Refactor AI movement (#1222)

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
This commit is contained in:
metalgearsloth
2020-06-29 01:42:44 +10:00
committed by GitHub
parent 23cc6b1d4e
commit 24831bf8a0
8 changed files with 843 additions and 497 deletions

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@@ -1,297 +0,0 @@
using System;
using System.Collections.Generic;
using System.Threading;
using Content.Server.GameObjects.Components.Access;
using Content.Server.GameObjects.Components.Movement;
using Content.Server.GameObjects.EntitySystems.AI.Pathfinding;
using Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders;
using Content.Server.GameObjects.EntitySystems.JobQueues;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.Interfaces.Random;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Timer = Robust.Shared.Timers.Timer;
namespace Content.Server.AI.Operators.Movement
{
public abstract class BaseMover : AiOperator
{
/// <summary>
/// Invoked every time we move across a tile
/// </summary>
public event Action MovedATile;
/// <summary>
/// How close the pathfinder needs to get before returning a route
/// Set at 1.42f just in case there's rounding and diagonally adjacent tiles aren't counted.
///
/// </summary>
public float PathfindingProximity { get; set; } = 1.42f;
protected Queue<TileRef> Route = new Queue<TileRef>();
/// <summary>
/// The final spot we're trying to get to
/// </summary>
protected GridCoordinates TargetGrid;
/// <summary>
/// As the pathfinder is tilebased we'll move to each tile's grid.
/// </summary>
protected GridCoordinates NextGrid;
private const float TileTolerance = 0.2f;
// Stuck checkers
/// <summary>
/// How long we're stuck in general before trying to unstuck
/// </summary>
private float _stuckTimerRemaining = 0.5f;
private GridCoordinates _ourLastPosition;
// Anti-stuck measures. See the AntiStuck() method for more details
private bool _tryingAntiStuck;
public bool IsStuck;
private AntiStuckMethod _antiStuckMethod = AntiStuckMethod.Angle;
private Angle _addedAngle = Angle.Zero;
public event Action Stuck;
private int _antiStuckAttempts = 0;
private CancellationTokenSource _routeCancelToken;
protected Job<Queue<TileRef>> RouteJob;
private IMapManager _mapManager;
private PathfindingSystem _pathfinder;
private AiControllerComponent _controller;
// Input
protected IEntity Owner;
protected void Setup(IEntity owner)
{
Owner = owner;
_mapManager = IoCManager.Resolve<IMapManager>();
_pathfinder = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<PathfindingSystem>();
if (!Owner.TryGetComponent(out AiControllerComponent controllerComponent))
{
throw new InvalidOperationException();
}
_controller = controllerComponent;
}
protected void NextTile()
{
MovedATile?.Invoke();
}
/// <summary>
/// Will move the AI towards the next position
/// </summary>
/// <returns>true if movement to be done</returns>
protected bool TryMove()
{
// Use collidable just so we don't get stuck on corners as much
// var targetDiff = NextGrid.Position - _ownerCollidable.WorldAABB.Center;
var targetDiff = NextGrid.Position - Owner.Transform.GridPosition.Position;
// Check distance
if (targetDiff.Length < TileTolerance)
{
return false;
}
// Move towards it
if (_controller == null)
{
return false;
}
_controller.VelocityDir = _addedAngle.RotateVec(targetDiff).Normalized;
return true;
}
/// <summary>
/// Will try and get around obstacles if stuck
/// </summary>
protected void AntiStuck(float frameTime)
{
// TODO: More work because these are sketchy af
// TODO: Check if a wall was spawned in front of us and then immediately dump route if it was
// First check if we're still in a stuck state from last frame
if (IsStuck && !_tryingAntiStuck)
{
switch (_antiStuckMethod)
{
case AntiStuckMethod.None:
break;
case AntiStuckMethod.Jiggle:
var randomRange = IoCManager.Resolve<IRobustRandom>().Next(0, 359);
var angle = Angle.FromDegrees(randomRange);
Owner.TryGetComponent(out AiControllerComponent mover);
mover.VelocityDir = angle.ToVec().Normalized;
break;
case AntiStuckMethod.PhaseThrough:
if (Owner.TryGetComponent(out CollidableComponent collidableComponent))
{
// TODO Fix this because they are yeeting themselves when they charge
// TODO: If something updates this this will fuck it
collidableComponent.CanCollide = false;
Timer.Spawn(100, () =>
{
if (!collidableComponent.CanCollide)
{
collidableComponent.CanCollide = true;
}
});
}
break;
case AntiStuckMethod.Teleport:
Owner.Transform.DetachParent();
Owner.Transform.GridPosition = NextGrid;
break;
case AntiStuckMethod.ReRoute:
GetRoute();
break;
case AntiStuckMethod.Angle:
var random = IoCManager.Resolve<IRobustRandom>();
_addedAngle = new Angle(random.Next(-60, 60));
IsStuck = false;
Timer.Spawn(100, () =>
{
_addedAngle = Angle.Zero;
});
break;
default:
throw new InvalidOperationException();
}
}
_stuckTimerRemaining -= frameTime;
// Stuck check cooldown
if (_stuckTimerRemaining > 0.0f)
{
return;
}
_tryingAntiStuck = false;
_stuckTimerRemaining = 0.5f;
// Are we actually stuck
if ((_ourLastPosition.Position - Owner.Transform.GridPosition.Position).Length < TileTolerance)
{
_antiStuckAttempts++;
// Maybe it's just 1 tile that's borked so try next 1?
