Add NPC stuck detection (#14410)
This commit is contained in:
@@ -45,7 +45,8 @@ public sealed partial class NPCSteeringSystem
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float moveSpeed,
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float[] interest,
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EntityQuery<PhysicsComponent> bodyQuery,
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float frameTime)
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float frameTime,
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ref bool forceSteer)
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{
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var ourCoordinates = xform.Coordinates;
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var destinationCoordinates = steering.Coordinates;
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@@ -72,6 +73,7 @@ public sealed partial class NPCSteeringSystem
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// Try to get the next node temporarily.
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targetCoordinates = GetTargetCoordinates(steering);
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needsPath = true;
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ResetStuck(steering, ourCoordinates);
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}
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}
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@@ -84,14 +86,22 @@ public sealed partial class NPCSteeringSystem
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// If it's a pathfinding node it might be different to the destination.
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arrivalDistance = steering.Range;
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}
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// If next node is a free tile then get within its bounds.
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// This is to avoid popping it too early
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else if (steering.CurrentPath.TryPeek(out var node) && node.Data.IsFreeSpace)
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{
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arrivalDistance = MathF.Min(node.Box.Width, node.Box.Height) - 0.01f;
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}
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// Try getting into blocked range I guess?
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// TODO: Consider melee range or the likes.
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else
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{
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arrivalDistance = SharedInteractionSystem.InteractionRange - 0.65f;
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}
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// Check if mapids match.
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var targetMap = targetCoordinates.ToMap(EntityManager);
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var ourMap = ourCoordinates.ToMap(EntityManager);
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var targetMap = targetCoordinates.ToMap(EntityManager, _transform);
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var ourMap = ourCoordinates.ToMap(EntityManager, _transform);
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if (targetMap.MapId != ourMap.MapId)
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{
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@@ -107,6 +117,8 @@ public sealed partial class NPCSteeringSystem
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// Node needs some kind of special handling like access or smashing.
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if (steering.CurrentPath.TryPeek(out var node) && !node.Data.IsFreeSpace)
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{
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// Ignore stuck while handling obstacles.
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ResetStuck(steering, ourCoordinates);
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SteeringObstacleStatus status;
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// Breaking behaviours and the likes.
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@@ -125,44 +137,68 @@ public sealed partial class NPCSteeringSystem
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steering.Status = SteeringStatus.NoPath;
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return false;
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case SteeringObstacleStatus.Continuing:
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CheckPath(steering, xform, needsPath, distance);
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CheckPath(uid, steering, xform, needsPath, distance);
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return true;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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// Otherwise it's probably regular pathing so just keep going a bit more to get to tile centre
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if (direction.Length <= TileTolerance)
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// Distance should already be handled above.
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// It was just a node, not the target, so grab the next destination (either the target or next node).
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if (steering.CurrentPath.Count > 0)
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{
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// It was just a node, not the target, so grab the next destination (either the target or next node).
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if (steering.CurrentPath.Count > 0)
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forceSteer = true;
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steering.CurrentPath.Dequeue();
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// Alright just adjust slightly and grab the next node so we don't stop moving for a tick.
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// TODO: If it's the last node just grab the target instead.
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targetCoordinates = GetTargetCoordinates(steering);
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targetMap = targetCoordinates.ToMap(EntityManager, _transform);
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// Can't make it again.
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if (ourMap.MapId != targetMap.MapId)
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{
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steering.CurrentPath.Dequeue();
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// Alright just adjust slightly and grab the next node so we don't stop moving for a tick.
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// TODO: If it's the last node just grab the target instead.
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targetCoordinates = GetTargetCoordinates(steering);
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targetMap = targetCoordinates.ToMap(EntityManager);
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// Can't make it again.
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if (ourMap.MapId != targetMap.MapId)
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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 false;
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}
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// Gonna resume now business as usual
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direction = targetMap.Position - ourMap.Position;
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}
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else
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{
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// This probably shouldn't happen as we check above but eh.
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SetDirection(mover, steering, Vector2.Zero);
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steering.Status = SteeringStatus.NoPath;
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return false;
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}
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// Gonna resume now business as usual
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direction = targetMap.Position - ourMap.Position;
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ResetStuck(steering, ourCoordinates);
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}
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else
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{
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// This probably shouldn't happen as we check above but eh.
