mirror of
https://github.com/WWhiteDreamProject/wwdpublic.git
synced 2026-04-23 08:37:48 +03:00
* Automatic changelog update * Make NPC names proper nouns & fix some genders (#20534) * Proper names & genders * Uppercase proper names * Make Smile female * fix bingus wrinkly head (#20531) * rouny meat and steak (#20526) * lost friendship flavor * add rouny steak * rouny special meat * rouny meat textures --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Wearable Wet Floor Sign and 'Janitorial Suicide Vest' (#20311) * Explosive wet floor sign & janitorial suicide vest * fix attributions * Remove name & desc from explosive wet floor sign * Make wet floor sign chameleonable * Automatic changelog update * Minor slippery stuff (#20535) * Update submodule to 162.2.0 (#20570) * Predicted armor (#20560) * clean up some lines in smile the slime prototype (#20552) * Revert "Use full file path for temp replays (#19002)" (#20545) * Add EyesGlasses into ClothesMate (#20523) * Automatic changelog update * Fix Punpun crew monitor sensor (#20484) * Automatic changelog update * EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394) Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Automatic changelog update * Make arcades hackable again (#20555) * Automatic changelog update * Health alert tweaks (#20557) * Automatic changelog update * Add active and ended game rule components, generic TryRoundStartAttempt and minPlayers field (#20564) * Improve active game rule querying, add generic try round start attempt method, move minPlayers to GameRuleComponent * Nukeops todo and cleanup * Remove Active field * Add EndedGameRuleComponent * bartender suit (#20521) * give me a drink bartender * guh * aARG * Necropolis and mine walls (#20578) * Automatic changelog update * archaic accent tweaks (#20567) * Automatic changelog update * Add confirmation to kick and respawn in the admin player actions panel (#20542) * Remove windows-latest CI runs, remove unused build-test-release.yml (#20540) * Change .editorconfig to keep existing attribute arrangement (#20538) * Automatic changelog update * Catch replay start and end errors on round restarts (#20565) * Update trivial components to use auto comp states (#20539) * Fix role unbans not applying in real time (#20547) * Disable AHelp buttons when no player is selected, update button styling (#20568) * Automatic changelog update * Added a toggle fullscreen button (default F11) (#20272) * Added a toggle fullscreen button (default F11) * Removed un-needed comments * Review Requested Changes * Fixed Acidental Spacing Change * bwoink, removed extraneous code * nothing, litterally * Automatic changelog update * Fix not networking markings (#20588) * Automatic changelog update * Update RobustToolbox to v162.2.1 (#20590) * Automatic changelog update * Glorfcode (force say on damage/stun/crit) (#20562) * Automatic changelog update * Fix AHelp progressively showing more AHelp panels (#20591) * Automatic changelog update * caninsert entitystorage tweaks (#20589) * Automatic changelog update * Fix mapping actions crashing on load (#20592) * Fix loading a map with a ThirstComponent crashing the game (#20594) * Fix electrocution displaying real name of disguised players (#20603) * Organ fixes (#20488) * Automatic changelog update * Kettle medical rework (#20435) * Initial try at medical rework for kettle * Re-add decal decorations to Kettle's medical * Add more lockers to kettle's med * Actually upload kettle's map, not its proto * Automatic changelog update * Added blocked visuals to volumetric pump (#20610) * Automatic changelog update * Move TimedDespawn to engine (#20515) * Update submodule to 163.0.0 (#20616) * Remove v0.1 version number from local main menu screen (#20617) * Remove cloneData parameter from AutoNetworkedField (#20596) * Update submodule to 164.0.0 (#20618) * fix cognizine ghost role (#20632) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Move ID layer one pixel to correct alignment (#20630) * Update nukie hardsuit descriptions (#20529) * Make holofans destructable (#20445) * Automatic changelog update * bowl is open (#20453) Co-authored-by: deltanedas <@deltanedas:kde.org> * Add TestPair.WaitCommand() (#20615) * Rename ThreatPrototype and mark fields as required (#20611) * Adjust hard bomb shape (#20608) * dragon refactor, objectives and use GenericAntag (#20201) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Added generic empty liquids tank (#20563) * Move view variables verb to the top of the list with no category and localize it (#20546) * saltern update (#20325) Co-authored-by: deltanedas <@deltanedas:kde.org> * Fix followers leaking (#20643) * Add Winter Boots (#20622) * add * fix prototype * Add QM mantle (#20621) * add * fix prototype * Automatic changelog update * Slime mobs breathe nitrogen and resprite their organs (#20577) * Slimes breathe nitrogen and resprite their organs * ups * mmm * Automatic changelog update * Fix the new lizard horn's consistency + issue (#20620) * fix * add * Revert "add" This reverts commit a054a3204a8f185a94ceb80b1bd3bc9f30423711. * Add