More NPC steering tweaks (#14119)
This commit is contained in:
@@ -36,6 +36,15 @@ public sealed class NPCSteeringComponent : Component
|
|||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Next time we can change our steering direction.
|
||||||
|
/// </summary>
|
||||||
|
public TimeSpan NextSteer = TimeSpan.Zero;
|
||||||
|
|
||||||
|
public Vector2 LastSteerDirection = Vector2.Zero;
|
||||||
|
|
||||||
|
public const int SteeringFrequency = 10;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Have we currently requested a path.
|
/// Have we currently requested a path.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
|||||||
@@ -32,10 +32,10 @@ public sealed partial class NPCCombatSystem
|
|||||||
if (cdRemaining < TimeSpan.FromSeconds(1f / weapon.AttackRate) * 0.5f)
|
if (cdRemaining < TimeSpan.FromSeconds(1f / weapon.AttackRate) * 0.5f)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
if (!_physics.TryGetNearestPoints(uid, component.Target, out _, out var pointB))
|
if (!_physics.TryGetNearestPoints(uid, component.Target, out var pointA, out var pointB))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
var idealDistance = weapon.Range * 1.25f;
|
var idealDistance = weapon.Range * 1.5f;
|
||||||
var obstacleDirection = pointB - args.WorldPosition;
|
var obstacleDirection = pointB - args.WorldPosition;
|
||||||
var obstacleDistance = obstacleDirection.Length;
|
var obstacleDistance = obstacleDirection.Length;
|
||||||
|
|
||||||
|
|||||||
@@ -320,7 +320,7 @@ public sealed partial class NPCSteeringSystem
|
|||||||
EntityQuery<PhysicsComponent> bodyQuery,
|
EntityQuery<PhysicsComponent> bodyQuery,
|
||||||
EntityQuery<TransformComponent> xformQuery)
|
EntityQuery<TransformComponent> xformQuery)
|
||||||
{
|
{
|
||||||
var detectionRadius = MathF.Max(1.5f, agentRadius + moveSpeed / 4f);
|
var detectionRadius = MathF.Max(1.5f, agentRadius);
|
||||||
|
|
||||||
foreach (var ent in _lookup.GetEntitiesInRange(uid, detectionRadius, LookupFlags.Static))
|
foreach (var ent in _lookup.GetEntitiesInRange(uid, detectionRadius, LookupFlags.Static))
|
||||||
{
|
{
|
||||||
@@ -338,12 +338,24 @@ public sealed partial class NPCSteeringSystem
|
|||||||
if (!_physics.TryGetNearestPoints(uid, ent, out var pointA, out var pointB, xform, xformQuery.GetComponent(ent)))
|
if (!_physics.TryGetNearestPoints(uid, ent, out var pointA, out var pointB, xform, xformQuery.GetComponent(ent)))
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
var obstacleDirection = pointB - worldPos;
|
var obstacleDirection = pointB - pointA;
|
||||||
var obstableDistance = obstacleDirection.Length;
|
var obstableDistance = obstacleDirection.Length;
|
||||||
|
|
||||||
if (obstableDistance > detectionRadius || obstableDistance == 0f)
|
if (obstableDistance > detectionRadius)
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
|
// Fallback to worldpos if we're colliding.
|
||||||
|
if (obstableDistance == 0f)
|
||||||
|
{
|
||||||
|
obstacleDirection = pointB - worldPos;
|
||||||
|
obstableDistance = obstacleDirection.Length;
|
||||||
|
|
||||||
|
if (obstableDistance == 0f)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
obstableDistance = agentRadius;
|
||||||
|
}
|
||||||
|
|
||||||
dangerPoints.Add(pointB);
|
dangerPoints.Add(pointB);
|
||||||
obstacleDirection = offsetRot.RotateVec(obstacleDirection);
|
obstacleDirection = offsetRot.RotateVec(obstacleDirection);
|
||||||
var norm = obstacleDirection.Normalized;
|
var norm = obstacleDirection.Normalized;
|
||||||
|
|||||||
@@ -206,16 +206,19 @@ namespace Content.Server.NPC.Systems
|
|||||||
|
|
||||||
var npcs = EntityQuery<ActiveNPCComponent, NPCSteeringComponent, InputMoverComponent, TransformComponent>()
|
var npcs = EntityQuery<ActiveNPCComponent, NPCSteeringComponent, InputMoverComponent, TransformComponent>()
|
||||||
.ToArray();
|
.ToArray();
|
||||||
|
|
||||||
|
// Dependency issues across threads.