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steering.Status = SteeringStatus.NoPath;
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return false;
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}
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}
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// Stuck detection
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// Check if we have moved further than the movespeed * stuck time.
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else if (ourCoordinates.TryDistance(EntityManager, steering.LastStuckCoordinates, out var stuckDistance) &&
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stuckDistance < NPCSteeringComponent.StuckDistance)
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{
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var stuckTime = _timing.CurTime - steering.LastStuckTime;
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// Either 1 second or how long it takes to move the stuck distance + buffer if we're REALLY slow.
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var maxStuckTime = Math.Max(1, NPCSteeringComponent.StuckDistance / moveSpeed * 1.2f);
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if (stuckTime.TotalSeconds > maxStuckTime)
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{
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// TODO: Blacklist nodes (pathfinder factor wehn)
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// TODO: This should be a warning but
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// A) NPCs get stuck on non-anchored static bodies still (e.g. closets)
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// B) NPCs still try to move in locked containers (e.g. cow, hamster)
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// and I don't want to spam grafana even harder than it gets spammed rn.
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_sawmill.Debug($"NPC {ToPrettyString(uid)} found stuck at {ourCoordinates}");
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steering.Status = SteeringStatus.NoPath;
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return false;
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}
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}
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else
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{
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ResetStuck(steering, ourCoordinates);
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}
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// Do we have no more nodes to follow OR has the target moved sufficiently? If so then re-path.
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@@ -172,7 +208,7 @@ public sealed partial class NPCSteeringSystem
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}
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// TODO: Probably need partial planning support i.e. patch from the last node to where the target moved to.
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CheckPath(steering, xform, needsPath, distance);
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CheckPath(uid, steering, xform, needsPath, distance);
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// If we don't have a path yet then do nothing; this is to avoid stutter-stepping if it turns out there's no path
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// available but we assume there was.
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@@ -198,17 +234,22 @@ public sealed partial class NPCSteeringSystem
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// Prefer our current direction
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if (weight > 0f && body.LinearVelocity.LengthSquared > 0f)
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{
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const float SameDirectionWeight = 0.1f;
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const float sameDirectionWeight = 0.1f;
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norm = body.LinearVelocity.Normalized;
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ApplySeek(interest, norm, SameDirectionWeight);
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ApplySeek(interest, norm, sameDirectionWeight);
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}
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return true;
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}
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private void ResetStuck(NPCSteeringComponent component, EntityCoordinates ourCoordinates)
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{
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component.LastStuckCoordinates = ourCoordinates;
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component.LastStuckTime = _timing.CurTime;
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}
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private void CheckPath(NPCSteeringComponent steering, TransformComponent xform, bool needsPath, float targetDistance)
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private void CheckPath(EntityUid uid, NPCSteeringComponent steering, TransformComponent xform, bool needsPath, float targetDistance)
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{
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if (!_pathfinding)
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{
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@@ -233,7 +274,7 @@ public sealed partial class NPCSteeringSystem
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// Request the new path.
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if (needsPath)
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{
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RequestPath(steering, xform, targetDistance);
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RequestPath(uid, steering, xform, targetDistance);
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}
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}
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@@ -253,7 +294,7 @@ public sealed partial class NPCSteeringSystem
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if (!node.Data.IsFreeSpace)
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break;
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var nodeMap = node.Coordinates.ToMap(EntityManager);
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var nodeMap = node.Coordinates.ToMap(EntityManager, _transform);
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// If any nodes are 'behind us' relative to the target we'll prune them.
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// This isn't perfect but should fix most cases of stutter stepping.
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@@ -311,7 +352,6 @@ public sealed partial class NPCSteeringSystem
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Angle offsetRot,
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Vector2 worldPos,
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float agentRadius,
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float moveSpeed,
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int layer,
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int mask,
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TransformComponent xform,
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@@ -414,7 +454,7 @@ public sealed partial class NPCSteeringSystem
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var xformB = xformQuery.GetComponent(ent);
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if (!_physics.TryGetNearestPoints(uid, ent, out var pointA, out var pointB, xform, xformB))
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if (!_physics.TryGetNearestPoints(uid, ent, out _, out var pointB, xform, xformB))
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{
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continue;
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}
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