Add NPC stuck detection (#14410)
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@@ -12,7 +12,6 @@ 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.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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@@ -49,15 +48,12 @@ namespace Content.Server.NPC.Systems
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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 FactionSystem _faction = default!;
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// [Dependency] private readonly MetaDataSystem _metadata = 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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// This will likely get moved onto an abstract pathfinding node that specifies the max distance allowed from the coordinate.
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private const float TileTolerance = 0.40f;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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private bool _enabled;
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@@ -69,9 +65,17 @@ namespace Content.Server.NPC.Systems
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private object _obstacles = new();
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private ISawmill _sawmill = default!;
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public override void Initialize()
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{
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base.Initialize();
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_sawmill = Logger.GetSawmill("npc.steering");
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#if DEBUG
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_sawmill.Level = LogLevel.Warning;
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#else
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_sawmill.Level = LogLevel.Debug;
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#endif
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for (var i = 0; i < InterestDirections; i++)
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{
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@@ -83,6 +87,7 @@ namespace Content.Server.NPC.Systems
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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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@@ -140,6 +145,12 @@ namespace Content.Server.NPC.Systems
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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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@@ -157,6 +168,7 @@ namespace Content.Server.NPC.Systems
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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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@@ -183,7 +195,7 @@ namespace Content.Server.NPC.Systems
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if (!Resolve(uid, ref component, false))
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return;
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if (EntityManager.TryGetComponent(component.Owner, out InputMoverComponent? controller))
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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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@@ -206,7 +218,7 @@ namespace Content.Server.NPC.Systems
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var xformQuery = GetEntityQuery<TransformComponent>();
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var npcs = EntityQuery<ActiveNPCComponent, NPCSteeringComponent, InputMoverComponent, TransformComponent>()
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.ToArray();
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.Select(o => (o.Item1.Owner, o.Item2, o.Item3, o.Item4)).ToArray();
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// Dependency issues across threads.
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var options = new ParallelOptions
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@@ -217,9 +229,8 @@ namespace Content.Server.NPC.Systems
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Parallel.For(0, npcs.Length, options, i =>
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{
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var (_, steering, mover, xform) = npcs[i];
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Steer(steering, mover, xform, modifierQuery, bodyQuery, xformQuery, frameTime, curTime);
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var (uid, steering, mover, xform) = npcs[i];
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Steer(uid, steering, mover, xform, modifierQuery, bodyQuery, xformQuery, frameTime, curTime);
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});
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@@ -227,10 +238,10 @@ namespace Content.Server.NPC.Systems
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{
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var data = new List<NPCSteeringDebugData>(npcs.Length);
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foreach (var (_, steering, mover, _) in npcs)
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foreach (var (uid, steering, mover, _) in npcs)
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{
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data.Add(new NPCSteeringDebugData(
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mover.Owner,
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uid,
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mover.CurTickSprintMovement,
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steering.Interest,
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steering.Danger,
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@@ -260,6 +271,7 @@ namespace Content.Server.NPC.Systems
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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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@@ -291,27 +303,16 @@ namespace Content.Server.NPC.Systems
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return;
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}
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/* If you wish to not steer every tick A) Add pause support B) fix overshoots to prevent dancing
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var nextSteer = steering.LastTimeSteer + TimeSpan.FromSeconds(1f / NPCSteeringComponent.SteerFrequency);
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if (nextSteer > _timing.CurTime)
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{
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SetDirection(mover, steering, steering.LastSteer, false);
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return;
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}
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*/
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var uid = mover.Owner;
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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 = xform.WorldPosition;
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var worldPos = _transform.GetWorldPosition(xform, xformQuery);
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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(steering.Owner, modifier);
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var moveSpeed = GetSprintSpeed(uid, modifier);
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var body = bodyQuery.GetComponent(uid);
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var dangerPoints = steering.DangerPoints;
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dangerPoints.Clear();
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@@ -324,8 +325,10 @@ namespace Content.Server.NPC.Systems
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var ev = new NPCSteeringEvent(steering, interest, danger, agentRadius, offsetRot, worldPos);
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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, bodyQuery, frameTime))
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if (steering.CanSeek && !TrySeek(uid, mover, steering, body, xform, offsetRot, moveSpeed, interest, bodyQuery, frameTime, ref forceSteer))
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{
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SetDirection(mover, steering, Vector2.Zero);
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return;
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@@ -333,7 +336,7 @@ namespace Content.Server.NPC.Systems
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DebugTools.Assert(!float.IsNaN(interest[0]));
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// Avoid static objects like walls
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CollisionAvoidance(uid, offsetRot, worldPos, agentRadius, moveSpeed, layer, mask, xform, danger, dangerPoints, bodyQuery, xformQuery);
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CollisionAvoidance(uid, offsetRot, worldPos, agentRadius, layer, mask, xform, danger, dangerPoints, bodyQuery, xformQuery);
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DebugTools.Assert(!float.IsNaN(danger[0]));
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Separation(uid, offsetRot, worldPos, agentRadius, layer, mask, body, xform, danger, bodyQuery, xformQuery);
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@@ -365,7 +368,7 @@ namespace Content.Server.NPC.Systems
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// I think doing this after all the ops above is best?
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// Originally I had it way above but sometimes mobs would overshoot their tile targets.
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if (steering.NextSteer > curTime)
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if (!forceSteer && steering.NextSteer > curTime)
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{
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SetDirection(mover, steering, steering.LastSteerDirection, false);
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return;
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@@ -388,7 +391,7 @@ namespace Content.Server.NPC.Systems
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/// <summary>
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/// Get a new job from the pathfindingsystem
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/// </summary>
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private async void RequestPath(NPCSteeringComponent steering, TransformComponent xform, float targetDistance)
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private async void RequestPath(EntityUid uid, NPCSteeringComponent steering, TransformComponent xform, float targetDistance)
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{
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// If we already have a pathfinding request then don't grab another.
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// If we're in range then just beeline them; this can avoid stutter stepping and is an easy way to look nicer.
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@@ -401,7 +404,7 @@ namespace Content.Server.NPC.Systems
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// If this still causes issues future sloth adjust the collision mask.
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if (targetPoly != null &&
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steering.Coordinates.Position.Equals(Vector2.Zero) &&
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_interaction.InRangeUnobstructed(steering.Owner, steering.Coordinates.EntityId, range: 30f))
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_interaction.InRangeUnobstructed(uid, steering.Coordinates.EntityId, range: 30f))
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{
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steering.CurrentPath.Clear();
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steering.CurrentPath.Enqueue(targetPoly);
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@@ -410,10 +413,10 @@ namespace Content.Server.NPC.Systems
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steering.PathfindToken = new CancellationTokenSource();
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var flags = _pathfindingSystem.GetFlags(steering.Owner);
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var flags = _pathfindingSystem.GetFlags(uid);
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var result = await _pathfindingSystem.GetPathSafe(
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steering.Owner,
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uid,
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xform.Coordinates,
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steering.Coordinates,
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steering.Range,
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@@ -435,7 +438,7 @@ namespace Content.Server.NPC.Systems
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return;
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}
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var targetPos = steering.Coordinates.ToMap(EntityManager);
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var targetPos = steering.Coordinates.ToMap(EntityManager, _transform);
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var ourPos = xform.MapPosition;
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PrunePath(ourPos, targetPos.Position - ourPos.Position, result.Path);
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