RandomHumanoidAppearance component to for space ninjas (#20605) * Automatic changelog update * Space cat breathes space (#20550) * Space cat breathes space Made Space Cat lungs ROBUST * Made Space Cat's lungs ROBUST 2.0 * Automatic changelog update * Wide anomaly locator (#20581) * Add files via upload * Add files via upload * Add files via upload * Add files via upload * add textures * fix encoding * fix 2 * Automatic changelog update * Fixed Telescopic Shield Lighting (#20650) * Fixed Telescopic Shield Lighting Bug fix #20199 * no need for these at all --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Automatic changelog update * Add a special hardsuit for nukie medic (#20471) * Automatic changelog update * Carry over other mutations when doing species mutation (#20551) * Automatic changelog update * Add Spanish accent to poncho and sombrero (#20377) --------- Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com> Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: ravage <142820619+ravage123321@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: LEVELcat <68501903+LEVELcat@users.noreply.github.com> Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com> Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: Doru991 <75124791+Doru991@users.noreply.github.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Skarletto <122584947+Skarletto@users.noreply.github.com> Co-authored-by: NULL882 <104377798+NULL882@users.noreply.github.com> Co-authored-by: lunarcomets <140772713+lunarcomets@users.noreply.github.com> Co-authored-by: Miro Kavaliou <miraslauk@gmail.com> Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: Kacper Urbańczyk <kacperjaroslawurbanczyk@gmail.com> Co-authored-by: TsjipTsjip <19798667+TsjipTsjip@users.noreply.github.com> Co-authored-by: daerSeebaer <61566539+daerSeebaer@users.noreply.github.com> Co-authored-by: Fluffiest Floofers <thebluewulf@gmail.com> Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: Kevin Zheng <kevinz5000@gmail.com> Co-authored-by: drteaspoon420 <87363733+drteaspoon420@users.noreply.github.com> Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com> Co-authored-by: Nim <128169402+Nimfar11@users.noreply.github.com> Co-authored-by: Kacper Urbańczyk <mikrel071204@gmail.com> Co-authored-by: Tox Cruize <141375638+TexCruize@users.noreply.github.com> Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: Michael Cu <43478115+michaelcu@users.noreply.github.com>
498 lines
17 KiB
C#
498 lines
17 KiB
C#
using System.Linq;
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using System.Numerics;
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using System.Threading;
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using System.Threading.Tasks;
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using Content.Server.Administration.Managers;
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using Content.Server.Climbing;
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using Content.Server.DoAfter;
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using Content.Server.Doors.Systems;
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using Content.Server.NPC.Components;
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using Content.Server.NPC.Events;
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using Content.Server.NPC.Pathfinding;
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using Content.Shared.CCVar;
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using Content.Shared.CombatMode;
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using Content.Shared.Interaction;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.NPC;
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using Content.Shared.NPC;
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using Content.Shared.NPC.Events;
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using Content.Shared.Physics;
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using Content.Shared.Weapons.Melee;
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using Robust.Server.Player;
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using Robust.Shared.Configuration;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Player;
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using Robust.Shared.Players;
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using Robust.Shared.Random;
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using Robust.Shared.Threading;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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using Content.Shared.Prying.Systems;
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namespace Content.Server.NPC.Systems;
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public sealed partial class NPCSteeringSystem : SharedNPCSteeringSystem
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{
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/*
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* We use context steering to determine which way to move.