if (_antiStuckAttempts >= 2 && _antiStuckAttempts < 5 && Route.Count > 1)
{
var nextTile = Route.Dequeue();
NextGrid = _mapManager.GetGrid(nextTile.GridIndex).GridTileToLocal(nextTile.GridIndices);
return;
}
if (_antiStuckAttempts >= 5 || Route.Count == 0)
{
Logger.DebugS("ai", $"{Owner} is stuck at {Owner.Transform.GridPosition}, trying new route");
_antiStuckAttempts = 0;
IsStuck = false;
_ourLastPosition = Owner.Transform.GridPosition;
GetRoute();
return;
}
Stuck?.Invoke();
IsStuck = true;
return;
}
IsStuck = false;
_ourLastPosition = Owner.Transform.GridPosition;
}
/// <summary>
/// Tells us we don't need to keep moving and resets everything
/// </summary>
public void HaveArrived()
{
_routeCancelToken?.Cancel(); // oh thank god no more pathfinding
Route.Clear();
if (_controller == null) return;
_controller.VelocityDir = Vector2.Zero;
}
protected void GetRoute()
{
_routeCancelToken?.Cancel();
_routeCancelToken = new CancellationTokenSource();
Route.Clear();
int collisionMask;
if (!Owner.TryGetComponent(out CollidableComponent collidableComponent))
{
collisionMask = 0;
}
else
{
collisionMask = collidableComponent.CollisionMask;
}
var startGrid = _mapManager.GetGrid(Owner.Transform.GridID).GetTileRef(Owner.Transform.GridPosition);
var endGrid = _mapManager.GetGrid(TargetGrid.GridID).GetTileRef(TargetGrid);;
var access = AccessReader.FindAccessTags(Owner);
RouteJob = _pathfinder.RequestPath(new PathfindingArgs(
Owner.Uid,
access,
collisionMask,
startGrid,
endGrid,
PathfindingProximity
), _routeCancelToken.Token);
}
protected void ReceivedRoute()
{
Route = RouteJob.Result;
RouteJob = null;
if (Route == null)
{
Route = new Queue<TileRef>();
// Couldn't find a route to target
return;
}
// Because the entity may be half on 2 tiles we'll just cut out the first tile.
// This may not be the best solution but sometimes if the AI is chasing for example it will
// stutter backwards to the first tile again.
Route.Dequeue();
var nextTile = Route.Peek();
NextGrid = _mapManager.GetGrid(nextTile.GridIndex).GridTileToLocal(nextTile.GridIndices);
}
public override Outcome Execute(float frameTime)
{
if (RouteJob != null && RouteJob.Status == JobStatus.Finished)
{
ReceivedRoute();
}
return !ActionBlockerSystem.CanMove(Owner) ? Outcome.Failed : Outcome.Continuing;
}
}
public enum AntiStuckMethod
{
None,
ReRoute,
Jiggle, // Just pick a random direction for a bit and hope for the best
Teleport, // The Half-Life 2 method
PhaseThrough, // Just makes it non-collidable
Angle, // Add a different angle for a bit
}
}

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@@ -1,142 +1,67 @@
using System.Collections.Generic;
using Content.Server.GameObjects.EntitySystems.JobQueues;
using System;
using System.IO;
using Content.Server.GameObjects.EntitySystems.AI.Steering;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Utility;
namespace Content.Server.AI.Operators.Movement
{
public sealed class MoveToEntityOperator : BaseMover
public sealed class MoveToEntityOperator : AiOperator
{
// Instance
private GridCoordinates _lastTargetPosition;
private IMapManager _mapManager;
// TODO: This and steering need to support InRangeUnobstructed now
private readonly IEntity _owner;
private EntityTargetSteeringRequest _request;
private readonly IEntity _target;
// For now we'll just get as close as we can because we're not doing LOS checks to be able to pick up at the max interaction range
public float ArrivalDistance { get; }
public float PathfindingProximity { get; }
// Input
public IEntity Target { get; }
public float DesiredRange { get; set; }
public MoveToEntityOperator(IEntity owner, IEntity target, float desiredRange = 1.5f)
public MoveToEntityOperator(IEntity owner, IEntity target, float arrivalDistance = 1.0f, float pathfindingProximity = 1.5f)
{
Setup(owner);
Target = target;
_mapManager = IoCManager.Resolve<IMapManager>();
DesiredRange = desiredRange;
_owner = owner;
_target = target;
ArrivalDistance = arrivalDistance;
PathfindingProximity = pathfindingProximity;
}
public override bool TryStartup()
{
if (!base.TryStartup())
{
return true;
}
var steering = EntitySystem.Get<AiSteeringSystem>();
_request = new EntityTargetSteeringRequest(_target, ArrivalDistance, PathfindingProximity);
steering.Register(_owner, _request);
return true;
}
public override void Shutdown(Outcome outcome)
{
base.Shutdown(outcome);
var steering = EntitySystem.Get<AiSteeringSystem>();
steering.Unregister(_owner);
}
public override Outcome Execute(float frameTime)
{
var baseOutcome = base.Execute(frameTime);
// TODO: Given this is probably the most common operator whatever speed boosts you can do here will be gucci
// Could also look at running it every other tick.
