Fix NPC static avoidance (#17039)
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@@ -385,7 +385,8 @@ public sealed partial class NPCSteeringSystem
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EntityQuery<PhysicsComponent> bodyQuery,
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EntityQuery<PhysicsComponent> bodyQuery,
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EntityQuery<TransformComponent> xformQuery)
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EntityQuery<TransformComponent> xformQuery)
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{
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{
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var detectionRadius = MathF.Max(1f, agentRadius);
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var objectRadius = 0.15f;
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var detectionRadius = MathF.Max(0.35f, agentRadius + objectRadius);
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foreach (var ent in _lookup.GetEntitiesInRange(uid, detectionRadius, LookupFlags.Static))
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foreach (var ent in _lookup.GetEntitiesInRange(uid, detectionRadius, LookupFlags.Static))
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{
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{
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@@ -400,31 +401,20 @@ public sealed partial class NPCSteeringSystem
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continue;
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continue;
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}
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}
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if (!_physics.TryGetNearestPoints(uid, ent, out var pointA, out var pointB, xform, xformQuery.GetComponent(ent)))
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if (!_physics.TryGetNearestPoints(uid, ent, out _, out var pointB, xform, xformQuery.GetComponent(ent)))
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continue;
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continue;
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var obstacleDirection = pointB - pointA;
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var obstacleDirection = pointB - worldPos;
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var obstableDistance = obstacleDirection.Length;
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var obstableDistance = obstacleDirection.Length;
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if (obstableDistance > detectionRadius)
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if (obstableDistance > detectionRadius || obstableDistance == 0f)
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continue;
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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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dangerPoints.Add(pointB);
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obstacleDirection = offsetRot.RotateVec(obstacleDirection);
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obstacleDirection = offsetRot.RotateVec(obstacleDirection);
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var norm = obstacleDirection.Normalized;
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var norm = obstacleDirection.Normalized;
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var weight = obstableDistance <= agentRadius ? 1f : (detectionRadius - obstableDistance) / detectionRadius;
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// Weight it to 1 if we used the fallback, otherwise relative distance.
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var weight = obstableDistance <= agentRadius ? 1f : (obstableDistance - agentRadius) / objectRadius;
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for (var i = 0; i < InterestDirections; i++)
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for (var i = 0; i < InterestDirections; i++)
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{
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{
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@@ -455,7 +445,8 @@ public sealed partial class NPCSteeringSystem
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EntityQuery<PhysicsComponent> bodyQuery,
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EntityQuery<PhysicsComponent> bodyQuery,
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EntityQuery<TransformComponent> xformQuery)
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EntityQuery<TransformComponent> xformQuery)
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{
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{
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var detectionRadius = MathF.Max(0.35f, agentRadius + 0.1f);
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var objectRadius = 0.1f;
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var detectionRadius = MathF.Max(0.35f, agentRadius + objectRadius);
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var ourVelocity = body.LinearVelocity;
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var ourVelocity = body.LinearVelocity;
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var factionQuery = GetEntityQuery<FactionComponent>();
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var factionQuery = GetEntityQuery<FactionComponent>();
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factionQuery.TryGetComponent(uid, out var ourFaction);
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factionQuery.TryGetComponent(uid, out var ourFaction);
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@@ -492,7 +483,7 @@ public sealed partial class NPCSteeringSystem
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obstacleDirection = offsetRot.RotateVec(obstacleDirection);
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obstacleDirection = offsetRot.RotateVec(obstacleDirection);
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var norm = obstacleDirection.Normalized;
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var norm = obstacleDirection.Normalized;
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var weight = obstableDistance <= agentRadius ? 1f : (detectionRadius - obstableDistance) / detectionRadius;
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var weight = obstableDistance <= agentRadius ? 1f : (obstableDistance - agentRadius) / objectRadius;
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weight *= 1f;
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weight *= 1f;
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for (var i = 0; i < InterestDirections; i++)
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for (var i = 0; i < InterestDirections; i++)
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