@@ -0,0 +1,9 @@
|
||||
using Robust.Shared.GameStates;
|
||||
|
||||
namespace Content.Shared.Silicons.StationAi;
|
||||
|
||||
/// <summary>
|
||||
/// Handles the static overlay for station AI.
|
||||
/// </summary>
|
||||
[RegisterComponent, NetworkedComponent]
|
||||
public sealed partial class StationAiOverlayComponent : Component;
|
||||
@@ -0,0 +1,19 @@
|
||||
using Robust.Shared.GameStates;
|
||||
|
||||
namespace Content.Shared.Silicons.StationAi;
|
||||
|
||||
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]//, Access(typeof(SharedStationAiSystem))]
|
||||
public sealed partial class StationAiVisionComponent : Component
|
||||
{
|
||||
[DataField, AutoNetworkedField]
|
||||
public bool Enabled = true;
|
||||
|
||||
[DataField, AutoNetworkedField]
|
||||
public bool Occluded = true;
|
||||
|
||||
/// <summary>
|
||||
/// Range in tiles
|
||||
/// </summary>
|
||||
[DataField, AutoNetworkedField]
|
||||
public float Range = 7.5f;
|
||||
}
|
||||
518
Content.Shared/Silicons/StationAi/StationAiVisionSystem.cs
Normal file
518
Content.Shared/Silicons/StationAi/StationAiVisionSystem.cs
Normal file
@@ -0,0 +1,518 @@
|
||||
using Robust.Shared.Map.Components;
|
||||
using Robust.Shared.Threading;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Content.Shared.Silicons.StationAi;
|
||||
|
||||
public sealed class StationAiVisionSystem : EntitySystem
|
||||
{
|
||||
/*
|
||||
* This class handles 2 things:
|
||||
* 1. It handles general "what tiles are visible" line of sight checks.
|
||||
* 2. It does single-tile lookups to tell if they're visible or not with support for a faster range-only path.
|
||||
*/
|
||||
|
||||
[Dependency] private readonly IParallelManager _parallel = default!;
|
||||
[Dependency] private readonly EntityLookupSystem _lookup = default!;
|
||||
[Dependency] private readonly SharedMapSystem _maps = default!;
|
||||
[Dependency] private readonly SharedTransformSystem _xforms = default!;
|
||||
|
||||
private SeedJob _seedJob;
|
||||
private ViewJob _job;
|
||||
|
||||
private readonly HashSet<Entity<OccluderComponent>> _occluders = new();
|
||||
private readonly HashSet<Entity<StationAiVisionComponent>> _seeds = new();
|
||||
private readonly HashSet<Vector2i> _viewportTiles = new();
|
||||
|
||||
// Dummy set
|
||||
private readonly HashSet<Vector2i> _singleTiles = new();
|
||||
|
||||
// Occupied tiles per-run.
|
||||
// For now it's only 1-grid supported but updating to TileRefs if required shouldn't be too hard.
|
||||
private readonly HashSet<Vector2i> _opaque = new();
|
||||
|
||||
/// <summary>
|
||||
/// Do we skip line of sight checks and just check vision ranges.
|
||||
/// </summary>
|
||||
private bool FastPath;
|
||||
|
||||
/// <summary>
|
||||
/// Have we found the target tile if we're only checking for a single one.
|
||||
/// </summary>
|
||||
private bool TargetFound;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
_seedJob = new()
|
||||
{
|
||||
System = this,
|
||||
};
|
||||
|
||||
_job = new ViewJob()
|
||||
{
|
||||
EntManager = EntityManager,
|
||||
Maps = _maps,
|
||||
System = this,
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns whether a tile is accessible based on vision.