if (baseOutcome == Outcome.Failed ||
Target == null ||
Target.Deleted ||
Target.Transform.GridID != Owner.Transform.GridID)
{
HaveArrived();
return Outcome.Failed;
}
if (RouteJob != null)
{
if (RouteJob.Status != JobStatus.Finished)
switch (_request.Status)
{
case SteeringStatus.Pending:
DebugTools.Assert(EntitySystem.Get<AiSteeringSystem>().IsRegistered(_owner));
return Outcome.Continuing;
}
ReceivedRoute();
return Route.Count == 0 ? Outcome.Failed : Outcome.Continuing;
}
var targetRange = (Target.Transform.GridPosition.Position - Owner.Transform.GridPosition.Position).Length;
// If they move near us
if (targetRange <= DesiredRange)
{
HaveArrived();
case SteeringStatus.NoPath:
return Outcome.Failed;
case SteeringStatus.Arrived:
return Outcome.Success;
}
// If the target's moved we may need to re-route.
// First we'll check if they're near another tile on the existing route and if so
// we can trim up until that point.
if (_lastTargetPosition != default &&
(Target.Transform.GridPosition.Position - _lastTargetPosition.Position).Length > 1.5f)
{
var success = false;
// Technically it should be Route.Count - 1 but if the route's empty it'll throw
var newRoute = new Queue<TileRef>(Route.Count);
for (var i = 0; i < Route.Count; i++)
{
var tile = Route.Dequeue();
newRoute.Enqueue(tile);
var tileGrid = _mapManager.GetGrid(tile.GridIndex).GridTileToLocal(tile.GridIndices);
// Don't use DesiredRange here or above in case it's smaller than a tile;
// when we get close we run straight at them anyway so it shooouullddd be okay...
if ((Target.Transform.GridPosition.Position - tileGrid.Position).Length < 1.5f)
{
success = true;
break;
}
}
if (success)
{
Route = newRoute;
_lastTargetPosition = Target.Transform.GridPosition;
TargetGrid = Target.Transform.GridPosition;
return Outcome.Continuing;
}
_lastTargetPosition = default;
}
// If they move too far or no route
if (_lastTargetPosition == default)
{
// If they're further we could try pathfinding from the furthest tile potentially?
_lastTargetPosition = Target.Transform.GridPosition;
TargetGrid = Target.Transform.GridPosition;
GetRoute();
return Outcome.Continuing;
}
AntiStuck(frameTime);
if (IsStuck)
{
return Outcome.Continuing;
}
if (TryMove())
{
return Outcome.Continuing;
}
// If we're really close just try bee-lining it?
if (Route.Count == 0)
{
if (targetRange < 1.9f)
{
// TODO: If they have a phat hitbox they could block us
NextGrid = TargetGrid;
return Outcome.Continuing;
}
if (targetRange > DesiredRange)
{
HaveArrived();
return Outcome.Failed;
}
}
var nextTile = Route.Dequeue();
NextTile();
NextGrid = _mapManager.GetGrid(nextTile.GridIndex).GridTileToLocal(nextTile.GridIndices);
case SteeringStatus.Moving:
DebugTools.Assert(EntitySystem.Get<AiSteeringSystem>().IsRegistered(_owner));
return Outcome.Continuing;
default:
throw new ArgumentOutOfRangeException();
}
}
}
}

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@@ -1,94 +1,63 @@
using Content.Server.GameObjects.EntitySystems.JobQueues;
using System;
using Content.Server.GameObjects.EntitySystems.AI.Steering;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Utility;
namespace Content.Server.AI.Operators.Movement
{
public class MoveToGridOperator : BaseMover
public sealed class MoveToGridOperator : AiOperator
{
private IMapManager _mapManager;
private float _desiredRange;
private readonly IEntity _owner;
private GridTargetSteeringRequest _request;
private readonly GridCoordinates _target;
public float DesiredRange { get; set; }
public MoveToGridOperator(
IEntity owner,
GridCoordinates gridPosition,
float desiredRange = 1.5f)
public MoveToGridOperator(IEntity owner, GridCoordinates target, float desiredRange = 1.5f)
{
Setup(owner);
TargetGrid = gridPosition;
_mapManager = IoCManager.Resolve<IMapManager>();
PathfindingProximity = 0.2f; // Accept no substitutes
_desiredRange = desiredRange;
_owner = owner;
_target = target;
DesiredRange = desiredRange;
}
public void UpdateTarget(GridCoordinates newTarget)
public override bool TryStartup()
{
TargetGrid = newTarget;
HaveArrived();
GetRoute();
if (!base.TryStartup())
{
return true;
}
var steering = EntitySystem.Get<AiSteeringSystem>();
_request = new GridTargetSteeringRequest(_target, DesiredRange);
steering.Register(_owner, _request);
return true;
}
