Context steering for NPCs (#12915)

This commit is contained in:
metalgearsloth
2022-12-12 14:33:43 +11:00
committed by GitHub
parent 881ba0d48d
commit 7910bd3ff4
17 changed files with 952 additions and 228 deletions

View File

@@ -1,31 +1,54 @@
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using Content.Server.Administration.Managers;
using Content.Server.Doors.Systems;
using Content.Server.NPC.Components;
using Content.Server.NPC.Events;
using Content.Server.NPC.Pathfinding;
using Content.Shared.CCVar;
using Content.Shared.Interaction;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.NPC;
using Content.Shared.NPC.Events;
using Content.Shared.Weapons.Melee;
using Robust.Server.Player;
using Robust.Shared.Configuration;
using Robust.Shared.Map;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Player;
using Robust.Shared.Players;
using Robust.Shared.Random;
using Robust.Shared.Threading;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Server.NPC.Systems
{
public sealed partial class NPCSteeringSystem : EntitySystem
public sealed partial class NPCSteeringSystem : SharedNPCSteeringSystem
{
// http://www.red3d.com/cwr/papers/1999/gdc99steer.html for a steering overview
/*
* We use context steering to determine which way to move.
* This involves creating an array of possible directions and assigning a value for the desireability of each direction.
*
* There's multiple ways to implement this, e.g. you can average all directions, or you can choose the highest direction
* , or you can remove the danger map entirely and only having an interest map (AKA game endeavour).
* See http://www.gameaipro.com/GameAIPro2/GameAIPro2_Chapter18_Context_Steering_Behavior-Driven_Steering_at_the_Macro_Scale.pdf
* (though in their case it was for an F1 game so used context steering across the width of the road).
*/
[Dependency] private readonly IAdminManager _admin = default!;
[Dependency] private readonly IConfigurationManager _configManager = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IParallelManager _parallel = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly DoorSystem _doors = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly FactionSystem _faction = default!;
// [Dependency] private readonly MetaDataSystem _metadata = default!;
[Dependency] private readonly PathfindingSystem _pathfindingSystem = default!;
[Dependency] private readonly SharedInteractionSystem _interaction = default!;
[Dependency] private readonly SharedMeleeWeaponSystem _melee = default!;
@@ -37,19 +60,28 @@ namespace Content.Server.NPC.Systems
private bool _enabled;
private bool _pathfinding = true;
public static readonly Vector2[] Directions = new Vector2[InterestDirections];
private readonly HashSet<ICommonSession> _subscribedSessions = new();
public override void Initialize()
{
base.Initialize();
for (var i = 0; i < InterestDirections; i++)
{
Directions[i] = new Angle(InterestRadians * i).ToVec();
}
UpdatesBefore.Add(typeof(SharedPhysicsSystem));
InitializeAvoidance();
_configManager.OnValueChanged(CCVars.NPCEnabled, SetNPCEnabled, true);
_configManager.OnValueChanged(CCVars.NPCEnabled, SetNPCEnabled);
_configManager.OnValueChanged(CCVars.NPCPathfinding, SetNPCPathfinding);
SubscribeLocalEvent<NPCSteeringComponent, ComponentShutdown>(OnSteeringShutdown);
}
private void OnSteeringShutdown(EntityUid uid, NPCSteeringComponent component, ComponentShutdown args)
{
component.PathfindToken?.Cancel();
SubscribeNetworkEvent<RequestNPCSteeringDebugEvent>(OnDebugRequest);
}
private void SetNPCEnabled(bool obj)
@@ -65,6 +97,20 @@ namespace Content.Server.NPC.Systems
_enabled = obj;
}
private void SetNPCPathfinding(bool value)
{
_pathfinding = value;
if (!_pathfinding)
{
foreach (var comp in EntityQuery<NPCSteeringComponent>(true))
{
comp.PathfindToken?.Cancel();
comp.PathfindToken = null;
}
}
}
public override void Shutdown()
{
base.Shutdown();
@@ -72,6 +118,22 @@ namespace Content.Server.NPC.Systems
_configManager.UnsubValueChanged(CCVars.NPCEnabled, SetNPCEnabled);
}
private void OnDebugRequest(RequestNPCSteeringDebugEvent msg, EntitySessionEventArgs args)
{
if (!_admin.IsAdmin((IPlayerSession) args.SenderSession))
return;
if (msg.Enabled)
_subscribedSessions.Add(args.SenderSession);
else
_subscribedSessions.Remove(args.SenderSession);
}
private void OnSteeringShutdown(EntityUid uid, NPCSteeringComponent component, ComponentShutdown args)
{
component.PathfindToken?.Cancel();
}
/// <summary>
/// Adds the AI to the steering system to move towards a specific target
/// </summary>
@@ -137,15 +199,41 @@ namespace Content.Server.NPC.Systems
// Not every mob has the modifier component so do it as a separate query.
