Add pathfinding support for NPCs climbing tables (#17415)
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@@ -3,6 +3,7 @@ using System.Numerics;
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using Content.Server.Examine;
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using Content.Server.NPC.Components;
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using Content.Server.NPC.Pathfinding;
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using Content.Shared.Climbing;
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using Content.Shared.Interaction;
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using Content.Shared.Movement.Components;
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using Content.Shared.NPC;
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@@ -35,6 +36,30 @@ public sealed partial class NPCSteeringSystem
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#region Seek
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/// <summary>
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/// Takes into account agent-specific context that may allow it to bypass a node which is not FreeSpace.
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/// </summary>
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private bool IsFreeSpace(
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EntityUid uid,
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NPCSteeringComponent steering,
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PathPoly node)
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{
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if (node.Data.IsFreeSpace)
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{
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return true;
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}
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// Handle the case where the node is a climb, we can climb, and we are climbing.
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else if ((node.Data.Flags & PathfindingBreadcrumbFlag.Climb) != 0x0 &&
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(steering.Flags & PathFlags.Climbing) != 0x0 &&
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TryComp<ClimbingComponent>(uid, out var climbing) &&
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climbing.IsClimbing)
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{
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return true;
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}
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return false;
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}
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/// <summary>
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/// Attempts to head to the target destination, either via the next pathfinding node or the final target.
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/// </summary>
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@@ -90,7 +115,7 @@ public sealed partial class NPCSteeringSystem
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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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else if (steering.CurrentPath.TryPeek(out var node) && IsFreeSpace(uid, steering, node))
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{
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arrivalDistance = MathF.Min(node.Box.Width / 2f, node.Box.Height / 2f) - 0.01f;
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}
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@@ -117,7 +142,7 @@ public sealed partial class NPCSteeringSystem
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if (direction.Length() <= arrivalDistance)
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{
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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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if (steering.CurrentPath.TryPeek(out var node) && !IsFreeSpace(uid, steering, node))
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{
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// Ignore stuck while handling obstacles.
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ResetStuck(steering, ourCoordinates);
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