469 lines
15 KiB
C#
469 lines
15 KiB
C#
using Content.Shared.StationAi;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Physics;
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using Robust.Shared.Threading;
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using Robust.Shared.Utility;
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namespace Content.Shared.Silicons.StationAi;
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public sealed class StationAiVisionSystem : EntitySystem
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{
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/*
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* This class handles 2 things:
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* 1. It handles general "what tiles are visible" line of sight checks.
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* 2. It does single-tile lookups to tell if they're visible or not with support for a faster range-only path.
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*/
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[Dependency] private readonly IParallelManager _parallel = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly SharedMapSystem _maps = default!;
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[Dependency] private readonly SharedTransformSystem _xforms = default!;
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private SeedJob _seedJob;
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private ViewJob _job;
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private readonly HashSet<Entity<OccluderComponent>> _occluders = new();
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private readonly HashSet<Entity<StationAiVisionComponent>> _seeds = new();
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private readonly HashSet<Vector2i> _viewportTiles = new();
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private EntityQuery<OccluderComponent> _occluderQuery;
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// Dummy set
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private readonly HashSet<Vector2i> _singleTiles = new();
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// Occupied tiles per-run.
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// For now it's only 1-grid supported but updating to TileRefs if required shouldn't be too hard.
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private readonly HashSet<Vector2i> _opaque = new();
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/// <summary>
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/// Do we skip line of sight checks and just check vision ranges.
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/// </summary>
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private bool FastPath;
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public override void Initialize()
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{
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base.Initialize();
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_occluderQuery = GetEntityQuery<OccluderComponent>();
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_seedJob = new()
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{
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System = this,
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};
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_job = new ViewJob()
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{
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EntManager = EntityManager,
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Maps = _maps,
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System = this,
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VisibleTiles = _singleTiles,
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};
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}
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/// <summary>
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/// Returns whether a tile is accessible based on vision.
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/// </summary>
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public bool IsAccessible(Entity<BroadphaseComponent, MapGridComponent> grid, Vector2i tile, float expansionSize = 8.5f, bool fastPath = false)
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{
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_viewportTiles.Clear();
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_opaque.Clear();
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_seeds.Clear();
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_viewportTiles.Add(tile);
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var localBounds = _lookup.GetLocalBounds(tile, grid.Comp2.TileSize);
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var expandedBounds = localBounds.Enlarged(expansionSize);
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_seedJob.Grid = (grid.Owner, grid.Comp2);
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_seedJob.ExpandedBounds = expandedBounds;
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_parallel.ProcessNow(_seedJob);
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_job.Data.Clear();
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FastPath = fastPath;
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foreach (var seed in _seeds)
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{
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if (!seed.Comp.Enabled)
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continue;
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_job.Data.Add(seed);
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}
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if (_seeds.Count == 0)
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return false;
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// Skip occluders step if we're just doing range checks.
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if (!fastPath)
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{
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var tileEnumerator = _maps.GetLocalTilesEnumerator(grid, grid, expandedBounds, ignoreEmpty: false);
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// Get all other relevant tiles.
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while (tileEnumerator.MoveNext(out var tileRef))
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{
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if (IsOccluded(grid, tileRef.GridIndices))
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{
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_opaque.Add(tileRef.GridIndices);
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}
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}
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}
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for (var i = _job.Vis1.Count; i < _job.Data.Count; i++)
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{
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_job.Vis1.Add(new Dictionary<Vector2i, int>());
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_job.Vis2.Add(new Dictionary<Vector2i, int>());
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_job.SeedTiles.Add(new HashSet<Vector2i>());
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_job.BoundaryTiles.Add(new HashSet<Vector2i>());
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}
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_singleTiles.Clear();
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_job.Grid = (grid.Owner, grid.Comp2);
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_job.VisibleTiles = _singleTiles;
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_parallel.ProcessNow(_job, _job.Data.Count);
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return _job.VisibleTiles.Contains(tile);
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}
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private bool IsOccluded(Entity<BroadphaseComponent, MapGridComponent> grid, Vector2i tile)
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{
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var tileBounds = _lookup.GetLocalBounds(tile, grid.Comp2.TileSize).Enlarged(-0.05f);
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_occluders.Clear();
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_lookup.GetLocalEntitiesIntersecting((grid.Owner, grid.Comp1), tileBounds, _occluders, query: _occluderQuery, flags: LookupFlags.Static | LookupFlags.Approximate);
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var anyOccluders = false;
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foreach (var occluder in _occluders)
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{
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if (!occluder.Comp.Enabled)
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continue;
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anyOccluders = true;
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break;
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}
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return anyOccluders;
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}
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/// <summary>
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/// Gets a byond-equivalent for tiles in the specified worldAABB.
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/// </summary>
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/// <param name="expansionSize">How much to expand the bounds before to find vision intersecting it. Makes this the largest vision size + 1 tile.</param>
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public void GetView(Entity<BroadphaseComponent, MapGridComponent> grid, Box2Rotated worldBounds, HashSet<Vector2i> visibleTiles, float expansionSize = 8.5f)
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{
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_viewportTiles.Clear();
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_opaque.Clear();
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_seeds.Clear();
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// TODO: Would be nice to be able to run this while running the other stuff.