|
||||
/// </summary>
|
||||
public bool IsAccessible(Entity<MapGridComponent> grid, Vector2i tile, float expansionSize = 8.5f, bool fastPath = false)
|
||||
{
|
||||
_viewportTiles.Clear();
|
||||
_opaque.Clear();
|
||||
_seeds.Clear();
|
||||
_viewportTiles.Add(tile);
|
||||
var localBounds = _lookup.GetLocalBounds(tile, grid.Comp.TileSize);
|
||||
var expandedBounds = localBounds.Enlarged(expansionSize);
|
||||
|
||||
_seedJob.Grid = grid;
|
||||
_seedJob.ExpandedBounds = expandedBounds;
|
||||
_parallel.ProcessNow(_seedJob);
|
||||
_job.Data.Clear();
|
||||
FastPath = fastPath;
|
||||
|
||||
foreach (var seed in _seeds)
|
||||
{
|
||||
if (!seed.Comp.Enabled)
|
||||
continue;
|
||||
|
||||
_job.Data.Add(seed);
|
||||
}
|
||||
|
||||
if (_seeds.Count == 0)
|
||||
return false;
|
||||
|
||||
// Skip occluders step if we're just doing range checks.
|
||||
if (!fastPath)
|
||||
{
|
||||
var tileEnumerator = _maps.GetLocalTilesEnumerator(grid, grid, expandedBounds, ignoreEmpty: false);
|
||||
|
||||
// Get all other relevant tiles.
|
||||
while (tileEnumerator.MoveNext(out var tileRef))
|
||||
{
|
||||
var tileBounds = _lookup.GetLocalBounds(tileRef.GridIndices, grid.Comp.TileSize).Enlarged(-0.05f);
|
||||
|
||||
_occluders.Clear();
|
||||
_lookup.GetLocalEntitiesIntersecting(grid.Owner, tileBounds, _occluders, LookupFlags.Static);
|
||||
|
||||
if (_occluders.Count > 0)
|
||||
{
|
||||
_opaque.Add(tileRef.GridIndices);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (var i = _job.Vis1.Count; i < _job.Data.Count; i++)
|
||||
{
|
||||
_job.Vis1.Add(new Dictionary<Vector2i, int>());
|
||||
_job.Vis2.Add(new Dictionary<Vector2i, int>());
|
||||
_job.SeedTiles.Add(new HashSet<Vector2i>());
|
||||
_job.BoundaryTiles.Add(new HashSet<Vector2i>());
|
||||
}
|
||||
|
||||
_job.TargetTile = tile;
|
||||
TargetFound = false;
|
||||
_singleTiles.Clear();
|
||||
_job.Grid = grid;
|
||||
_job.VisibleTiles = _singleTiles;
|
||||
_parallel.ProcessNow(_job, _job.Data.Count);
|
||||
|
||||
return TargetFound;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets a byond-equivalent for tiles in the specified worldAABB.
|
||||
/// </summary>
|
||||
/// <param name="expansionSize">How much to expand the bounds before to find vision intersecting it. Makes this the largest vision size + 1 tile.</param>
|
||||
public void GetView(Entity<MapGridComponent> grid, Box2Rotated worldBounds, HashSet<Vector2i> visibleTiles, float expansionSize = 8.5f)
|
||||
{
|
||||
_viewportTiles.Clear();
|
||||
_opaque.Clear();
|
||||
_seeds.Clear();
|
||||
var expandedBounds = worldBounds.Enlarged(expansionSize);
|
||||
|
||||
// TODO: Would be nice to be able to run this while running the other stuff.
|
||||
_seedJob.Grid = grid;
|
||||
var localAABB = _xforms.GetInvWorldMatrix(grid).TransformBox(expandedBounds);
|
||||
_seedJob.ExpandedBounds = localAABB;
|
||||
_parallel.ProcessNow(_seedJob);
|
||||
_job.Data.Clear();
|
||||
FastPath = false;
|
||||
|
||||
foreach (var seed in _seeds)
|
||||
{
|
||||
if (!seed.Comp.Enabled)
|
||||
continue;
|
||||
|
||||
_job.Data.Add(seed);
|
||||
}
|
||||
|
||||
if (_seeds.Count == 0)
|
||||
return;
|
||||
|
||||
// Get viewport tiles
|
||||
var tileEnumerator = _maps.GetLocalTilesEnumerator(grid, grid, localAABB, ignoreEmpty: false);
|
||||
|
||||
while (tileEnumerator.MoveNext(out var tileRef))
|
||||
{
|
||||
var tileBounds = _lookup.GetLocalBounds(tileRef.GridIndices, grid.Comp.TileSize).Enlarged(-0.05f);
|
||||
|
||||
_occluders.Clear();
|
||||
_lookup.GetLocalEntitiesIntersecting(grid.Owner, tileBounds, _occluders, LookupFlags.Static);
|
||||
|
||||
if (_occluders.Count > 0)
|
||||
{
|
||||
_opaque.Add(tileRef.GridIndices);
|
||||
}
|
||||
|
||||
_viewportTiles.Add(tileRef.GridIndices);
|
||||
}
|
||||
|
||||
tileEnumerator = _maps.GetLocalTilesEnumerator(grid, grid, localAABB, ignoreEmpty: false);
|
||||
|
||||
// Get all other relevant tiles.
