More NPC steering tweaks (#14119)
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@@ -36,6 +36,15 @@ public sealed class NPCSteeringComponent : Component
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#endregion
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/// <summary>
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/// Next time we can change our steering direction.
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/// </summary>
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public TimeSpan NextSteer = TimeSpan.Zero;
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public Vector2 LastSteerDirection = Vector2.Zero;
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public const int SteeringFrequency = 10;
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/// <summary>
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/// Have we currently requested a path.
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/// </summary>
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@@ -32,10 +32,10 @@ public sealed partial class NPCCombatSystem
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if (cdRemaining < TimeSpan.FromSeconds(1f / weapon.AttackRate) * 0.5f)
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return;
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if (!_physics.TryGetNearestPoints(uid, component.Target, out _, out var pointB))
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if (!_physics.TryGetNearestPoints(uid, component.Target, out var pointA, out var pointB))
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return;
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var idealDistance = weapon.Range * 1.25f;
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var idealDistance = weapon.Range * 1.5f;
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var obstacleDirection = pointB - args.WorldPosition;
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var obstacleDistance = obstacleDirection.Length;
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@@ -320,7 +320,7 @@ public sealed partial class NPCSteeringSystem
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EntityQuery<PhysicsComponent> bodyQuery,
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EntityQuery<TransformComponent> xformQuery)
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{
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var detectionRadius = MathF.Max(1.5f, agentRadius + moveSpeed / 4f);
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var detectionRadius = MathF.Max(1.5f, agentRadius);
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foreach (var ent in _lookup.GetEntitiesInRange(uid, detectionRadius, LookupFlags.Static))
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{
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@@ -338,12 +338,24 @@ 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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continue;
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var obstacleDirection = pointB - worldPos;
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var obstacleDirection = pointB - pointA;
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var obstableDistance = obstacleDirection.Length;
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if (obstableDistance > detectionRadius || obstableDistance == 0f)
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if (obstableDistance > detectionRadius)
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continue;
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// Fallback to worldpos if we're colliding.
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if (obstableDistance == 0f)
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{
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obstacleDirection = pointB - worldPos;
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obstableDistance = obstacleDirection.Length;
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if (obstableDistance == 0f)
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continue;
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obstableDistance = agentRadius;
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}
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dangerPoints.Add(pointB);
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obstacleDirection = offsetRot.RotateVec(obstacleDirection);
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var norm = obstacleDirection.Normalized;
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@@ -206,16 +206,19 @@ namespace Content.Server.NPC.Systems
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var npcs = EntityQuery<ActiveNPCComponent, NPCSteeringComponent, InputMoverComponent, TransformComponent>()
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.ToArray();
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// Dependency issues across threads.
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var options = new ParallelOptions
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{
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MaxDegreeOfParallelism = _parallel.ParallelProcessCount,
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MaxDegreeOfParallelism = 1,
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};
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var curTime = _timing.CurTime;
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Parallel.For(0, npcs.Length, options, i =>
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{
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var (_, steering, mover, xform) = npcs[i];
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Steer(steering, mover, xform, modifierQuery, bodyQuery, xformQuery, frameTime);
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Steer(steering, mover, xform, modifierQuery, bodyQuery, xformQuery, frameTime, curTime);
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});
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@@ -262,7 +265,8 @@ namespace Content.Server.NPC.Systems
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EntityQuery<MovementSpeedModifierComponent> modifierQuery,
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EntityQuery<PhysicsComponent> bodyQuery,
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EntityQuery<TransformComponent> xformQuery,
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float frameTime)
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float frameTime,
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TimeSpan curTime)
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{
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if (Deleted(steering.Coordinates.EntityId))
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{
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@@ -355,6 +359,18 @@ namespace Content.Server.NPC.Systems
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resultDirection = new Angle(desiredDirection * InterestRadians).ToVec();
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}
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// Don't steer too frequently to avoid twitchiness.
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// This should also implicitly solve tie situations.
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// I think doing this after all the ops above is best?
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// Originally I had it way above but sometimes mobs would overshoot their tile targets.
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if (steering.NextSteer > curTime)
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{
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SetDirection(mover, steering, steering.LastSteerDirection, false);
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return;
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}
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steering.NextSteer = curTime + TimeSpan.FromSeconds(1f / NPCSteeringComponent.SteeringFrequency);
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steering.LastSteerDirection = resultDirection;
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DebugTools.Assert(!float.IsNaN(resultDirection.X));
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SetDirection(mover, steering, resultDirection, false);
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}
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@@ -18,7 +18,7 @@
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fixtures:
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- shape:
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!type:PhysShapeAabb
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bounds: "-0.49,-0.49,0.49,-0.45"
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bounds: "-0.49,-0.49,0.49,-0.25"
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density: 1000
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mask:
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- TableMask
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@@ -70,7 +70,7 @@
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fixtures:
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- shape:
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!type:PhysShapeAabb
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bounds: "-0.49,-0.49,0.49,-0.45"
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bounds: "-0.49,-0.49,0.49,-0.25"
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density: 1000
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mask:
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- TableMask
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@@ -78,7 +78,7 @@
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- TableLayer
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- shape:
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!type:PhysShapeAabb
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bounds: "0.49,0.49,0.45,-0.49"
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bounds: "0.49,0.49,0.25,-0.49"
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density: 1000
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mask:
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- TableMask
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@@ -130,7 +130,7 @@
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fixtures:
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- shape:
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!type:PhysShapeAabb
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bounds: "-0.49,0.49,-0.45,0.45"
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bounds: "-0.49,0.49,-0.25,0.25"
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density: 1000
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mask:
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- TableMask
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