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* This involves creating an array of possible directions and assigning a value for the desireability of each direction.
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*
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* There's multiple ways to implement this, e.g. you can average all directions, or you can choose the highest direction
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* , or you can remove the danger map entirely and only having an interest map (AKA game endeavour).
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* See http://www.gameaipro.com/GameAIPro2/GameAIPro2_Chapter18_Context_Steering_Behavior-Driven_Steering_at_the_Macro_Scale.pdf
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* (though in their case it was for an F1 game so used context steering across the width of the road).
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*/
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[Dependency] private readonly IAdminManager _admin = default!;
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[Dependency] private readonly IConfigurationManager _configManager = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly ClimbSystem _climb = default!;
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[Dependency] private readonly DoAfterSystem _doAfter = default!;
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[Dependency] private readonly DoorSystem _doors = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly NpcFactionSystem _npcFaction = default!;
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[Dependency] private readonly PathfindingSystem _pathfindingSystem = default!;
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[Dependency] private readonly SharedInteractionSystem _interaction = default!;
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[Dependency] private readonly SharedMeleeWeaponSystem _melee = default!;
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[Dependency] private readonly SharedMoverController _mover = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly SharedCombatModeSystem _combat = default!;
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[Dependency] private readonly PryingSystem _pryingSystem = default!;
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private EntityQuery<FixturesComponent> _fixturesQuery;
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private EntityQuery<MovementSpeedModifierComponent> _modifierQuery;
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private EntityQuery<NpcFactionMemberComponent> _factionQuery;
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private EntityQuery<PhysicsComponent> _physicsQuery;
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private EntityQuery<TransformComponent> _xformQuery;
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/// <summary>
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/// Enabled antistuck detection so if an NPC is in the same spot for a while it will re-path.
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/// </summary>
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public bool AntiStuck = true;
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private bool _enabled;
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private bool _pathfinding = true;
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public static readonly Vector2[] Directions = new Vector2[InterestDirections];
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private readonly HashSet<ICommonSession> _subscribedSessions = new();
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private object _obstacles = new();
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public override void Initialize()
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{
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base.Initialize();
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Log.Level = LogLevel.Info;
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_fixturesQuery = GetEntityQuery<FixturesComponent>();
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_modifierQuery = GetEntityQuery<MovementSpeedModifierComponent>();
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_factionQuery = GetEntityQuery<NpcFactionMemberComponent>();
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_physicsQuery = GetEntityQuery<PhysicsComponent>();
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_xformQuery = GetEntityQuery<TransformComponent>();
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for (var i = 0; i < InterestDirections; i++)
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{
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Directions[i] = new Angle(InterestRadians * i).ToVec();
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}
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UpdatesBefore.Add(typeof(SharedPhysicsSystem));
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_configManager.OnValueChanged(CCVars.NPCEnabled, SetNPCEnabled, true);
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_configManager.OnValueChanged(CCVars.NPCPathfinding, SetNPCPathfinding, true);
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SubscribeLocalEvent<NPCSteeringComponent, ComponentShutdown>(OnSteeringShutdown);
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SubscribeLocalEvent<NPCSteeringComponent, EntityUnpausedEvent>(OnSteeringUnpaused);
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SubscribeNetworkEvent<RequestNPCSteeringDebugEvent>(OnDebugRequest);
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}
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private void SetNPCEnabled(bool obj)
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{
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if (!obj)
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{
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foreach (var (comp, mover) in EntityQuery<NPCSteeringComponent, InputMoverComponent>())
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{
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mover.CurTickSprintMovement = Vector2.Zero;
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comp.PathfindToken?.Cancel();
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comp.PathfindToken = null;
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}
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}
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_enabled = obj;
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}
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private void SetNPCPathfinding(bool value)
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{
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_pathfinding = value;
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if (!_pathfinding)
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{
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foreach (var comp in EntityQuery<NPCSteeringComponent>(true))
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{
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comp.PathfindToken?.Cancel();
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comp.PathfindToken = null;
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}
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}
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}
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public override void Shutdown()
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{
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base.Shutdown();
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_configManager.UnsubValueChanged(CCVars.NPCEnabled, SetNPCEnabled);
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_configManager.UnsubValueChanged(CCVars.NPCPathfinding, SetNPCPathfinding);
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}
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private void OnDebugRequest(RequestNPCSteeringDebugEvent msg, EntitySessionEventArgs args)
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{
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if (!_admin.IsAdmin((IPlayerSession)args.SenderSession))
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return;
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if (msg.Enabled)
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_subscribedSessions.Add(args.SenderSession);
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else
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_subscribedSessions.Remove(args.SenderSession);
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}
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private void OnSteeringShutdown(EntityUid uid, NPCSteeringComponent component, ComponentShutdown args)
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{
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// Cancel any active pathfinding jobs as they're irrelevant.