public override void Shutdown(Outcome outcome)
{
base.Shutdown(outcome);
var steering = EntitySystem.Get<AiSteeringSystem>();
steering.Unregister(_owner);
}
public override Outcome Execute(float frameTime)
{
var baseOutcome = base.Execute(frameTime);
if (baseOutcome == Outcome.Failed ||
TargetGrid.GridID != Owner.Transform.GridID)
{
HaveArrived();
return Outcome.Failed;
}
if (RouteJob != null)
{
if (RouteJob.Status != JobStatus.Finished)
switch (_request.Status)
{
case SteeringStatus.Pending:
DebugTools.Assert(EntitySystem.Get<AiSteeringSystem>().IsRegistered(_owner));
return Outcome.Continuing;
}
ReceivedRoute();
return Route.Count == 0 ? Outcome.Failed : Outcome.Continuing;
}
var targetRange = (TargetGrid.Position - Owner.Transform.GridPosition.Position).Length;
// We there
if (targetRange <= _desiredRange)
{
HaveArrived();
case SteeringStatus.NoPath:
return Outcome.Failed;
case SteeringStatus.Arrived:
return Outcome.Success;
}
// No route
if (Route.Count == 0 && RouteJob == null)
{
GetRoute();
return Outcome.Continuing;
}
AntiStuck(frameTime);
if (IsStuck)
{
return Outcome.Continuing;
}
if (TryMove())
{
return Outcome.Continuing;
}
if (Route.Count == 0 && targetRange > 1.5f)
{
HaveArrived();
return Outcome.Failed;
}
var nextTile = Route.Dequeue();
NextTile();
NextGrid = _mapManager.GetGrid(nextTile.GridIndex).GridTileToLocal(nextTile.GridIndices);
case SteeringStatus.Moving:
DebugTools.Assert(EntitySystem.Get<AiSteeringSystem>().IsRegistered(_owner));
return Outcome.Continuing;
default:
throw new ArgumentOutOfRangeException();
}
}
}
}

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using System;
using System.Collections.Generic;
using System.Threading;
using System.Threading.Tasks;
using Content.Server.GameObjects.Components.Access;
using Content.Server.GameObjects.Components.Movement;
using Content.Server.GameObjects.EntitySystems.AI.Pathfinding;
using Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders;
using Content.Server.GameObjects.EntitySystems.JobQueues;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Server.GameObjects;
using Robust.Server.Interfaces.Timing;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.EntitySystems.AI.Steering
{
public sealed class AiSteeringSystem : EntitySystem
{
// http://www.red3d.com/cwr/papers/1999/gdc99steer.html for a steering overview
#pragma warning disable 649
[Dependency] private IMapManager _mapManager;
[Dependency] private IEntityManager _entityManager;
[Dependency] private IPauseManager _pauseManager;
#pragma warning restore 649
private PathfindingSystem _pathfindingSystem;
/// <summary>
/// Whether we try to avoid non-blocking physics objects
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public bool CollisionAvoidanceEnabled { get; set; } = true;
/// <summary>
/// How close we need to get to the center of each tile
/// </summary>
private const float TileTolerance = 0.8f;
private Dictionary<IEntity, IAiSteeringRequest> RunningAgents => _agentLists[_listIndex];
// We'll cycle the running list every tick as all we're doing is getting a vector2 for the
// agent's steering. Should help a lot given this is the most expensive operator by far.
// The AI will keep moving, it's just it'll keep moving in its existing direction.
// If we change to 20/30 TPS you might want to change this but for now it's fine
private readonly List<Dictionary<IEntity, IAiSteeringRequest>> _agentLists = new List<Dictionary<IEntity, IAiSteeringRequest>>(AgentListCount);
private const int AgentListCount = 2;
private int _listIndex;
// Cache nextGrid
private readonly Dictionary<IEntity, GridCoordinates> _nextGrid = new Dictionary<IEntity, GridCoordinates>();
/// <summary>
/// Current live paths for AI
/// </summary>
private readonly Dictionary<IEntity, Queue<TileRef>> _paths = new Dictionary<IEntity, Queue<TileRef>>();
/// <summary>
/// Pathfinding request jobs we're waiting on
/// </summary>
private readonly Dictionary<IEntity, (CancellationTokenSource, Job<Queue<TileRef>>)> _pathfindingRequests =
new Dictionary<IEntity, (CancellationTokenSource, Job<Queue<TileRef>>)>();
/// <summary>
/// Keep track of how long we've been in 1 position and re-path if it's been too long
/// </summary>
private readonly Dictionary<IEntity, int> _stuckCounter = new Dictionary<IEntity, int>();
/// <summary>