|
||||||
var options = new ParallelOptions
|
var options = new ParallelOptions
|
||||||
{
|
{
|
||||||
MaxDegreeOfParallelism = _parallel.ParallelProcessCount,
|
MaxDegreeOfParallelism = 1,
|
||||||
};
|
};
|
||||||
|
var curTime = _timing.CurTime;
|
||||||
|
|
||||||
Parallel.For(0, npcs.Length, options, i =>
|
Parallel.For(0, npcs.Length, options, i =>
|
||||||
{
|
{
|
||||||
var (_, steering, mover, xform) = npcs[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<MovementSpeedModifierComponent> modifierQuery,
|
||||||
EntityQuery<PhysicsComponent> bodyQuery,
|
EntityQuery<PhysicsComponent> bodyQuery,
|
||||||
EntityQuery<TransformComponent> xformQuery,
|
EntityQuery<TransformComponent> xformQuery,
|
||||||
float frameTime)
|
float frameTime,
|
||||||
|
TimeSpan curTime)
|
||||||
{
|
{
|
||||||
if (Deleted(steering.Coordinates.EntityId))
|
if (Deleted(steering.Coordinates.EntityId))
|
||||||
{
|
{
|
||||||
@@ -355,6 +359,18 @@ namespace Content.Server.NPC.Systems
|
|||||||
resultDirection = new Angle(desiredDirection * InterestRadians).ToVec();
|
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));
|
DebugTools.Assert(!float.IsNaN(resultDirection.X));
|
||||||
SetDirection(mover, steering, resultDirection, false);
|
SetDirection(mover, steering, resultDirection, false);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -18,7 +18,7 @@
|
|||||||
fixtures:
|
fixtures:
|
||||||
- shape:
|
- shape:
|
||||||
!type:PhysShapeAabb
|
!type:PhysShapeAabb
|
||||||
bounds: "-0.49,-0.49,0.49,-0.45"
|
bounds: "-0.49,-0.49,0.49,-0.25"
|
||||||
density: 1000
|
density: 1000
|
||||||
mask:
|
mask:
|
||||||
- TableMask
|
- TableMask
|
||||||
@@ -70,7 +70,7 @@
|
|||||||
fixtures:
|
fixtures:
|
||||||
- shape:
|
- shape:
|
||||||
!type:PhysShapeAabb
|
!type:PhysShapeAabb
|
||||||
bounds: "-0.49,-0.49,0.49,-0.45"
|
bounds: "-0.49,-0.49,0.49,-0.25"
|
||||||
density: 1000
|
density: 1000
|
||||||
mask:
|
mask:
|
||||||
- TableMask
|
- TableMask
|
||||||
@@ -78,7 +78,7 @@
|
|||||||
- TableLayer
|
- TableLayer
|
||||||
- shape:
|
- shape:
|
||||||
!type:PhysShapeAabb
|
!type:PhysShapeAabb
|
||||||
bounds: "0.49,0.49,0.45,-0.49"
|
bounds: "0.49,0.49,0.25,-0.49"
|
||||||
density: 1000
|
density: 1000
|
||||||
mask:
|
mask:
|
||||||
- TableMask
|
- TableMask
|
||||||
@@ -130,7 +130,7 @@
|
|||||||
fixtures:
|
fixtures:
|
||||||
- shape:
|
- shape:
|
||||||
!type:PhysShapeAabb
|
!type:PhysShapeAabb
|
||||||
bounds: "-0.49,0.49,-0.45,0.45"
|
bounds: "-0.49,0.49,-0.25,0.25"
|
||||||
density: 1000
|
density: 1000
|
||||||
mask:
|
mask:
|
||||||
- TableMask
|
- TableMask
|
||||||
|
|||||||
Reference in New Issue
Block a user