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component.PathfindToken?.Cancel();
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component.PathfindToken = null;
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}
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private void OnSteeringUnpaused(EntityUid uid, NPCSteeringComponent component, ref EntityUnpausedEvent args)
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{
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component.LastStuckTime += args.PausedTime;
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component.NextSteer += args.PausedTime;
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}
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/// <summary>
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/// Adds the AI to the steering system to move towards a specific target
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/// </summary>
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public NPCSteeringComponent Register(EntityUid uid, EntityCoordinates coordinates, NPCSteeringComponent? component = null)
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{
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if (Resolve(uid, ref component, false))
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{
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if (component.Coordinates.Equals(coordinates))
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return component;
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component.PathfindToken?.Cancel();
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component.PathfindToken = null;
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component.CurrentPath.Clear();
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}
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else
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{
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component = AddComp<NPCSteeringComponent>(uid);
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component.Flags = _pathfindingSystem.GetFlags(uid);
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}
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ResetStuck(component, Transform(uid).Coordinates);
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component.Coordinates = coordinates;
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return component;
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}
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/// <summary>
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/// Attempts to register the entity. Does nothing if the coordinates already registered.
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/// </summary>
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public bool TryRegister(EntityUid uid, EntityCoordinates coordinates, NPCSteeringComponent? component = null)
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{
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if (Resolve(uid, ref component, false) && component.Coordinates.Equals(coordinates))
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{
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return false;
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}
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Register(uid, coordinates, component);
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return true;
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}
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/// <summary>
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/// Stops the steering behavior for the AI and cleans up.
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/// </summary>
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public void Unregister(EntityUid uid, NPCSteeringComponent? component = null)
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{
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if (!Resolve(uid, ref component, false))
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return;
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if (EntityManager.TryGetComponent(uid, out InputMoverComponent? controller))
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{
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controller.CurTickSprintMovement = Vector2.Zero;
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}
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component.PathfindToken?.Cancel();
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component.PathfindToken = null;
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RemComp<NPCSteeringComponent>(uid);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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if (!_enabled)
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return;
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// Not every mob has the modifier component so do it as a separate query.
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var npcs = new (EntityUid, NPCSteeringComponent, InputMoverComponent, TransformComponent)[Count<ActiveNPCComponent>()];
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var query = EntityQueryEnumerator<ActiveNPCComponent, NPCSteeringComponent, InputMoverComponent, TransformComponent>();
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var index = 0;
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while (query.MoveNext(out var uid, out _, out var steering, out var mover, out var xform))
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{
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npcs[index] = (uid, steering, mover, xform);
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index++;
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}
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// Dependency issues across threads.