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_seedJob.Grid = (grid.Owner, grid.Comp2);
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var invMatrix = _xforms.GetInvWorldMatrix(grid);
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var localAabb = invMatrix.TransformBox(worldBounds);
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var enlargedLocalAabb = invMatrix.TransformBox(worldBounds.Enlarged(expansionSize));
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_seedJob.ExpandedBounds = enlargedLocalAabb;
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_parallel.ProcessNow(_seedJob);
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_job.Data.Clear();
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FastPath = false;
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foreach (var seed in _seeds)
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{
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if (!seed.Comp.Enabled)
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continue;
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_job.Data.Add(seed);
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}
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if (_seeds.Count == 0)
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return;
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// Get viewport tiles
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var tileEnumerator = _maps.GetLocalTilesEnumerator(grid, grid, localAabb, ignoreEmpty: false);
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while (tileEnumerator.MoveNext(out var tileRef))
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{
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if (IsOccluded(grid, tileRef.GridIndices))
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{
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_opaque.Add(tileRef.GridIndices);
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}
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_viewportTiles.Add(tileRef.GridIndices);
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}
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tileEnumerator = _maps.GetLocalTilesEnumerator(grid, grid, enlargedLocalAabb, ignoreEmpty: false);
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while (tileEnumerator.MoveNext(out var tileRef))
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{
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if (_viewportTiles.Contains(tileRef.GridIndices))
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continue;
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if (IsOccluded(grid, tileRef.GridIndices))
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{
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_opaque.Add(tileRef.GridIndices);
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}
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}
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// Wait for seed job here
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for (var i = _job.Vis1.Count; i < _job.Data.Count; i++)
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{
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_job.Vis1.Add(new Dictionary<Vector2i, int>());
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_job.Vis2.Add(new Dictionary<Vector2i, int>());
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_job.SeedTiles.Add(new HashSet<Vector2i>());
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_job.BoundaryTiles.Add(new HashSet<Vector2i>());
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}
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_job.Grid = (grid.Owner, grid.Comp2);
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_job.VisibleTiles = visibleTiles;
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_parallel.ProcessNow(_job, _job.Data.Count);
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}
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private int GetMaxDelta(Vector2i tile, Vector2i center)
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{
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var delta = tile - center;
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return Math.Max(Math.Abs(delta.X), Math.Abs(delta.Y));
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}
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private int GetSumDelta(Vector2i tile, Vector2i center)
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{
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var delta = tile - center;
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return Math.Abs(delta.X) + Math.Abs(delta.Y);
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}
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/// <summary>
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/// Checks if any of a tile's neighbors are visible.
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/// </summary>
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private bool CheckNeighborsVis(
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Dictionary<Vector2i, int> vis,
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Vector2i index,
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int d)
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{
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for (var x = -1; x <= 1; x++)
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{
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for (var y = -1; y <= 1; y++)
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{
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if (x == 0 && y == 0)
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continue;
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var neighbor = index + new Vector2i(x, y);
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var neighborD = vis.GetValueOrDefault(neighbor);
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if (neighborD == d)
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Checks whether this tile fits the definition of a "corner"
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/// </summary>
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private bool IsCorner(
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HashSet<Vector2i> tiles,
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HashSet<Vector2i> blocked,
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Dictionary<Vector2i, int> vis1,
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Vector2i index,
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Vector2i delta)
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{
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var diagonalIndex = index + delta;
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if (!tiles.TryGetValue(diagonalIndex, out var diagonal))
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return false;
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var cardinal1 = new Vector2i(index.X, diagonal.Y);
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var cardinal2 = new Vector2i(diagonal.X, index.Y);
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return vis1.GetValueOrDefault(diagonal) != 0 &&
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vis1.GetValueOrDefault(cardinal1) != 0 &&
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vis1.GetValueOrDefault(cardinal2) != 0 &&
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blocked.Contains(cardinal1) &&
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blocked.Contains(cardinal2) &&
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!blocked.Contains(diagonal);
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}
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/// <summary>
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/// Gets the relevant vision seeds for later.
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/// </summary>
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private record struct SeedJob() : IRobustJob
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{
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public required StationAiVisionSystem System;
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public Entity<MapGridComponent> Grid;
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public Box2 ExpandedBounds;
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public void Execute()
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{
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System._lookup.GetLocalEntitiesIntersecting(Grid.Owner, ExpandedBounds, System._seeds, flags: LookupFlags.All | LookupFlags.Approximate);
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}
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}
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private record struct ViewJob() : IParallelRobustJob
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{
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public int BatchSize => 1;
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public required IEntityManager EntManager;
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public required SharedMapSystem Maps;
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public required StationAiVisionSystem System;
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public Entity<MapGridComponent> Grid;
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public List<Entity<StationAiVisionComponent>> Data = new();
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public required HashSet<Vector2i> VisibleTiles;
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public readonly List<Dictionary<Vector2i, int>> Vis1 = new();
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public readonly List<Dictionary<Vector2i, int>> Vis2 = new();
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public readonly List<HashSet<Vector2i>> SeedTiles = new();
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public readonly List<HashSet<Vector2i>> BoundaryTiles = new();
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public void Execute(int index)
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{
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var seed = Data[index];
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var seedXform = EntManager.GetComponent<TransformComponent>(seed);
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// Fastpath just get tiles in range.