var bodyQuery = GetEntityQuery<PhysicsComponent>();
var modifierQuery = GetEntityQuery<MovementSpeedModifierComponent>();
var xformQuery = GetEntityQuery<TransformComponent>();
var npcs = EntityQuery<NPCSteeringComponent, ActiveNPCComponent, InputMoverComponent, TransformComponent>()
.ToArray();
// TODO: Do this in parallel.
// Main obstacle is requesting a new path needs to be done synchronously
foreach (var (steering, _, mover, xform) in npcs)
var options = new ParallelOptions()
{
Steer(steering, mover, xform, modifierQuery, bodyQuery, frameTime);
MaxDegreeOfParallelism = _parallel.ParallelProcessCount,
};
Parallel.For(0, npcs.Length, options, i =>
{
var (steering, _, mover, xform) = npcs[i];
Steer(steering, mover, xform, modifierQuery, bodyQuery, xformQuery, frameTime);
steering.LastSteer = mover.CurTickSprintMovement;
});
if (_subscribedSessions.Count > 0)
{
var data = new List<NPCSteeringDebugData>(npcs.Length);
foreach (var (steering, _, mover, _) in npcs)
{
data.Add(new NPCSteeringDebugData(
mover.Owner,
mover.CurTickSprintMovement,
steering.Interest,
steering.Danger,
steering.DangerPoints));
}
var filter = Filter.Empty();
filter.AddPlayers(_subscribedSessions);
RaiseNetworkEvent(new NPCSteeringDebugEvent(data), filter);
}
}
@@ -170,6 +258,7 @@ namespace Content.Server.NPC.Systems
TransformComponent xform,
EntityQuery<MovementSpeedModifierComponent> modifierQuery,
EntityQuery<PhysicsComponent> bodyQuery,
EntityQuery<TransformComponent> xformQuery,
float frameTime)
{
if (Deleted(steering.Coordinates.EntityId))
@@ -179,242 +268,93 @@ namespace Content.Server.NPC.Systems
return;
}
var ourCoordinates = xform.Coordinates;
var destinationCoordinates = steering.Coordinates;
// We've arrived, nothing else matters.
if (xform.Coordinates.TryDistance(EntityManager, destinationCoordinates, out var distance) &&
distance <= steering.Range)
// No path set from pathfinding or the likes.
if (steering.Status == SteeringStatus.NoPath)
{
SetDirection(mover, steering, Vector2.Zero);
steering.Status = SteeringStatus.InRange;
return;
}
// Can't move at all, just noop input.
if (!mover.CanMove)
{
SetDirection(mover, steering, Vector2.Zero);
steering.Status = SteeringStatus.Moving;
return;
}
// Grab the target position, either the next path node or our end goal.
// TODO: Some situations we may not want to move at our target without a path.
var targetCoordinates = GetTargetCoordinates(steering);
var needsPath = false;
// If the next node is invalid then get new ones
if (!targetCoordinates.IsValid(EntityManager))
{
if (steering.CurrentPath.TryPeek(out var poly) &&
(poly.Data.Flags & PathfindingBreadcrumbFlag.Invalid) != 0x0)
{
steering.CurrentPath.Dequeue();
// Try to get the next node temporarily.
targetCoordinates = GetTargetCoordinates(steering);
needsPath = true;
}
}
// Need to be pretty close if it's just a node to make sure LOS for door bashes or the likes.
float arrivalDistance;
if (targetCoordinates.Equals(steering.Coordinates))
{
// What's our tolerance for arrival.
