More NPC steering tweaks (#14119)

This commit is contained in:
metalgearsloth
2023-02-15 16:54:06 +11:00
committed by GitHub
parent 781ec8e9eb
commit 99dfe5694a
5 changed files with 49 additions and 12 deletions

View File

@@ -206,16 +206,19 @@ namespace Content.Server.NPC.Systems
var npcs = EntityQuery<ActiveNPCComponent, NPCSteeringComponent, InputMoverComponent, TransformComponent>()
.ToArray();
// Dependency issues across threads.
var options = new ParallelOptions
{
MaxDegreeOfParallelism = _parallel.ParallelProcessCount,
MaxDegreeOfParallelism = 1,
};
var curTime = _timing.CurTime;
Parallel.For(0, npcs.Length, options, i =>
{
var (_, steering, mover, xform) = npcs[i];
Steer(steering, mover, xform, modifierQuery, bodyQuery, xformQuery, frameTime);
Steer(steering, mover, xform, modifierQuery, bodyQuery, xformQuery, frameTime, curTime);
});
@@ -262,7 +265,8 @@ namespace Content.Server.NPC.Systems
EntityQuery<MovementSpeedModifierComponent> modifierQuery,
EntityQuery<PhysicsComponent> bodyQuery,
EntityQuery<TransformComponent> xformQuery,
float frameTime)
float frameTime,
TimeSpan curTime)
{
if (Deleted(steering.Coordinates.EntityId))
{
@@ -355,6 +359,18 @@ namespace Content.Server.NPC.Systems
resultDirection = new Angle(desiredDirection * InterestRadians).ToVec();
}
// Don't steer too frequently to avoid twitchiness.
// This should also implicitly solve tie situations.
// I think doing this after all the ops above is best?
// Originally I had it way above but sometimes mobs would overshoot their tile targets.
if (steering.NextSteer > curTime)
{
SetDirection(mover, steering, steering.LastSteerDirection, false);
return;
}
steering.NextSteer = curTime + TimeSpan.FromSeconds(1f / NPCSteeringComponent.SteeringFrequency);
steering.LastSteerDirection = resultDirection;
DebugTools.Assert(!float.IsNaN(resultDirection.X));
SetDirection(mover, steering, resultDirection, false);
}