Ignore non-hard bodies for npc steering (#12990)
This commit is contained in:
@@ -39,7 +39,7 @@ public sealed partial class NPCCombatSystem
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var obstacleDirection = pointB - args.WorldPosition;
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var obstacleDirection = pointB - args.WorldPosition;
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var obstacleDistance = obstacleDirection.Length;
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var obstacleDistance = obstacleDirection.Length;
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if (obstacleDistance > idealDistance)
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if (obstacleDistance > idealDistance || obstacleDistance == 0f)
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{
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{
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// Don't want to get too far.
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// Don't want to get too far.
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return;
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return;
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@@ -306,7 +306,8 @@ public sealed partial class NPCSteeringSystem
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Vector2 worldPos,
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Vector2 worldPos,
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float agentRadius,
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float agentRadius,
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float moveSpeed,
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float moveSpeed,
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PhysicsComponent body,
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int layer,
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int mask,
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TransformComponent xform,
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TransformComponent xform,
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float[] danger,
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float[] danger,
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List<Vector2> dangerPoints,
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List<Vector2> dangerPoints,
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@@ -322,8 +323,8 @@ public sealed partial class NPCSteeringSystem
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!bodyQuery.TryGetComponent(ent, out var otherBody) ||
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!bodyQuery.TryGetComponent(ent, out var otherBody) ||
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!otherBody.Hard ||
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!otherBody.Hard ||
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!otherBody.CanCollide ||
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!otherBody.CanCollide ||
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((body.CollisionMask & otherBody.CollisionLayer) == 0x0 &&
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(mask & otherBody.CollisionLayer) == 0x0 &&
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(body.CollisionLayer & otherBody.CollisionMask) == 0x0))
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(layer & otherBody.CollisionMask) == 0x0)
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{
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{
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continue;
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continue;
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}
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}
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@@ -331,10 +332,10 @@ public sealed partial class NPCSteeringSystem
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if (!_physics.TryGetNearestPoints(uid, ent, out var pointA, out var pointB, xform, xformQuery.GetComponent(ent)))
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if (!_physics.TryGetNearestPoints(uid, ent, out var pointA, out var pointB, xform, xformQuery.GetComponent(ent)))
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continue;
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continue;
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var obstacleDirection = (pointB - worldPos);
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var obstacleDirection = pointB - worldPos;
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var obstableDistance = obstacleDirection.Length;
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var obstableDistance = obstacleDirection.Length;
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if (obstableDistance > detectionRadius)
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if (obstableDistance > detectionRadius || obstableDistance == 0f)
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continue;
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continue;
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dangerPoints.Add(pointB);
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dangerPoints.Add(pointB);
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@@ -363,9 +364,10 @@ public sealed partial class NPCSteeringSystem
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Angle offsetRot,
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Angle offsetRot,
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Vector2 worldPos,
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Vector2 worldPos,
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float agentRadius,
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float agentRadius,
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int layer,
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int mask,
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PhysicsComponent body,
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PhysicsComponent body,
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TransformComponent xform,
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TransformComponent xform,
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float[] interest,
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float[] danger,
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float[] danger,
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EntityQuery<PhysicsComponent> bodyQuery,
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EntityQuery<PhysicsComponent> bodyQuery,
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EntityQuery<TransformComponent> xformQuery)
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EntityQuery<TransformComponent> xformQuery)
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@@ -382,8 +384,8 @@ public sealed partial class NPCSteeringSystem
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!bodyQuery.TryGetComponent(ent, out var otherBody) ||
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!bodyQuery.TryGetComponent(ent, out var otherBody) ||
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!otherBody.Hard ||
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!otherBody.Hard ||
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!otherBody.CanCollide ||
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!otherBody.CanCollide ||
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(body.CollisionMask & otherBody.CollisionLayer) == 0x0 &&
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(mask & otherBody.CollisionLayer) == 0x0 &&
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(body.CollisionLayer & otherBody.CollisionMask) == 0x0 ||
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(layer & otherBody.CollisionMask) == 0x0 ||
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!factionQuery.TryGetComponent(ent, out var otherFaction) ||
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!factionQuery.TryGetComponent(ent, out var otherFaction) ||
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!_faction.IsFriendly(uid, ent, ourFaction, otherFaction) ||
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!_faction.IsFriendly(uid, ent, ourFaction, otherFaction) ||
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Vector2.Dot(otherBody.LinearVelocity, ourVelocity) < 0f)
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Vector2.Dot(otherBody.LinearVelocity, ourVelocity) < 0f)
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@@ -398,10 +400,10 @@ public sealed partial class NPCSteeringSystem
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continue;
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continue;
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}
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}
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var obstacleDirection = (pointB - worldPos);
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var obstacleDirection = pointB - worldPos;
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var obstableDistance = obstacleDirection.Length;
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var obstableDistance = obstacleDirection.Length;
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if (obstableDistance > detectionRadius)
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if (obstableDistance > detectionRadius || obstableDistance == 0f)
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continue;
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continue;
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obstacleDirection = offsetRot.RotateVec(obstacleDirection);
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obstacleDirection = offsetRot.RotateVec(obstacleDirection);
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@@ -299,6 +299,7 @@ namespace Content.Server.NPC.Systems
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var danger = steering.Danger;
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var danger = steering.Danger;
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var agentRadius = steering.Radius;
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var agentRadius = steering.Radius;
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var worldPos = xform.WorldPosition;
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var worldPos = xform.WorldPosition;
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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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// Use rotation relative to parent to rotate our context vectors by.
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var offsetRot = -_mover.GetParentGridAngle(mover);
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var offsetRot = -_mover.GetParentGridAngle(mover);
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@@ -326,10 +327,10 @@ namespace Content.Server.NPC.Systems
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DebugTools.Assert(!float.IsNaN(interest[0]));
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DebugTools.Assert(!float.IsNaN(interest[0]));
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// Avoid static objects like walls
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// Avoid static objects like walls
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CollisionAvoidance(uid, offsetRot, worldPos, agentRadius, tickMove, body, xform, danger, dangerPoints, bodyQuery, xformQuery);
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CollisionAvoidance(uid, offsetRot, worldPos, agentRadius, tickMove, layer, mask, xform, danger, dangerPoints, bodyQuery, xformQuery);
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DebugTools.Assert(!float.IsNaN(danger[0]));
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DebugTools.Assert(!float.IsNaN(danger[0]));
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Separation(uid, offsetRot, worldPos, agentRadius, body, xform, interest, danger, bodyQuery, xformQuery);
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Separation(uid, offsetRot, worldPos, agentRadius, layer, mask, body, xform, danger, bodyQuery, xformQuery);
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// Remove the danger map from the interest map.
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// Remove the danger map from the interest map.
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var desiredDirection = -1;
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var desiredDirection = -1;
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