// If it's a pathfinding node it might be different to the destination.
arrivalDistance = steering.Range;
}
else
{
arrivalDistance = SharedInteractionSystem.InteractionRange - 0.8f;
}
// Check if mapids match.
var targetMap = targetCoordinates.ToMap(EntityManager);
var ourMap = ourCoordinates.ToMap(EntityManager);
if (targetMap.MapId != ourMap.MapId)
{
SetDirection(mover, steering, Vector2.Zero);
steering.Status = SteeringStatus.NoPath;
return;
}
var direction = targetMap.Position - ourMap.Position;
// TODO: Pause time
// Need it on the paused event which needs an engine PR.
var nextSteer = steering.LastTimeSteer + TimeSpan.FromSeconds(1f / NPCSteeringComponent.SteerFrequency);
// Are we in range
if (direction.Length <= arrivalDistance)
if (nextSteer > _timing.CurTime)
{
// Node needs some kind of special handling like access or smashing.
if (steering.CurrentPath.TryPeek(out var node))
{
var status = TryHandleFlags(steering, node, bodyQuery);
// TODO: Need to handle re-pathing in case the target moves around.
switch (status)
{
case SteeringObstacleStatus.Completed:
break;
case SteeringObstacleStatus.Failed:
// TODO: Blacklist the poly for next query
SetDirection(mover, steering, Vector2.Zero);
steering.Status = SteeringStatus.NoPath;
return;
case SteeringObstacleStatus.Continuing:
SetDirection(mover, steering, Vector2.Zero, false);
CheckPath(steering, xform, needsPath, distance);
return;
default:
throw new ArgumentOutOfRangeException();
}
}
// Otherwise it's probably regular pathing so just keep going a bit more to get to tile centre
if (direction.Length <= TileTolerance)
{
// It was just a node, not the target, so grab the next destination (either the target or next node).
if (steering.CurrentPath.Count > 0)
{
steering.CurrentPath.Dequeue();
// Alright just adjust slightly and grab the next node so we don't stop moving for a tick.
// TODO: If it's the last node just grab the target instead.
targetCoordinates = GetTargetCoordinates(steering);
targetMap = targetCoordinates.ToMap(EntityManager);
// Can't make it again.
if (ourMap.MapId != targetMap.MapId)
{
SetDirection(mover, steering, Vector2.Zero);
steering.Status = SteeringStatus.NoPath;
return;
}
// Gonna resume now business as usual
direction = targetMap.Position - ourMap.Position;
}
else
{
// This probably shouldn't happen as we check above but eh.
SetDirection(mover, steering, Vector2.Zero);
steering.Status = SteeringStatus.InRange;
return;
}
}
}
// Do we have no more nodes to follow OR has the target moved sufficiently? If so then re-path.
if (!needsPath)
{
needsPath = steering.CurrentPath.Count == 0 || (steering.CurrentPath.Peek().Data.Flags & PathfindingBreadcrumbFlag.Invalid) != 0x0;
}
// TODO: Probably need partial planning support i.e. patch from the last node to where the target moved to.
CheckPath(steering, xform, needsPath, distance);
if (steering.Pathfind && steering.CurrentPath.Count == 0)
{
SetDirection(mover, steering, Vector2.Zero, false);
SetDirection(mover, steering, steering.LastSteer, false);
return;
}
modifierQuery.TryGetComponent(steering.Owner, out var modifier);
steering.LastTimeSteer = _timing.CurTime;
var uid = mover.Owner;
var interest = steering.Interest;
var danger = steering.Danger;
var agentRadius = steering.Radius;
var worldPos = xform.WorldPosition;
// Use rotation relative to parent to rotate our context vectors by.
var offsetRot = -_mover.GetParentGridAngle(mover);
modifierQuery.TryGetComponent(uid, out var modifier);
var moveSpeed = GetSprintSpeed(steering.Owner, modifier);
var tickMove = moveSpeed * frameTime;
var body = bodyQuery.GetComponent(uid);
var dangerPoints = steering.DangerPoints;
dangerPoints.Clear();
var input = direction.Normalized;
for (var i = 0; i < InterestDirections; i++)
{
steering.Interest[i] = 0f;
steering.Danger[i] = 0f;
}
// If we're going to overshoot then... don't.