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var options = new ParallelOptions
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{
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MaxDegreeOfParallelism = 1,
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};
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var curTime = _timing.CurTime;
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Parallel.For(0, index, options, i =>
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{
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var (uid, steering, mover, xform) = npcs[i];
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Steer(uid, steering, mover, xform, frameTime, curTime);
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});
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if (_subscribedSessions.Count > 0)
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{
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var data = new List<NPCSteeringDebugData>(index);
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for (var i = 0; i < index; i++)
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{
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var (uid, steering, mover, _) = npcs[i];
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data.Add(new NPCSteeringDebugData(
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GetNetEntity(uid),
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mover.CurTickSprintMovement,
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steering.Interest,
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steering.Danger,
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steering.DangerPoints));
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}
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var filter = Filter.Empty();
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filter.AddPlayers(_subscribedSessions);
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RaiseNetworkEvent(new NPCSteeringDebugEvent(data), filter);
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}
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}
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private void SetDirection(InputMoverComponent component, NPCSteeringComponent steering, Vector2 value, bool clear = true)
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{
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if (clear && value.Equals(Vector2.Zero))
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{
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steering.CurrentPath.Clear();
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}
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component.CurTickSprintMovement = value;
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component.LastInputTick = _timing.CurTick;
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component.LastInputSubTick = ushort.MaxValue;
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}
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/// <summary>
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/// Go through each steerer and combine their vectors
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/// </summary>
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private void Steer(
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EntityUid uid,
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NPCSteeringComponent steering,
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InputMoverComponent mover,
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TransformComponent xform,
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float frameTime,
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TimeSpan curTime)
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{
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if (Deleted(steering.Coordinates.EntityId))
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{
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SetDirection(mover, steering, Vector2.Zero);
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steering.Status = SteeringStatus.NoPath;
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return;
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}
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// No path set from pathfinding or the likes.
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if (steering.Status == SteeringStatus.NoPath)
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{
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SetDirection(mover, steering, Vector2.Zero);
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return;
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}
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// Can't move at all, just noop input.
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if (!mover.CanMove)
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{
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SetDirection(mover, steering, Vector2.Zero);
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steering.Status = SteeringStatus.NoPath;
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return;
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}
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var interest = steering.Interest;
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var danger = steering.Danger;
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var agentRadius = steering.Radius;
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var worldPos = _transform.GetWorldPosition(xform);
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var (layer, mask) = _physics.GetHardCollision(uid);
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// Use rotation relative to parent to rotate our context vectors by.
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var offsetRot = -_mover.GetParentGridAngle(mover);
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_modifierQuery.TryGetComponent(uid, out var modifier);
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var moveSpeed = GetSprintSpeed(uid, modifier);
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var body = _physicsQuery.GetComponent(uid);
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var dangerPoints = steering.DangerPoints;
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dangerPoints.Clear();
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for (var i = 0; i < InterestDirections; i++)
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{
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steering.Interest[i] = 0f;
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steering.Danger[i] = 0f;
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}
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steering.CanSeek = true;
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var ev = new NPCSteeringEvent(steering, xform, worldPos, offsetRot);
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RaiseLocalEvent(uid, ref ev);
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// If seek has arrived at the target node for example then immediately re-steer.
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var forceSteer = true;
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|
if (steering.CanSeek && !TrySeek(uid, mover, steering, body, xform, offsetRot, moveSpeed, interest, frameTime, ref forceSteer))
|
|
{
|
|
SetDirection(mover, steering, Vector2.Zero);
|
|
return;
|
|
}
|
|
DebugTools.Assert(!float.IsNaN(interest[0]));
|
|
|
|
// Don't steer too frequently to avoid twitchiness.
|
|
// This should also implicitly solve tie situations.
|
|
// I think doing this after all the ops above is best?
|
|
// Originally I had it way above but sometimes mobs would overshoot their tile targets.
|
|
|
|
if (!forceSteer && steering.NextSteer > curTime)
|
|
{
|
|
SetDirection(mover, steering, steering.LastSteerDirection, false);
|
|
return;
|
|
}
|
|
|
|
// Avoid static objects like walls
|
|
CollisionAvoidance(uid, offsetRot, worldPos, agentRadius, layer, mask, xform, danger);
|
|
DebugTools.Assert(!float.IsNaN(danger[0]));
|
|
|
|
Separation(uid, offsetRot, worldPos, agentRadius, layer, mask, body, xform, danger);
|
|
|
|
// Prioritise whichever direction we went last tick if it's a tie-breaker.
|
|
if (steering.LastSteerIndex != -1)
|
|
{
|
|
interest[steering.LastSteerIndex] *= 1.1f;
|
|
}
|
|
|
|
// Remove the danger map from the interest map.