|
||||
while (tileEnumerator.MoveNext(out var tileRef))
|
||||
{
|
||||
if (_viewportTiles.Contains(tileRef.GridIndices))
|
||||
continue;
|
||||
|
||||
var tileBounds = _lookup.GetLocalBounds(tileRef.GridIndices, grid.Comp.TileSize).Enlarged(-0.05f);
|
||||
|
||||
_occluders.Clear();
|
||||
_lookup.GetLocalEntitiesIntersecting(grid.Owner, tileBounds, _occluders, LookupFlags.Static);
|
||||
|
||||
if (_occluders.Count > 0)
|
||||
{
|
||||
_opaque.Add(tileRef.GridIndices);
|
||||
}
|
||||
}
|
||||
|
||||
// Wait for seed job here
|
||||
|
||||
for (var i = _job.Vis1.Count; i < _job.Data.Count; i++)
|
||||
{
|
||||
_job.Vis1.Add(new Dictionary<Vector2i, int>());
|
||||
_job.Vis2.Add(new Dictionary<Vector2i, int>());
|
||||
_job.SeedTiles.Add(new HashSet<Vector2i>());
|
||||
_job.BoundaryTiles.Add(new HashSet<Vector2i>());
|
||||
}
|
||||
|
||||
_job.TargetTile = null;
|
||||
TargetFound = false;
|
||||
_job.Grid = grid;
|
||||
_job.VisibleTiles = visibleTiles;
|
||||
_parallel.ProcessNow(_job, _job.Data.Count);
|
||||
}
|
||||
|
||||
private int GetMaxDelta(Vector2i tile, Vector2i center)
|
||||
{
|
||||
var delta = tile - center;
|
||||
return Math.Max(Math.Abs(delta.X), Math.Abs(delta.Y));
|
||||
}
|
||||
|
||||
private int GetSumDelta(Vector2i tile, Vector2i center)
|
||||
{
|
||||
var delta = tile - center;
|
||||
return Math.Abs(delta.X) + Math.Abs(delta.Y);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if any of a tile's neighbors are visible.
|
||||
/// </summary>
|
||||
private bool CheckNeighborsVis(
|
||||
Dictionary<Vector2i, int> vis,
|
||||
Vector2i index,
|
||||
int d)
|
||||
{
|
||||
for (var x = -1; x <= 1; x++)
|
||||
{
|
||||
for (var y = -1; y <= 1; y++)
|
||||
{
|
||||
if (x == 0 && y == 0)
|
||||
continue;
|
||||
|
||||
var neighbor = index + new Vector2i(x, y);
|
||||
var neighborD = vis.GetValueOrDefault(neighbor);
|
||||
|
||||
if (neighborD == d)
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/// Checks whether this tile fits the definition of a "corner"
|
||||
/// </summary>
|
||||
private bool IsCorner(
|
||||
HashSet<Vector2i> tiles,
|
||||
HashSet<Vector2i> blocked,
|
||||
Dictionary<Vector2i, int> vis1,
|
||||
Vector2i index,
|
||||
Vector2i delta)
|
||||
{
|
||||
var diagonalIndex = index + delta;
|
||||
|
||||
if (!tiles.TryGetValue(diagonalIndex, out var diagonal))
|
||||
return false;
|
||||
|
||||
var cardinal1 = new Vector2i(index.X, diagonal.Y);
|
||||
var cardinal2 = new Vector2i(diagonal.X, index.Y);
|
||||
|
||||
return vis1.GetValueOrDefault(diagonal) != 0 &&
|
||||
vis1.GetValueOrDefault(cardinal1) != 0 &&
|
||||
vis1.GetValueOrDefault(cardinal2) != 0 &&
|
||||
blocked.Contains(cardinal1) &&
|
||||
blocked.Contains(cardinal2) &&
|
||||
!blocked.Contains(diagonal);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the relevant vision seeds for later.
