NPC obstacle fixes (#15645)
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@@ -98,7 +98,7 @@ public sealed partial class NPCSteeringSystem
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// TODO: Consider melee range or the likes.
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// TODO: Consider melee range or the likes.
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else
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else
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{
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{
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arrivalDistance = SharedInteractionSystem.InteractionRange - 0.65f;
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arrivalDistance = SharedInteractionSystem.InteractionRange - 0.05f;
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}
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}
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// Check if mapids match.
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// Check if mapids match.
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@@ -126,6 +126,12 @@ public sealed partial class NPCSteeringSystem
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// Breaking behaviours and the likes.
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// Breaking behaviours and the likes.
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lock (_obstacles)
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lock (_obstacles)
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{
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{
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// We're still coming to a stop so wait for the do_after.
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if (body.LinearVelocity.LengthSquared > 0.01f)
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{
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return true;
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}
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status = TryHandleFlags(uid, steering, node, bodyQuery);
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status = TryHandleFlags(uid, steering, node, bodyQuery);
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}
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}
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@@ -28,10 +28,10 @@ using Robust.Shared.Threading;
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using Robust.Shared.Timing;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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using Robust.Shared.Utility;
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namespace Content.Server.NPC.Systems
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namespace Content.Server.NPC.Systems;
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public sealed partial class NPCSteeringSystem : SharedNPCSteeringSystem
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{
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{
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public sealed partial class NPCSteeringSystem : SharedNPCSteeringSystem
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{
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/*
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/*
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* We use context steering to determine which way to move.
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* We use context steering to determine which way to move.
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* This involves creating an array of possible directions and assigning a value for the desireability of each direction.
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* This involves creating an array of possible directions and assigning a value for the desireability of each direction.
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@@ -476,5 +476,4 @@ namespace Content.Server.NPC.Systems
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return modifier.CurrentSprintSpeed;
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return modifier.CurrentSprintSpeed;
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}
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}
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}
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}
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}
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