// TODO: For tile / movement we don't need to get bang on, just need to make sure we don't overshoot the far end.
var tickMovement = moveSpeed * frameTime;
var ev = new NPCSteeringEvent(steering, interest, danger, agentRadius, offsetRot, worldPos);
RaiseLocalEvent(uid, ref ev);
if (tickMovement.Equals(0f))
if (steering.CanSeek && !TrySeek(uid, mover, steering, body, xform, offsetRot, moveSpeed, interest, bodyQuery, frameTime))
{
SetDirection(mover, steering, Vector2.Zero);
steering.Status = SteeringStatus.NoPath;
return;
}
DebugTools.Assert(!float.IsNaN(interest[0]));
// We may overshoot slightly but still be in the arrival distance which is okay.
var maxDistance = direction.Length + arrivalDistance;
// Avoid static objects like walls
CollisionAvoidance(uid, offsetRot, worldPos, agentRadius, tickMove, body, xform, danger, dangerPoints, bodyQuery, xformQuery);
DebugTools.Assert(!float.IsNaN(danger[0]));
if (tickMovement > maxDistance)
Separation(uid, offsetRot, worldPos, agentRadius, body, xform, interest, danger, bodyQuery, xformQuery);
// Remove the danger map from the interest map.
var desiredDirection = -1;
var desiredValue = 0f;
for (var i = 0; i < InterestDirections; i++)
{
input *= maxDistance / tickMovement;
}
var adjustedValue = Math.Clamp(interest[i] - danger[i], 0f, 1f);
// We have the input in world terms but need to convert it back to what movercontroller is doing.
input = (-_mover.GetParentGridAngle(mover)).RotateVec(input);
SetDirection(mover, steering, input);
}
private void CheckPath(NPCSteeringComponent steering, TransformComponent xform, bool needsPath, float targetDistance)
{
if (!needsPath)
{
// If the target has sufficiently moved.
var lastNode = GetCoordinates(steering.CurrentPath.Last());
if (lastNode.TryDistance(EntityManager, steering.Coordinates, out var lastDistance) &&
lastDistance > steering.RepathRange)
if (adjustedValue > desiredValue)
{
needsPath = true;
desiredDirection = i;
desiredValue = adjustedValue;
}
}
// Request the new path.
if (needsPath)
var resultDirection = Vector2.Zero;
if (desiredDirection != -1)
{
RequestPath(steering, xform, targetDistance);
}
}
/// <summary>
/// We may be pathfinding and moving at the same time in which case early nodes may be out of date.
/// </summary>
public void PrunePath(MapCoordinates mapCoordinates, Vector2 direction, Queue<PathPoly> nodes)
{
if (nodes.Count == 0)
return;
// Prune the first node as it's irrelevant.
nodes.Dequeue();
while (nodes.TryPeek(out var node))
{
if (!node.Data.IsFreeSpace)
break;
var nodeMap = node.Coordinates.ToMap(EntityManager);
// If any nodes are 'behind us' relative to the target we'll prune them.
// This isn't perfect but should fix most cases of stutter stepping.
if (nodeMap.MapId == mapCoordinates.MapId &&
Vector2.Dot(direction, nodeMap.Position - mapCoordinates.Position) < 0f)
{
nodes.Dequeue();
continue;
}
break;
}
}
/// <summary>
/// Get the coordinates we should be heading towards.
/// </summary>
private EntityCoordinates GetTargetCoordinates(NPCSteeringComponent steering)
{
// Depending on what's going on we may return the target or a pathfind node.
// Even if we're at the last node may not be able to head to target in case we get stuck on a corner or the likes.
if (steering.CurrentPath.Count >= 1 && steering.CurrentPath.TryPeek(out var nextTarget))
{
return GetCoordinates(nextTarget);
resultDirection = new Angle(desiredDirection * InterestRadians).ToVec();
}
return steering.Coordinates;
DebugTools.Assert(!float.IsNaN(resultDirection.X));
SetDirection(mover, steering, resultDirection, false);
}
private EntityCoordinates GetCoordinates(PathPoly poly)
@@ -435,11 +375,21 @@ namespace Content.Server.NPC.Systems
if (steering.Pathfind || targetDistance < steering.RepathRange)
return;
// Short-circuit with no path.
var targetPoly = _pathfindingSystem.GetPoly(steering.Coordinates);
if (targetPoly != null && steering.Coordinates.Position.Equals(Vector2.Zero) && _interaction.InRangeUnobstructed(steering.Owner, steering.Coordinates.EntityId))
{
steering.CurrentPath.Clear();
steering.CurrentPath.Enqueue(targetPoly);
return;
}
steering.PathfindToken = new CancellationTokenSource();
var flags = _pathfindingSystem.GetFlags(steering.Owner);
var result = await _pathfindingSystem.GetPath(
var result = await _pathfindingSystem.GetPathSafe(
steering.Owner,
xform.Coordinates,
steering.Coordinates,