/// Get a fixed position for the target entity; if they move then re-path
/// </summary>
private readonly Dictionary<IEntity, GridCoordinates> _entityTargetPosition = new Dictionary<IEntity, GridCoordinates>();
// Anti-Stuck
// Given the collision avoidance can lead to twitching need to store a reference position and check if we've been near this too long
private readonly Dictionary<IEntity, GridCoordinates> _stuckPositions = new Dictionary<IEntity, GridCoordinates>();
public override void Initialize()
{
base.Initialize();
_pathfindingSystem = Get<PathfindingSystem>();
for (var i = 0; i < AgentListCount; i++)
{
_agentLists.Add(new Dictionary<IEntity, IAiSteeringRequest>());
}
}
/// <summary>
/// Adds the AI to the steering system to move towards a specific target
/// </summary>
/// We'll add it to the movement list that has the least number of agents
/// <param name="entity"></param>
/// <param name="steeringRequest"></param>
public void Register(IEntity entity, IAiSteeringRequest steeringRequest)
{
var lowestListCount = 1000;
var lowestListIndex = 0;
for (var i = 0; i < _agentLists.Count; i++)
{
var agentList = _agentLists[i];
// Register shouldn't be called twice; if it is then someone dun fucked up
DebugTools.Assert(!agentList.ContainsKey(entity));
if (agentList.Count < lowestListCount)
{
lowestListCount = agentList.Count;
lowestListIndex = i;
}
}
_agentLists[lowestListIndex].Add(entity, steeringRequest);
}
/// <summary>
/// Stops the steering behavior for the AI and cleans up
/// </summary>
/// <param name="entity"></param>
/// <exception cref="InvalidOperationException"></exception>
public void Unregister(IEntity entity)
{
if (entity.TryGetComponent(out AiControllerComponent controller))
{
controller.VelocityDir = Vector2.Zero;
}
if (_pathfindingRequests.TryGetValue(entity, out var request))
{
request.Item1.Cancel();
_pathfindingRequests.Remove(entity);
}
if (_paths.ContainsKey(entity))
{
_paths.Remove(entity);
}
if (_nextGrid.ContainsKey(entity))
{
_nextGrid.Remove(entity);
}
if (_stuckCounter.ContainsKey(entity))
{
_stuckCounter.Remove(entity);
}
if (_entityTargetPosition.ContainsKey(entity))
{
_entityTargetPosition.Remove(entity);
}
foreach (var agentList in _agentLists)
{
if (agentList.ContainsKey(entity))
{
agentList.Remove(entity);
return;
}
}
}
/// <summary>
/// Is the entity currently registered for steering?
/// </summary>
/// <param name="entity"></param>
/// <returns></returns>
public bool IsRegistered(IEntity entity)
{
foreach (var agentList in _agentLists)
{
if (agentList.ContainsKey(entity))
{
return true;
}
}
return false;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
foreach (var (agent, steering) in RunningAgents)
{
var result = Steer(agent, steering);
steering.Status = result;
switch (result)
{
case SteeringStatus.Pending:
break;
case SteeringStatus.NoPath:
Unregister(agent);
break;
case SteeringStatus.Arrived:
Unregister(agent);
break;
case SteeringStatus.Moving:
break;
default:
throw new ArgumentOutOfRangeException();
}
}
_listIndex = (_listIndex + 1) % _agentLists.Count;
}
/// <summary>
/// Go through each steerer and combine their vectors
/// </summary>
/// <param name="entity"></param>
/// <param name="steeringRequest"></param>
/// <returns></returns>
/// <exception cref="NotImplementedException"></exception>
private SteeringStatus Steer(IEntity entity, IAiSteeringRequest steeringRequest)
{
// Main optimisation to be done below is the redundant calls and adding more variables
if (!entity.TryGetComponent(out AiControllerComponent controller) || !ActionBlockerSystem.CanMove(entity))
{
return SteeringStatus.NoPath;
}
if (_pauseManager.IsGridPaused(entity.Transform.GridID))
{
controller.VelocityDir = Vector2.Zero;
return SteeringStatus.Pending;
}
// Validation
// Check if we can even arrive -> Currently only samegrid movement supported
if (entity.Transform.GridID != steeringRequest.TargetGrid.GridID)
{
controller.VelocityDir = Vector2.Zero;
return SteeringStatus.NoPath;
}
// Check if we have arrived
if ((entity.Transform.MapPosition.Position - steeringRequest.TargetMap.Position).Length <= steeringRequest.ArrivalDistance)
{
// TODO: If we need LOS and are moving to an entity then we may not be in range yet
// Chuck out a ray every half second or so and keep moving until we are?
