They only check in their specific direction
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// (So Going North means you check NorthWest and NorthEast to see if we're a jump point)
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// Diagonals also check the cardinal directions at the same time at the same time
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// See https://harablog.wordpress.com/2011/09/07/jump-point-search/ for original description
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switch (direction)
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{
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case Direction.East:
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if (IsCardinalJumpPoint(direction, nextNode))
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{
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return nextNode;
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}
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break;
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case Direction.NorthEast:
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if (IsDiagonalJumpPoint(direction, nextNode))
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{
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return nextNode;
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}
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if (GetJumpPoint(nextNode, Direction.North, endNode) != null || GetJumpPoint(nextNode, Direction.East, endNode) != null)
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{
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return nextNode;
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}
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break;
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case Direction.North:
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if (IsCardinalJumpPoint(direction, nextNode))
|
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{
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return nextNode;
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}
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break;
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case Direction.NorthWest:
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if (IsDiagonalJumpPoint(direction, nextNode))
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{
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return nextNode;
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}
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if (GetJumpPoint(nextNode, Direction.North, endNode) != null || GetJumpPoint(nextNode, Direction.West, endNode) != null)
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||||
{
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return nextNode;
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||||
}
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break;
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case Direction.West:
|
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if (IsCardinalJumpPoint(direction, nextNode))
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||||
{
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||||
return nextNode;
|
||||
}
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||||
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break;
|
||||
case Direction.SouthWest:
|
||||
if (IsDiagonalJumpPoint(direction, nextNode))
|
||||
{
|
||||
return nextNode;
|
||||
}
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||||
|
||||
if (GetJumpPoint(nextNode, Direction.South, endNode) != null || GetJumpPoint(nextNode, Direction.West, endNode) != null)
|
||||
{
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return nextNode;
|
||||
}
|
||||
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||||
break;
|
||||
case Direction.South:
|
||||
if (IsCardinalJumpPoint(direction, nextNode))
|
||||
{
|
||||
return nextNode;
|
||||
}
|
||||
|
||||
break;
|
||||
case Direction.SouthEast:
|
||||
if (IsDiagonalJumpPoint(direction, nextNode))
|
||||
{
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||||
return nextNode;
|
||||
}
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||||
|
||||
if (GetJumpPoint(nextNode, Direction.South, endNode) != null || GetJumpPoint(nextNode, Direction.East, endNode) != null)
|
||||
{
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||||
return nextNode;
|
||||
}
|
||||
|
||||
break;
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException(nameof(direction), direction, null);
|
||||
}
|
||||
|
||||
currentNode = nextNode;
