Add NPC stuck detection (#14410)
This commit is contained in:
@@ -2,6 +2,7 @@ using System.Threading;
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using Content.Server.NPC.Pathfinding;
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using Content.Shared.NPC;
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using Robust.Shared.Map;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Server.NPC.Components;
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@@ -39,12 +40,25 @@ public sealed class NPCSteeringComponent : Component
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/// <summary>
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/// Next time we can change our steering direction.
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/// </summary>
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[DataField("nextSteer", customTypeSerializer:typeof(TimeOffsetSerializer))]
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public TimeSpan NextSteer = TimeSpan.Zero;
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[DataField("lastSteerDirection")]
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public Vector2 LastSteerDirection = Vector2.Zero;
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public const int SteeringFrequency = 10;
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/// <summary>
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/// Last position we considered for being stuck.
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/// </summary>
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[DataField("lastStuckCoordinates")]
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public EntityCoordinates LastStuckCoordinates;
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[DataField("lastStuckTime", customTypeSerializer:typeof(TimeOffsetSerializer))]
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public TimeSpan LastStuckTime;
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public const float StuckDistance = 0.5f;
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/// <summary>
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/// Have we currently requested a path.
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/// </summary>
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@@ -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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@@ -125,25 +137,24 @@ 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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{
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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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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);
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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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@@ -155,6 +166,7 @@ public sealed partial class NPCSteeringSystem
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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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@@ -163,6 +175,30 @@ public sealed partial class NPCSteeringSystem
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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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@@ -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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