|
||||
/// </summary>
|
||||
private record struct SeedJob() : IRobustJob
|
||||
{
|
||||
public StationAiVisionSystem System;
|
||||
|
||||
public Entity<MapGridComponent> Grid;
|
||||
public Box2 ExpandedBounds;
|
||||
|
||||
public void Execute()
|
||||
{
|
||||
System._lookup.GetLocalEntitiesIntersecting(Grid.Owner, ExpandedBounds, System._seeds);
|
||||
}
|
||||
}
|
||||
|
||||
private record struct ViewJob() : IParallelRobustJob
|
||||
{
|
||||
public int BatchSize => 1;
|
||||
|
||||
public IEntityManager EntManager;
|
||||
public SharedMapSystem Maps;
|
||||
public StationAiVisionSystem System;
|
||||
|
||||
public Entity<MapGridComponent> Grid;
|
||||
public List<Entity<StationAiVisionComponent>> Data = new();
|
||||
|
||||
// If we're doing range-checks might be able to early out
|
||||
public Vector2i? TargetTile;
|
||||
|
||||
public HashSet<Vector2i> VisibleTiles;
|
||||
|
||||
public readonly List<Dictionary<Vector2i, int>> Vis1 = new();
|
||||
public readonly List<Dictionary<Vector2i, int>> Vis2 = new();
|
||||
|
||||
public readonly List<HashSet<Vector2i>> SeedTiles = new();
|
||||
public readonly List<HashSet<Vector2i>> BoundaryTiles = new();
|
||||
|
||||
public void Execute(int index)
|
||||
{
|
||||
// If we're looking for a single tile then early-out if someone else has found it.
|
||||
if (TargetTile != null)
|
||||
{
|
||||
lock (System)
|
||||
{
|
||||
if (System.TargetFound)
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
var seed = Data[index];
|
||||
var seedXform = EntManager.GetComponent<TransformComponent>(seed);
|
||||
|
||||
// Fastpath just get tiles in range.
|
||||
// Either xray-vision or system is doing a quick-and-dirty check.
|
||||
if (!seed.Comp.Occluded || System.FastPath)
|
||||
{
|
||||
var squircles = Maps.GetLocalTilesIntersecting(Grid.Owner,
|
||||
Grid.Comp,
|
||||
new Circle(System._xforms.GetWorldPosition(seedXform), seed.Comp.Range), ignoreEmpty: false);
|
||||
|
||||
// Try to find the target tile.
|
||||
if (TargetTile != null)
|
||||
{
|
||||
foreach (var tile in squircles)
|
||||
{
|
||||
if (tile.GridIndices == TargetTile)
|
||||
{
|
||||
lock (System)
|
||||
{
|
||||
System.TargetFound = true;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
lock (VisibleTiles)
|
||||
{
|
||||
foreach (var tile in squircles)
|
||||
{
|
||||
VisibleTiles.Add(tile.GridIndices);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// Code based upon https://github.com/OpenDreamProject/OpenDream/blob/c4a3828ccb997bf3722673620460ebb11b95ccdf/OpenDreamShared/Dream/ViewAlgorithm.cs
|
||||
|
||||
var range = seed.Comp.Range;
|
||||
var vis1 = Vis1[index];
|
||||
var vis2 = Vis2[index];
|
||||
|
||||
var seedTiles = SeedTiles[index];
|
||||
var boundary = BoundaryTiles[index];
|
||||
|
||||
// Cleanup last run
|
||||
vis1.Clear();
|
||||
vis2.Clear();
|
||||
|
||||
seedTiles.Clear();
|
||||
boundary.Clear();
|
||||
|
||||
var maxDepthMax = 0;
|
||||
var sumDepthMax = 0;
|
||||
|
||||
var eyePos = Maps.GetTileRef(Grid.Owner, Grid, seedXform.Coordinates).GridIndices;
|
||||
|
||||
for (var x = Math.Floor(eyePos.X - range); x <= eyePos.X + range; x++)
|
||||
{
|
||||
