More NPC steering fixes (#17042)
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@@ -401,20 +401,37 @@ public sealed partial class NPCSteeringSystem
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continue;
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}
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if (!_physics.TryGetNearestPoints(uid, ent, out _, out var pointB, xform, xformQuery.GetComponent(ent)))
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var xformB = xformQuery.GetComponent(ent);
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if (!_physics.TryGetNearest(uid, ent, out var pointA, out var pointB, out var distance, xform, xformB))
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{
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continue;
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}
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if (distance > detectionRadius)
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continue;
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var obstacleDirection = pointB - worldPos;
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var obstableDistance = obstacleDirection.Length;
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var weight = 1f;
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var obstacleDirection = pointB - pointA;
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if (obstableDistance > detectionRadius || obstableDistance == 0f)
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continue;
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// Inside each other so just use worldPos
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if (distance == 0f)
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{
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obstacleDirection = _transform.GetWorldPosition(xformB, xformQuery) - worldPos;
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// Welp
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if (obstacleDirection == Vector2.Zero)
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{
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obstacleDirection = Vector2.One.Normalized;
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}
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}
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else
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{
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weight = distance / detectionRadius;
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}
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dangerPoints.Add(pointB);
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obstacleDirection = offsetRot.RotateVec(obstacleDirection);
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var norm = obstacleDirection.Normalized;
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// Weight it to 1 if we used the fallback, otherwise relative distance.
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var weight = obstableDistance <= agentRadius ? 1f : (obstableDistance - agentRadius) / objectRadius;
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for (var i = 0; i < InterestDirections; i++)
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{
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@@ -445,7 +462,7 @@ public sealed partial class NPCSteeringSystem
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EntityQuery<PhysicsComponent> bodyQuery,
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EntityQuery<TransformComponent> xformQuery)
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{
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var objectRadius = 0.1f;
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var objectRadius = 0.25f;
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var detectionRadius = MathF.Max(0.35f, agentRadius + objectRadius);
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var ourVelocity = body.LinearVelocity;
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var factionQuery = GetEntityQuery<FactionComponent>();
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@@ -470,21 +487,36 @@ public sealed partial class NPCSteeringSystem
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var xformB = xformQuery.GetComponent(ent);
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if (!_physics.TryGetNearestPoints(uid, ent, out _, out var pointB, xform, xformB))
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if (!_physics.TryGetNearest(uid, ent, out var pointA, out var pointB, out var distance, xform, xformB))
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{
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continue;
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}
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var obstacleDirection = pointB - worldPos;
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var obstableDistance = obstacleDirection.Length;
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if (obstableDistance > detectionRadius || obstableDistance == 0f)
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if (distance > detectionRadius)
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continue;
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var weight = 1f;
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var obstacleDirection = pointB - pointA;
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// Inside each other so just use worldPos
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if (distance == 0f)
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{
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obstacleDirection = _transform.GetWorldPosition(xformB, xformQuery) - worldPos;
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// Welp
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if (obstacleDirection == Vector2.Zero)
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{
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obstacleDirection = _random.NextAngle().ToVec();
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}
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}
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else
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{
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weight = distance / detectionRadius;
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}
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obstacleDirection = offsetRot.RotateVec(obstacleDirection);
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var norm = obstacleDirection.Normalized;
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var weight = obstableDistance <= agentRadius ? 1f : (obstableDistance - agentRadius) / objectRadius;
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weight *= 1f;
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weight *= 0.25f;
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for (var i = 0; i < InterestDirections; i++)
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{
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@@ -348,6 +348,17 @@ public sealed partial class NPCSteeringSystem : SharedNPCSteeringSystem
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}
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DebugTools.Assert(!float.IsNaN(interest[0]));
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// Don't steer too frequently to avoid twitchiness.
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// This should also implicitly solve tie situations.
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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 (!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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}
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// Avoid static objects like walls
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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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@@ -376,17 +387,6 @@ public sealed partial class NPCSteeringSystem : SharedNPCSteeringSystem
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resultDirection = new Angle(desiredDirection * InterestRadians).ToVec();
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}
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// Don't steer too frequently to avoid twitchiness.
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// This should also implicitly solve tie situations.
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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 (!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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}
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steering.NextSteer = curTime + TimeSpan.FromSeconds(1f / NPCSteeringComponent.SteeringFrequency);
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steering.LastSteerDirection = resultDirection;
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DebugTools.Assert(!float.IsNaN(resultDirection.X));
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