feat: add pathfinding
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140
Client/Infrastructure/Service/AsyncPathMover.cs
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140
Client/Infrastructure/Service/AsyncPathMover.cs
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using Client.Application.ViewModels;
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using Client.Domain.DTO;
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using Client.Domain.Entities;
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using Client.Domain.Enums;
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using Client.Domain.Service;
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using Client.Domain.ValueObjects;
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using System;
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using System.Diagnostics;
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using System.Linq;
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using System.Runtime.CompilerServices;
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using System.Text;
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using System.Threading;
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using System.Threading.Tasks;
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using System.Xml.Linq;
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namespace Client.Infrastructure.Service
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{
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public class AsyncPathMover : AsyncPathMoverInterface
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{
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private readonly WorldHandler worldHandler;
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private readonly PathfinderInterface pathfinder;
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private readonly int pathNumberOfAttempts;
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private readonly double nodeWaitingTime;
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private readonly int nodeDistanceTolerance;
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private readonly int nextNodeDistanceTolerance;
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private CancellationTokenSource? cancellationTokenSource;
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public ObservableCollection<PathSegment> Path { get; private set; } = new ObservableCollection<PathSegment>();
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public async Task MoveUntilReachedAsync(Vector3 location)
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{
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var remainingAttempts = pathNumberOfAttempts;
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while (!await MoveAsync(location) && remainingAttempts > 0)
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{
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remainingAttempts--;
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}
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}
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public async Task<bool> MoveAsync(Vector3 location)
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{
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if (cancellationTokenSource != null)
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{
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cancellationTokenSource.Cancel();
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cancellationTokenSource.Dispose();
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}
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cancellationTokenSource = new CancellationTokenSource();
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var cancellationToken = cancellationTokenSource.Token;
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try
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{
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return await Task.Run(() =>
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{
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cancellationToken.ThrowIfCancellationRequested();
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Debug.WriteLine("Find path start");
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FindPath(location);
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Debug.WriteLine("Find path finish");
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foreach (var node in Path.ToList())
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{
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worldHandler.RequestMoveToLocation(node.To);
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if (!WaitForNodeReaching(cancellationToken, node))
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{
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return false;
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}
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Path.Remove(node);
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}
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return true;
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}, cancellationToken);
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}
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catch (OperationCanceledException)
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{
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return true;
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}
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}
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public AsyncPathMover(WorldHandler worldHandler, PathfinderInterface pathfinder, int pathNumberOfAttempts, double nodeWaitingTime, int nodeDistanceTolerance, int nextNodeDistanceTolerance)
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{
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this.worldHandler = worldHandler;
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this.pathfinder = pathfinder;
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this.pathNumberOfAttempts = pathNumberOfAttempts;
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this.nodeWaitingTime = nodeWaitingTime;
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this.nodeDistanceTolerance = nodeDistanceTolerance;
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this.nextNodeDistanceTolerance = nextNodeDistanceTolerance;
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}
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private void FindPath(Vector3 location)
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{
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var hero = worldHandler.Hero;
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Path.Clear();
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if (hero == null)
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{
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return;
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}
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var path = pathfinder.FindPath(hero.Transform.Position, location);
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foreach (var segment in path)
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{
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Path.Add(segment);
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}
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}
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private bool WaitForNodeReaching(CancellationToken token, PathSegment node)
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{
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var hero = worldHandler.Hero;
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var start = DateTime.Now;
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while (hero != null && !hero.Transform.Position.ApproximatelyEquals(node.To, nodeDistanceTolerance))
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{
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if (token.IsCancellationRequested)
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{
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token.ThrowIfCancellationRequested();
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}
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if (hero.Transform.Velocity.Equals(Vector3.Zero))
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{
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var elapsedSeconds = (DateTime.Now - start).TotalSeconds;
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if (hero.Transform.Position.ApproximatelyEquals(node.To, nextNodeDistanceTolerance))
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{
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break;
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}
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else if (elapsedSeconds >= nodeWaitingTime)
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{
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Path.Clear();
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return false;
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}
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}
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Task.Delay(25);
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}
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return true;
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}
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}
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}
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