for (var y = Math.Floor(eyePos.Y - range); y <= eyePos.Y + range; y++)
|
||||
{
|
||||
var tile = new Vector2i((int)x, (int)y);
|
||||
var delta = tile - eyePos;
|
||||
var xDelta = Math.Abs(delta.X);
|
||||
var yDelta = Math.Abs(delta.Y);
|
||||
|
||||
var deltaSum = xDelta + yDelta;
|
||||
|
||||
maxDepthMax = Math.Max(maxDepthMax, Math.Max(xDelta, yDelta));
|
||||
sumDepthMax = Math.Max(sumDepthMax, deltaSum);
|
||||
seedTiles.Add(tile);
|
||||
}
|
||||
}
|
||||
|
||||
// Step 3, Diagonal shadow loop
|
||||
for (var d = 0; d < maxDepthMax; d++)
|
||||
{
|
||||
foreach (var tile in seedTiles)
|
||||
{
|
||||
var maxDelta = System.GetMaxDelta(tile, eyePos);
|
||||
|
||||
if (maxDelta == d + 1 && System.CheckNeighborsVis(vis2, tile, d))
|
||||
{
|
||||
vis2[tile] = (System._opaque.Contains(tile) ? -1 : d + 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Step 4, Straight shadow loop
|
||||
for (var d = 0; d < sumDepthMax; d++)
|
||||
{
|
||||
foreach (var tile in seedTiles)
|
||||
{
|
||||
var sumDelta = System.GetSumDelta(tile, eyePos);
|
||||
|
||||
if (sumDelta == d + 1 && System.CheckNeighborsVis(vis1, tile, d))
|
||||
{
|
||||
if (System._opaque.Contains(tile))
|
||||
{
|
||||
vis1[tile] = -1;
|
||||
}
|
||||
else if (vis2.GetValueOrDefault(tile) != 0)
|
||||
{
|
||||
vis1[tile] = d + 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Add the eye itself
|
||||
vis1[eyePos] = 1;
|
||||
|
||||
// Step 6.
|
||||
|
||||
// Step 7.
|
||||
|
||||
// Step 8.
|
||||
foreach (var tile in seedTiles)
|
||||
{
|
||||
vis2[tile] = vis1.GetValueOrDefault(tile, 0);
|
||||
}
|
||||
|
||||
// Step 9
|
||||
foreach (var tile in seedTiles)
|
||||
{
|
||||
if (!System._opaque.Contains(tile))
|
||||
continue;
|
||||
|
||||
var tileVis1 = vis1.GetValueOrDefault(tile);
|
||||
|
||||
if (tileVis1 != 0)
|
||||
continue;
|
||||
|
||||
if (System.IsCorner(seedTiles, System._opaque, vis1, tile, Vector2i.UpRight) ||
|
||||
System.IsCorner(seedTiles, System._opaque, vis1, tile, Vector2i.UpLeft) ||
|
||||
System.IsCorner(seedTiles, System._opaque, vis1, tile, Vector2i.DownLeft) ||
|
||||
System.IsCorner(seedTiles, System._opaque, vis1, tile, Vector2i.DownRight))
|
||||
{
|
||||
boundary.Add(tile);
|
||||
}
|
||||
}
|
||||
|
||||
// Make all wall/corner tiles visible
|
||||
foreach (var tile in boundary)
|
||||
{
|
||||
vis1[tile] = -1;
|
||||
}
|
||||
|
||||
if (TargetTile != null)
|
||||
{
|
||||
if (vis2.TryGetValue(TargetTile.Value, out var tileVis2))
|
||||
{
|
||||
DebugTools.Assert(seedTiles.Contains(TargetTile.Value));
|
||||
|
||||
if (tileVis2 != 0)
|
||||
{
|
||||
lock (System)
|
||||
{
|
||||
System.TargetFound = true;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// vis2 is what we care about for LOS.
|
||||
foreach (var tile in seedTiles)
|
||||
{
|
||||
// If not in viewport don't care.
|
||||
if (!System._viewportTiles.Contains(tile))
|
||||
continue;
|
||||
|
||||
var tileVis2 = vis2.GetValueOrDefault(tile, 0);
|
||||
|
||||
if (tileVis2 != 0)
|
||||
{
|
||||
// No idea if it's better to do this inside or out.
|
||||
lock (VisibleTiles)
|
||||
{
|
||||
VisibleTiles.Add(tile);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user