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// Either xray-vision or system is doing a quick-and-dirty check.
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if (!seed.Comp.Occluded || System.FastPath)
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{
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var squircles = Maps.GetLocalTilesIntersecting(Grid.Owner,
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Grid.Comp,
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new Circle(System._xforms.GetWorldPosition(seedXform), seed.Comp.Range), ignoreEmpty: false);
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lock (VisibleTiles)
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{
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foreach (var tile in squircles)
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{
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VisibleTiles.Add(tile.GridIndices);
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}
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}
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return;
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}
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// Code based upon https://github.com/OpenDreamProject/OpenDream/blob/c4a3828ccb997bf3722673620460ebb11b95ccdf/OpenDreamShared/Dream/ViewAlgorithm.cs
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var range = seed.Comp.Range;
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var vis1 = Vis1[index];
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var vis2 = Vis2[index];
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var seedTiles = SeedTiles[index];
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var boundary = BoundaryTiles[index];
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// Cleanup last run
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vis1.Clear();
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vis2.Clear();
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seedTiles.Clear();
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boundary.Clear();
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var maxDepthMax = 0;
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var sumDepthMax = 0;
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var eyePos = Maps.GetTileRef(Grid.Owner, Grid, seedXform.Coordinates).GridIndices;
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for (var x = Math.Floor(eyePos.X - range); x <= eyePos.X + range; x++)
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{
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for (var y = Math.Floor(eyePos.Y - range); y <= eyePos.Y + range; y++)
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{
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var tile = new Vector2i((int)x, (int)y);
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var delta = tile - eyePos;
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var xDelta = Math.Abs(delta.X);
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var yDelta = Math.Abs(delta.Y);
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var deltaSum = xDelta + yDelta;
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maxDepthMax = Math.Max(maxDepthMax, Math.Max(xDelta, yDelta));
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sumDepthMax = Math.Max(sumDepthMax, deltaSum);
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seedTiles.Add(tile);
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}
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}
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// Step 3, Diagonal shadow loop
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for (var d = 0; d < maxDepthMax; d++)
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{
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foreach (var tile in seedTiles)
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{
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var maxDelta = System.GetMaxDelta(tile, eyePos);
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if (maxDelta == d + 1 && System.CheckNeighborsVis(vis2, tile, d))
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{
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vis2[tile] = (System._opaque.Contains(tile) ? -1 : d + 1);
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}
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}
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}
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// Step 4, Straight shadow loop
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for (var d = 0; d < sumDepthMax; d++)
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{
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foreach (var tile in seedTiles)
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{
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var sumDelta = System.GetSumDelta(tile, eyePos);
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if (sumDelta == d + 1 && System.CheckNeighborsVis(vis1, tile, d))
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{
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if (System._opaque.Contains(tile))
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{
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vis1[tile] = -1;
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}
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else if (vis2.GetValueOrDefault(tile) != 0)
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{
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vis1[tile] = d + 1;
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}
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}
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}
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}
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// Add the eye itself
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vis1[eyePos] = 1;
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// Step 6.
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// Step 7.
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// Step 8.
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foreach (var tile in seedTiles)
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{
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vis2[tile] = vis1.GetValueOrDefault(tile, 0);
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}
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// Step 9
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foreach (var tile in seedTiles)
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{
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if (!System._opaque.Contains(tile))
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continue;
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var tileVis1 = vis1.GetValueOrDefault(tile);
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if (tileVis1 != 0)
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continue;
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if (System.IsCorner(seedTiles, System._opaque, vis1, tile, Vector2i.UpRight) ||
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System.IsCorner(seedTiles, System._opaque, vis1, tile, Vector2i.UpLeft) ||
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System.IsCorner(seedTiles, System._opaque, vis1, tile, Vector2i.DownLeft) ||
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System.IsCorner(seedTiles, System._opaque, vis1, tile, Vector2i.DownRight))
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{
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boundary.Add(tile);
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}
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}
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// Make all wall/corner tiles visible
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foreach (var tile in boundary)
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{
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vis1[tile] = -1;
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}
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// vis2 is what we care about for LOS.
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foreach (var tile in seedTiles)
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{
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// If not in viewport don't care.
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if (!System._viewportTiles.Contains(tile))
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continue;
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var tileVis = vis1.GetValueOrDefault(tile, 0);
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if (tileVis != 0)
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{
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// No idea if it's better to do this inside or out.
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lock (VisibleTiles)
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{
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VisibleTiles.Add(tile);
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}
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}
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}
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}
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}
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}
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