// Alternatively could use tile-based LOS checks via the pathfindingsystem I guess
controller.VelocityDir = Vector2.Zero;
return SteeringStatus.Arrived;
}
// Handle pathfinding job
// If we still have an existing path then keep following that until the new path arrives
if (_pathfindingRequests.TryGetValue(entity, out var pathRequest) && pathRequest.Item2.Status == JobStatus.Finished)
{
switch (pathRequest.Item2.Exception)
{
case null:
break;
// Currently nothing should be cancelling these except external factors
case TaskCanceledException _:
controller.VelocityDir = Vector2.Zero;
return SteeringStatus.NoPath;
default:
throw pathRequest.Item2.Exception;
}
// No actual path
var path = _pathfindingRequests[entity].Item2.Result;
if (path == null || path.Count == 0)
{
controller.VelocityDir = Vector2.Zero;
return SteeringStatus.NoPath;
}
// If we're closer to next tile then we don't want to walk backwards to our tile's center
UpdatePath(entity, path);
// If we're targeting entity get a fixed tile; if they move from it then re-path (at least til we get a better solution)
if (steeringRequest is EntityTargetSteeringRequest entitySteeringRequest)
{
_entityTargetPosition[entity] = entitySteeringRequest.TargetGrid;
}
// Move next tick
return SteeringStatus.Pending;
}
// Check if we even have a path to follow
// If the route's empty we could be close and may not need a re-path so we won't check if it is
if (!_paths.ContainsKey(entity) && !_pathfindingRequests.ContainsKey(entity))
{
RequestPath(entity, steeringRequest);
return SteeringStatus.Pending;
}
var ignoredCollision = new List<IEntity>();
// Check if the target entity has moved - If so then re-path
// TODO: Patch the path from the target's position back towards us, stopping if it ever intersects the current path
// Probably need a separate "PatchPath" job
if (steeringRequest is EntityTargetSteeringRequest entitySteer)
{
if (entitySteer.Target.Deleted)
{
controller.VelocityDir = Vector2.Zero;
return SteeringStatus.NoPath;
}
// Check if target's moved too far
if (_entityTargetPosition.TryGetValue(entity, out var targetGrid) && (entitySteer.TargetGrid.Position - targetGrid.Position).Length >= entitySteer.TargetMaxMove)
{
// We'll just repath and keep following the existing one until we get a new one
RequestPath(entity, steeringRequest);
}
ignoredCollision.Add(entitySteer.Target);
}
HandleStuck(entity);
// TODO: Probably need a dedicated queuing solver (doorway congestion FML)
// Get the target grid (either next tile or target itself) and pass it in to the steering behaviors
// If there's nowhere to go then just stop and wait
var nextGrid = NextGrid(entity, steeringRequest);
if (!nextGrid.HasValue)
{
controller.VelocityDir = Vector2.Zero;
return SteeringStatus.NoPath;
}
// Validate that we can even get to the next grid (could probably just check if we can use nextTile if we're not near the target grid)
if (!_pathfindingSystem.CanTraverse(entity, nextGrid.Value))
{
controller.VelocityDir = Vector2.Zero;
return SteeringStatus.NoPath;
}
// Now we can /finally/ move
var movementVector = Vector2.Zero;
// Originally I tried using interface steerers but ehhh each one kind of needs to do its own thing
// Plus there's not much point putting these in a separate class
// Each one just adds onto the final vector
movementVector += Seek(entity, nextGrid.Value);
if (CollisionAvoidanceEnabled)
{
movementVector += CollisionAvoidance(entity, movementVector, ignoredCollision);
}
// Group behaviors would also go here e.g. separation, cohesion, alignment
// Move towards it
DebugTools.Assert(movementVector != new Vector2(float.NaN, float.NaN));
controller.VelocityDir = movementVector.Normalized;
return SteeringStatus.Moving;
}
/// <summary>
/// Get a new job from the pathfindingsystem
/// </summary>
/// <param name="entity"></param>
/// <param name="steeringRequest"></param>
private void RequestPath(IEntity entity, IAiSteeringRequest steeringRequest)
{
if (_pathfindingRequests.ContainsKey(entity))
{
return;
}
var cancelToken = new CancellationTokenSource();
var gridManager = _mapManager.GetGrid(entity.Transform.GridID);
var startTile = gridManager.GetTileRef(entity.Transform.GridPosition);
var endTile = gridManager.GetTileRef(steeringRequest.TargetGrid);
var collisionMask = 0;
if (entity.TryGetComponent(out CollidableComponent collidableComponent))
{
collisionMask = collidableComponent.CollisionMask;
}
var access = AccessReader.FindAccessTags(entity);
var job = _pathfindingSystem.RequestPath(new PathfindingArgs(
entity.Uid,
access,
collisionMask,
startTile,
endTile,
steeringRequest.PathfindingProximity
), cancelToken.Token);
_pathfindingRequests.Add(entity, (cancelToken, job));
}
/// <summary>
/// Given the pathfinding is timesliced we need to trim the first few(?) tiles so we don't walk backwards
/// </summary>
/// <param name="entity"></param>
/// <param name="path"></param>
private void UpdatePath(IEntity entity, Queue<TileRef> path)
{
_pathfindingRequests.Remove(entity);
var entityTile = _mapManager.GetGrid(entity.Transform.GridID).GetTileRef(entity.Transform.GridPosition);