|
||||
}
|
||||
|
||||
Logger.WarningS("pathfinding", "Recursion found in JPS pathfinder");
|
||||
return null;
|
||||
}
|
||||
|
||||
private bool IsDiagonalJumpPoint(Direction direction, PathfindingNode currentNode)
|
||||
{
|
||||
// If we're going diagonally need to check all cardinals.
|
||||
// I tried just casting direction ints and offsets to make it smaller but brain no worky.
|
||||
// From NorthEast we check (Closed / Open) S - SE, W - NW
|
||||
|
||||
PathfindingNode? openNeighborOne = null;
|
||||
PathfindingNode? closedNeighborOne = null;
|
||||
PathfindingNode? openNeighborTwo = null;
|
||||
PathfindingNode? closedNeighborTwo = null;
|
||||
|
||||
switch (direction)
|
||||
{
|
||||
case Direction.NorthEast:
|
||||
foreach (var neighbor in currentNode.GetNeighbors())
|
||||
{
|
||||
var neighborDirection = PathfindingHelpers.RelativeDirection(neighbor, currentNode);
|
||||
switch (neighborDirection)
|
||||
{
|
||||
case Direction.SouthEast:
|
||||
openNeighborOne = neighbor;
|
||||
break;
|
||||
case Direction.South:
|
||||
closedNeighborOne = neighbor;
|
||||
break;
|
||||
case Direction.NorthWest:
|
||||
openNeighborTwo = neighbor;
|
||||
break;
|
||||
case Direction.West:
|
||||
closedNeighborTwo = neighbor;
|
||||
break;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case Direction.SouthEast:
|
||||
foreach (var neighbor in currentNode.GetNeighbors())
|
||||
{
|
||||
var neighborDirection = PathfindingHelpers.RelativeDirection(neighbor, currentNode);
|
||||
switch (neighborDirection)
|
||||
{
|
||||
case Direction.NorthEast:
|
||||
openNeighborOne = neighbor;
|
||||
break;
|
||||
case Direction.North:
|
||||
closedNeighborOne = neighbor;
|
||||
break;
|
||||
case Direction.SouthWest:
|
||||
openNeighborTwo = neighbor;
|
||||
break;
|
||||
case Direction.West:
|
||||
closedNeighborTwo = neighbor;
|
||||
break;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case Direction.SouthWest:
|
||||
foreach (var neighbor in currentNode.GetNeighbors())
|
||||
{
|
||||
var neighborDirection = PathfindingHelpers.RelativeDirection(neighbor, currentNode);
|
||||
switch (neighborDirection)
|
||||
{
|
||||
case Direction.NorthWest:
|
||||
openNeighborOne = neighbor;
|
||||
break;
|
||||
case Direction.North:
|
||||
closedNeighborOne = neighbor;
|
||||
break;
|
||||
case Direction.SouthEast:
|
||||
openNeighborTwo = neighbor;
|
||||
break;
|
||||
case Direction.East:
|
||||
closedNeighborTwo = neighbor;
|
||||
break;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case Direction.NorthWest:
|
||||
foreach (var neighbor in currentNode.GetNeighbors())
|
||||
{
|
||||
var neighborDirection = PathfindingHelpers.RelativeDirection(neighbor, currentNode);
|
||||
switch (neighborDirection)
|
||||
{
|
||||
case Direction.SouthWest:
|
||||
openNeighborOne = neighbor;
|
||||
break;
|
||||
case Direction.South:
|
||||
closedNeighborOne = neighbor;
|
||||
break;
|
||||
case Direction.NorthEast:
|
||||
openNeighborTwo = neighbor;
|
||||
break;
|
||||
case Direction.East:
|
||||
closedNeighborTwo = neighbor;
|
||||
break;
|
||||
}
|
||||
}
|
||||
break;
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException();
|
||||
}
|
||||
|
||||
if ((closedNeighborOne == null || PathfindingHelpers.GetTileCost(_pathfindingArgs, currentNode, closedNeighborOne) == null)
|
||||
&& openNeighborOne != null && PathfindingHelpers.GetTileCost(_pathfindingArgs, currentNode, openNeighborOne) != null)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
if ((closedNeighborTwo == null || PathfindingHelpers.GetTileCost(_pathfindingArgs, currentNode, closedNeighborTwo) == null)
|
||||
&& openNeighborTwo != null && PathfindingHelpers.GetTileCost(_pathfindingArgs, currentNode, openNeighborTwo) != null)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check to see if the node is a jump point (only works for cardinal directions)
|
||||
/// </summary>
|
||||
private bool IsCardinalJumpPoint(Direction direction, PathfindingNode currentNode)
|
||||
{
|
||||
PathfindingNode? openNeighborOne = null;
|
||||
PathfindingNode? closedNeighborOne = null;
|
||||
PathfindingNode? openNeighborTwo = null;
|
||||
PathfindingNode? closedNeighborTwo = null;
|
||||
|
||||
switch (direction)
|
||||
{
|
||||
case Direction.North:
|
||||
foreach (var neighbor in currentNode.GetNeighbors())
|
||||
{
|
||||
var neighborDirection = PathfindingHelpers.RelativeDirection(neighbor, currentNode);
|
||||
switch (neighborDirection)
|
||||
{
|
||||
case Direction.NorthEast:
|
||||
openNeighborOne = neighbor;
|
||||
break;
|
||||
case Direction.East:
|
||||
closedNeighborOne = neighbor;
|
||||
break;
|
||||
case Direction.NorthWest:
|
||||
openNeighborTwo = neighbor;
|
||||
break;
|
||||
case Direction.West:
|
||||
closedNeighborTwo = neighbor;
|
||||
break;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case Direction.East:
|
||||
foreach (var neighbor in currentNode.GetNeighbors())
|
||||
{
|
||||
var neighborDirection = PathfindingHelpers.RelativeDirection(neighbor, currentNode);
|
||||
switch (neighborDirection)
|
||||
{
|
||||
case Direction.NorthEast:
|
||||
openNeighborOne = neighbor;
|
||||
break;
|
||||
case Direction.North:
|
||||
closedNeighborOne = neighbor;
|
||||
break;
|
||||
case Direction.SouthEast:
|
||||
openNeighborTwo = neighbor;
|
||||
break;
|
||||
case Direction.South:
|
||||
closedNeighborTwo = neighbor;
|
||||
break;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case Direction.South:
|
||||
foreach (var neighbor in currentNode.GetNeighbors())
|
||||
{
|
||||
var neighborDirection = PathfindingHelpers.RelativeDirection(neighbor, currentNode);
|
||||
switch (neighborDirection)
|
||||
{
|
||||
case Direction.SouthEast:
|
||||
openNeighborOne = neighbor;
|
||||
break;
|
||||
case Direction.East:
|
||||
closedNeighborOne = neighbor;
|
||||
break;
|
||||
case Direction.SouthWest:
|
||||
openNeighborTwo = neighbor;
|
||||
break;
|
||||
case Direction.West:
|
||||
closedNeighborTwo = neighbor;
|
||||
break;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case Direction.West:
|
||||
foreach (var neighbor in currentNode.GetNeighbors())
|
||||
{
|
||||
var neighborDirection = PathfindingHelpers.RelativeDirection(neighbor, currentNode);
|
||||
switch (neighborDirection)
|
||||
{
|
||||
case Direction.NorthWest:
|
||||
openNeighborOne = neighbor;
|
||||
break;
|
||||
case Direction.North:
|
||||
closedNeighborOne = neighbor;
|
||||
break;
|
||||
case Direction.SouthWest:
|
||||
openNeighborTwo = neighbor;
|
||||
break;
|
||||
case Direction.South:
|
||||
closedNeighborTwo = neighbor;
|
||||
break;
|
||||
}
|
||||
}
|
||||
break;
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException();
|
||||
}
|
||||
|
||||
if ((closedNeighborOne == null || !PathfindingHelpers.Traversable(_pathfindingArgs.CollisionMask, _pathfindingArgs.Access, closedNeighborOne)) &&
|
||||
openNeighborOne != null && PathfindingHelpers.Traversable(_pathfindingArgs.CollisionMask, _pathfindingArgs.Access, openNeighborOne))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
if ((closedNeighborTwo == null || !PathfindingHelpers.Traversable(_pathfindingArgs.CollisionMask, _pathfindingArgs.Access, closedNeighborTwo)) &&
|
||||
openNeighborTwo != null && PathfindingHelpers.Traversable(_pathfindingArgs.CollisionMask, _pathfindingArgs.Access, openNeighborTwo))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
45
Content.Server/AI/Pathfinding/Pathfinders/PathfindingArgs.cs
Normal file
45
Content.Server/AI/Pathfinding/Pathfinders/PathfindingArgs.cs
Normal file
@@ -0,0 +1,45 @@
|
||||
using System.Collections.Generic;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Map;
|
||||
|
||||
namespace Content.Server.AI.Pathfinding.Pathfinders
|
||||
{
|
||||
public struct PathfindingArgs
|
||||
{
|
||||
public EntityUid Uid { get; }
|
||||
public ICollection<string> Access { get; }
|
||||
public int CollisionMask { get; }
|
||||
public TileRef Start { get; }
|
||||
public TileRef End { get; }
|
||||
// How close we need to get to the endpoint to be 'done'
|
||||
public float Proximity { get; }
|
||||
// Whether we use cardinal only or not
|
||||
public bool AllowDiagonals { get; }
|
||||
// Can we go through walls
|
||||
public bool NoClip { get; }
|
||||
// Can we traverse space tiles
|
||||
public bool AllowSpace { get; }
|
||||
|
||||
public PathfindingArgs(
|
||||
EntityUid entityUid,
|
||||
ICollection<string> access,
|
||||
int collisionMask,
|
||||
TileRef start,
|
||||
TileRef end,
|
||||
float proximity = 0.0f,
|
||||
bool allowDiagonals = true,
|
||||
bool noClip = false,
|
||||
bool allowSpace = false)
|
||||
{
|
||||
Uid = entityUid;
|
||||
Access = access;
|
||||
CollisionMask = collisionMask;
|
||||
Start = start;
|
||||
End = end;
|
||||
Proximity = proximity;
|
||||
AllowDiagonals = allowDiagonals;
|
||||
NoClip = noClip;
|
||||
AllowSpace = allowSpace;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,13 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Content.Server.AI.Pathfinding.Pathfinders
|
||||
{
|
||||
public class PathfindingComparer : IComparer<ValueTuple<float, PathfindingNode>>
|
||||
{
|
||||
public int Compare((float, PathfindingNode) x, (float, PathfindingNode) y)
|
||||
{
|
||||
return y.Item1.CompareTo(x.Item1);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user