|
|
var desiredDirection = -1;
|
|
var desiredValue = 0f;
|
|
|
|
for (var i = 0; i < InterestDirections; i++)
|
|
{
|
|
var adjustedValue = Math.Clamp(interest[i] - danger[i], 0f, 1f);
|
|
|
|
if (adjustedValue > desiredValue)
|
|
{
|
|
desiredDirection = i;
|
|
desiredValue = adjustedValue;
|
|
}
|
|
}
|
|
|
|
var resultDirection = Vector2.Zero;
|
|
|
|
if (desiredDirection != -1)
|
|
{
|
|
resultDirection = new Angle(desiredDirection * InterestRadians).ToVec();
|
|
}
|
|
|
|
steering.NextSteer = curTime + TimeSpan.FromSeconds(1f / NPCSteeringComponent.SteeringFrequency);
|
|
steering.LastSteerDirection = resultDirection;
|
|
steering.LastSteerIndex = desiredDirection;
|
|
DebugTools.Assert(!float.IsNaN(resultDirection.X));
|
|
SetDirection(mover, steering, resultDirection, false);
|
|
}
|
|
|
|
private EntityCoordinates GetCoordinates(PathPoly poly)
|
|
{
|
|
if (!poly.IsValid())
|
|
return EntityCoordinates.Invalid;
|
|
|
|
return new EntityCoordinates(poly.GraphUid, poly.Box.Center);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get a new job from the pathfindingsystem
|
|
/// </summary>
|
|
private async void RequestPath(EntityUid uid, NPCSteeringComponent steering, TransformComponent xform, float targetDistance)
|
|
{
|
|
// If we already have a pathfinding request then don't grab another.
|
|
// If we're in range then just beeline them; this can avoid stutter stepping and is an easy way to look nicer.
|
|
if (steering.Pathfind || targetDistance < steering.RepathRange)
|
|
return;
|
|
|
|
// Short-circuit with no path.
|
|
var targetPoly = _pathfindingSystem.GetPoly(steering.Coordinates);
|
|
|
|
// If this still causes issues future sloth adjust the collision mask.
|
|
// Thanks past sloth I already realised.
|
|
if (targetPoly != null &&
|
|
steering.Coordinates.Position.Equals(Vector2.Zero) &&
|
|
TryComp<PhysicsComponent>(uid, out var physics) &&
|
|
_interaction.InRangeUnobstructed(uid, steering.Coordinates.EntityId, range: 30f, (CollisionGroup)physics.CollisionMask))
|
|
{
|
|
steering.CurrentPath.Clear();
|
|
steering.CurrentPath.Enqueue(targetPoly);
|
|
return;
|
|
}
|
|
|
|
steering.PathfindToken = new CancellationTokenSource();
|
|
|
|
var flags = _pathfindingSystem.GetFlags(uid);
|
|
|
|
var result = await _pathfindingSystem.GetPathSafe(
|
|
uid,
|
|
xform.Coordinates,
|
|
steering.Coordinates,
|
|
steering.Range,
|
|
steering.PathfindToken.Token,
|
|
flags);
|
|
|
|
steering.PathfindToken = null;
|
|
|
|
if (result.Result == PathResult.NoPath)
|
|
{
|
|
steering.CurrentPath.Clear();
|
|
steering.FailedPathCount++;
|
|
|
|
if (steering.FailedPathCount >= NPCSteeringComponent.FailedPathLimit)
|
|
{
|
|
steering.Status = SteeringStatus.NoPath;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
var targetPos = steering.Coordinates.ToMap(EntityManager, _transform);
|
|
var ourPos = xform.MapPosition;
|
|
|
|
PrunePath(uid, ourPos, targetPos.Position - ourPos.Position, result.Path);
|
|
steering.CurrentPath = new Queue<PathPoly>(result.Path);
|
|
}
|
|
|
|
// TODO: Move these to movercontroller
|
|
|
|
private float GetSprintSpeed(EntityUid uid, MovementSpeedModifierComponent? modifier = null)
|
|
{
|
|
if (!Resolve(uid, ref modifier, false))
|
|
{
|
|
return MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
|
|
}
|
|
|
|
return modifier.CurrentSprintSpeed;
|
|
}
|
|
}
|