var tile = path.Dequeue();
var closestDistance = PathfindingHelpers.OctileDistance(entityTile, tile);
for (var i = 0; i < path.Count; i++)
{
tile = path.Peek();
var distance = PathfindingHelpers.OctileDistance(entityTile, tile);
if (distance < closestDistance)
{
path.Dequeue();
}
else
{
break;
}
}
_paths[entity] = path;
}
/// <summary>
/// Get the next tile as GridCoordinates
/// </summary>
/// <param name="entity"></param>
/// <param name="steeringRequest"></param>
/// <returns></returns>
private GridCoordinates? NextGrid(IEntity entity, IAiSteeringRequest steeringRequest)
{
// Remove the cached grid
if (!_paths.ContainsKey(entity) && _nextGrid.ContainsKey(entity))
{
_nextGrid.Remove(entity);
}
// If no tiles left just move towards the target (if we're close)
if (!_paths.ContainsKey(entity) || _paths[entity].Count == 0)
{
if ((steeringRequest.TargetGrid.Position - entity.Transform.GridPosition.Position).Length <= 1.5f)
{
return steeringRequest.TargetGrid;
}
// Too far so we need a re-path
return null;
}
if (!_nextGrid.TryGetValue(entity, out var nextGrid) ||
(nextGrid.Position - entity.Transform.GridPosition.Position).Length <= TileTolerance)
{
UpdateGridCache(entity);
nextGrid = _nextGrid[entity];
}
DebugTools.Assert(nextGrid != default);
return nextGrid;
}
/// <summary>
/// Rather than converting TileRef to GridCoordinates over and over we'll just cache it
/// </summary>
/// <param name="entity"></param>
/// <param name="dequeue"></param>
private void UpdateGridCache(IEntity entity, bool dequeue = true)
{
if (_paths[entity].Count == 0) return;
var nextTile = dequeue ? _paths[entity].Dequeue() : _paths[entity].Peek();
var nextGrid = _mapManager.GetGrid(entity.Transform.GridID).GridTileToLocal(nextTile.GridIndices);
_nextGrid[entity] = nextGrid;
}
/// <summary>
/// Check if we've been near our last GridCoordinates too long and try to fix it
/// </summary>
/// <param name="entity"></param>
private void HandleStuck(IEntity entity)
{
if (!_stuckPositions.TryGetValue(entity, out var stuckPosition))
{
_stuckPositions[entity] = entity.Transform.GridPosition;
_stuckCounter[entity] = 0;
return;
}
if ((entity.Transform.GridPosition.Position - stuckPosition.Position).Length <= 1.0f)
{
_stuckCounter.TryGetValue(entity, out var stuckCount);
_stuckCounter[entity] = stuckCount + 1;
}
else
{
// No longer stuck
_stuckPositions[entity] = entity.Transform.GridPosition;
_stuckCounter[entity] = 0;
return;
}
// Should probably be time-based
if (_stuckCounter[entity] < 30)
{
return;
}
// Okay now we're stuck
_paths.Remove(entity);
_stuckCounter[entity] = 0;
}
#region Steering
/// <summary>
/// Move straight to target position
/// </summary>
/// <param name="entity"></param>
/// <param name="grid"></param>
/// <returns></returns>
private Vector2 Seek(IEntity entity, GridCoordinates grid)
{
// is-even much
var entityPos = entity.Transform.GridPosition;
return entityPos == grid ? Vector2.Zero : (grid.Position - entityPos.Position).Normalized;
}
/// <summary>
/// Like Seek but slows down when within distance
/// </summary>
/// <param name="entity"></param>
/// <param name="grid"></param>
/// <param name="slowingDistance"></param>
/// <returns></returns>
private Vector2 Arrival(IEntity entity, GridCoordinates grid, float slowingDistance = 1.0f)
{
var entityPos = entity.Transform.GridPosition;
DebugTools.Assert(slowingDistance > 0.0f);
if (entityPos == grid)
{
return Vector2.Zero;
}
var targetDiff = grid.Position - entityPos.Position;
var rampedSpeed = targetDiff.Length / slowingDistance;
return targetDiff.Normalized * MathF.Min(1.0f, rampedSpeed);
}
/// <summary>
/// Like Seek but predicts target's future position
/// </summary>
/// <param name="entity"></param>
/// <param name="target"></param>
/// <returns></returns>
private Vector2 Pursuit(IEntity entity, IEntity target)
{
var entityPos = entity.Transform.GridPosition;
var targetPos = target.Transform.GridPosition;
if (entityPos == targetPos)
{
return Vector2.Zero;
}
if (target.TryGetComponent(out PhysicsComponent physicsComponent))
{
var targetDistance = (targetPos.Position - entityPos.Position);
targetPos = targetPos.Offset(physicsComponent.LinearVelocity * targetDistance);
}
return (targetPos.Position - entityPos.Position).Normalized;
}
/// <summary>
/// Checks for non-anchored physics objects that can block us
/// </summary>
/// <param name="entity"></param>
/// <param name="direction">entity's travel direction</param>
/// <param name="ignoredTargets"></param>
/// <returns></returns>
private Vector2 CollisionAvoidance(IEntity entity, Vector2 direction, ICollection<IEntity> ignoredTargets)
{
if (direction == Vector2.Zero || !entity.HasComponent<CollidableComponent>())
{
return Vector2.Zero;
}
// We'll check tile-by-tile
// Rewriting this frequently so not many comments as they'll go stale
// I realise this is bad so please rewrite it ;-;
var avoidanceVector = Vector2.Zero;
var checkTiles = new HashSet<TileRef>();
var avoidTiles = new HashSet<TileRef>();
var entityGridCoords = entity.Transform.GridPosition;
