Avoid NPCs getting stuck around tables (#14807)

This commit is contained in:
metalgearsloth
2023-03-23 23:53:17 +11:00
committed by GitHub
parent 16cebe6601
commit b5a33ea7ab
4 changed files with 47 additions and 11 deletions

View File

@@ -1,9 +1,11 @@
using System.Linq;
using Content.Server.Examine;
using Content.Server.NPC.Components;
using Content.Server.NPC.Pathfinding;
using Content.Shared.Interaction;
using Content.Shared.Movement.Components;
using Content.Shared.NPC;
using Content.Shared.Physics;
using Robust.Shared.Map;
using Robust.Shared.Physics.Components;
@@ -177,7 +179,8 @@ public sealed partial class NPCSteeringSystem
}
// Stuck detection
// Check if we have moved further than the movespeed * stuck time.
else if (ourCoordinates.TryDistance(EntityManager, steering.LastStuckCoordinates, out var stuckDistance) &&
else if (AntiStuck &&
ourCoordinates.TryDistance(EntityManager, steering.LastStuckCoordinates, out var stuckDistance) &&
stuckDistance < NPCSteeringComponent.StuckDistance)
{
var stuckTime = _timing.CurTime - steering.LastStuckTime;
@@ -281,13 +284,26 @@ public sealed partial class NPCSteeringSystem
/// <summary>
/// We may be pathfinding and moving at the same time in which case early nodes may be out of date.
/// </summary>
public void PrunePath(MapCoordinates mapCoordinates, Vector2 direction, Queue<PathPoly> nodes)
public void PrunePath(EntityUid uid, MapCoordinates mapCoordinates, Vector2 direction, Queue<PathPoly> nodes)
{
if (nodes.Count == 0)
if (nodes.Count <= 1)
return;
// Prune the first node as it's irrelevant.
// Prune the first node as it's irrelevant (normally it is our node so we don't want to backtrack).
nodes.Dequeue();
// TODO: Really need layer support
CollisionGroup mask = 0;
if (TryComp<PhysicsComponent>(uid, out var physics))
{
mask = (CollisionGroup) physics.CollisionMask;
}
// If we have to backtrack (for example, we're behind a table and the target is on the other side)
// Then don't consider pruning.
var goal = nodes.Last().Coordinates.ToMap(EntityManager, _transform);
var canPrune =
_interaction.InRangeUnobstructed(mapCoordinates, goal, (goal.Position - mapCoordinates.Position).Length + 0.1f, mask);
while (nodes.TryPeek(out var node))
{
@@ -298,7 +314,8 @@ public sealed partial class NPCSteeringSystem
// If any nodes are 'behind us' relative to the target we'll prune them.
// This isn't perfect but should fix most cases of stutter stepping.
if (nodeMap.MapId == mapCoordinates.MapId &&
if (canPrune &&
nodeMap.MapId == mapCoordinates.MapId &&
Vector2.Dot(direction, nodeMap.Position - mapCoordinates.Position) < 0f)
{
nodes.Dequeue();