var grid = _mapManager.GetGrid(entity.Transform.GridID);
var currentTile = grid.GetTileRef(entityGridCoords);
var halfwayTile = grid.GetTileRef(entityGridCoords.Offset(direction / 2));
var nextTile = grid.GetTileRef(entityGridCoords.Offset(direction));
checkTiles.Add(currentTile);
checkTiles.Add(halfwayTile);
checkTiles.Add(nextTile);
// Handling corners with collision avoidance is a real bitch
// TBH collision avoidance in general that doesn't run like arse is a real bitch
foreach (var tile in checkTiles)
{
var node = _pathfindingSystem.GetNode(tile);
// Assume the immovables have already been checked
foreach (var uid in node.PhysicsUids)
{
// Ignore myself / my target if applicable
if (uid == entity.Uid || ignoredTargets.Contains(entity)) continue;
// God there's so many ways to do this
// err for now we'll just assume the first entity is the center and just add a vector for it
var collisionEntity = _entityManager.GetEntity(uid);
// if we're moving in the same direction then ignore
// So if 2 entities are moving towards each other and both detect a collision they'll both move in the same direction
// i.e. towards the right
if (collisionEntity.TryGetComponent(out PhysicsComponent physicsComponent) &&
Vector2.Dot(physicsComponent.LinearVelocity, direction) > 0)
{
continue;
}
var centerGrid = collisionEntity.Transform.GridPosition;
// Check how close we are to center of tile and get the inverse; if we're closer this is stronger
var additionalVector = (centerGrid.Position - entityGridCoords.Position);
var distance = additionalVector.Length;
// If we're too far no point, if we're close then cap it at the normalized vector
distance = Math.Clamp(2.5f - distance, 0.0f, 1.0f);
additionalVector = new Angle(90 * distance).RotateVec(additionalVector);
avoidanceVector += additionalVector;
// if we do need to avoid that means we'll have to lookahead for the next tile
avoidTiles.Add(tile);
break;
}
}
// Dis ugly
if (_paths.TryGetValue(entity, out var path))
{
if (path.Count > 0)
{
var checkTile = path.Peek();
for (var i = 0; i < Math.Min(path.Count, avoidTiles.Count); i++)
{
if (avoidTiles.Contains(checkTile))
{
checkTile = path.Dequeue();
}
}
UpdateGridCache(entity, false);
}
}
return avoidanceVector == Vector2.Zero ? avoidanceVector : avoidanceVector.Normalized;
}
#endregion
}
public enum SteeringStatus
{
Pending,
NoPath,
Arrived,
Moving,
}
}

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using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Map;
namespace Content.Server.GameObjects.EntitySystems.AI.Steering
{
public sealed class EntityTargetSteeringRequest : IAiSteeringRequest
{
public SteeringStatus Status { get; set; } = SteeringStatus.Pending;
public MapCoordinates TargetMap => _target.Transform.MapPosition;
public GridCoordinates TargetGrid => _target.Transform.GridPosition;
public IEntity Target => _target;
private IEntity _target;
/// <inheritdoc />
public float ArrivalDistance { get; }
/// <inheritdoc />
public float PathfindingProximity { get; }
/// <summary>
/// How far the target can move before we re-path
/// </summary>
public float TargetMaxMove { get; } = 1.5f;
/// <summary>
/// If we need LOS on the entity first before interaction
/// </summary>
public bool RequiresInRangeUnobstructed { get; }
public EntityTargetSteeringRequest(IEntity target, float arrivalDistance, float pathfindingProximity = 0.5f, bool requiresInRangeUnobstructed = false)
{
_target = target;
ArrivalDistance = arrivalDistance;
PathfindingProximity = pathfindingProximity;
RequiresInRangeUnobstructed = requiresInRangeUnobstructed;
}
}
}

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using Robust.Shared.Interfaces.Map;
using Robust.Shared.IoC;
using Robust.Shared.Map;
namespace Content.Server.GameObjects.EntitySystems.AI.Steering
{
public sealed class GridTargetSteeringRequest : IAiSteeringRequest
{
public SteeringStatus Status { get; set; } = SteeringStatus.Pending;
public MapCoordinates TargetMap { get; }
public GridCoordinates TargetGrid { get; }
/// <inheritdoc />
public float ArrivalDistance { get; }
/// <inheritdoc />
public float PathfindingProximity { get; }
public GridTargetSteeringRequest(GridCoordinates targetGrid, float arrivalDistance, float pathfindingProximity = 0.5f)
{
// Get it once up front so we the manager doesn't have to continuously get it
var mapManager = IoCManager.Resolve<IMapManager>();
TargetMap = targetGrid.ToMap(mapManager);
TargetGrid = targetGrid;
ArrivalDistance = arrivalDistance;
PathfindingProximity = pathfindingProximity;
}
}
}

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using Robust.Shared.Map;
namespace Content.Server.GameObjects.EntitySystems.AI.Steering
{
public interface IAiSteeringRequest
{
SteeringStatus Status { get; set; }
MapCoordinates TargetMap { get; }
GridCoordinates TargetGrid { get; }
/// <summary>
/// How close we have to get before we've arrived
/// </summary>
float ArrivalDistance { get; }
/// <summary>
/// How close the pathfinder needs to get. Typically you want this set lower than ArrivalDistance
/// </summary>
float PathfindingProximity { get; }
}
}