Avoid NPCs getting stuck around tables (#14807)
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@@ -57,7 +57,7 @@ public sealed class NPCSteeringComponent : Component
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[DataField("lastStuckTime", customTypeSerializer:typeof(TimeOffsetSerializer))]
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public TimeSpan LastStuckTime;
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public const float StuckDistance = 0.5f;
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public const float StuckDistance = 1f;
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/// <summary>
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/// Have we currently requested a path.
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@@ -17,6 +17,7 @@ public sealed class MoveToOperator : HTNOperator
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[Dependency] private readonly IMapManager _mapManager = default!;
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private NPCSteeringSystem _steering = default!;
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private PathfindingSystem _pathfind = default!;
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private SharedTransformSystem _transform = default!;
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/// <summary>
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/// Should we assume the MovementTarget is reachable during planning or should we pathfind to it?
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@@ -55,6 +56,7 @@ public sealed class MoveToOperator : HTNOperator
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base.Initialize(sysManager);
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_pathfind = sysManager.GetEntitySystem<PathfindingSystem>();
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_steering = sysManager.GetEntitySystem<NPCSteeringSystem>();
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_transform = sysManager.GetEntitySystem<SharedTransformSystem>();
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}
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public override async Task<(bool Valid, Dictionary<string, object>? Effects)> Plan(NPCBlackboard blackboard,
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@@ -126,9 +128,10 @@ public sealed class MoveToOperator : HTNOperator
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// Need to remove the planning value for execution.
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blackboard.Remove<EntityCoordinates>(NPCBlackboard.OwnerCoordinates);
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var targetCoordinates = blackboard.GetValue<EntityCoordinates>(TargetKey);
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var uid = blackboard.GetValue<EntityUid>(NPCBlackboard.Owner);
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// Re-use the path we may have if applicable.
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var comp = _steering.Register(blackboard.GetValue<EntityUid>(NPCBlackboard.Owner), targetCoordinates);
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var comp = _steering.Register(uid, targetCoordinates);
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if (blackboard.TryGetValue<float>(RangeKey, out var range, _entManager))
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{
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@@ -139,8 +142,8 @@ public sealed class MoveToOperator : HTNOperator
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{
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if (blackboard.TryGetValue<EntityCoordinates>(NPCBlackboard.OwnerCoordinates, out var coordinates, _entManager))
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{
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var mapCoords = coordinates.ToMap(_entManager);
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_steering.PrunePath(mapCoords, targetCoordinates.ToMapPos(_entManager) - mapCoords.Position, result.Path);
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var mapCoords = coordinates.ToMap(_entManager, _transform);
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_steering.PrunePath(uid, mapCoords, targetCoordinates.ToMapPos(_entManager, _transform) - mapCoords.Position, result.Path);
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}
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comp.CurrentPath = result.Path;
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@@ -1,9 +1,11 @@
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using System.Linq;
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using Content.Server.Examine;
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using Content.Server.NPC.Components;
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using Content.Server.NPC.Pathfinding;
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using Content.Shared.Interaction;
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using Content.Shared.Movement.Components;
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using Content.Shared.NPC;
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using Content.Shared.Physics;
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using Robust.Shared.Map;
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using Robust.Shared.Physics.Components;
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@@ -177,7 +179,8 @@ public sealed partial class NPCSteeringSystem
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}
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// Stuck detection
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// Check if we have moved further than the movespeed * stuck time.
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else if (ourCoordinates.TryDistance(EntityManager, steering.LastStuckCoordinates, out var stuckDistance) &&
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else if (AntiStuck &&
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ourCoordinates.TryDistance(EntityManager, steering.LastStuckCoordinates, out var stuckDistance) &&
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stuckDistance < NPCSteeringComponent.StuckDistance)
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{
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var stuckTime = _timing.CurTime - steering.LastStuckTime;
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@@ -281,13 +284,26 @@ public sealed partial class NPCSteeringSystem
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/// <summary>
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/// We may be pathfinding and moving at the same time in which case early nodes may be out of date.
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/// </summary>
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public void PrunePath(MapCoordinates mapCoordinates, Vector2 direction, Queue<PathPoly> nodes)
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public void PrunePath(EntityUid uid, MapCoordinates mapCoordinates, Vector2 direction, Queue<PathPoly> nodes)
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{
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if (nodes.Count == 0)
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if (nodes.Count <= 1)
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return;
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// Prune the first node as it's irrelevant.
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// Prune the first node as it's irrelevant (normally it is our node so we don't want to backtrack).
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nodes.Dequeue();
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// TODO: Really need layer support
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CollisionGroup mask = 0;
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if (TryComp<PhysicsComponent>(uid, out var physics))
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{
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mask = (CollisionGroup) physics.CollisionMask;
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}
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// If we have to backtrack (for example, we're behind a table and the target is on the other side)
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// Then don't consider pruning.
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var goal = nodes.Last().Coordinates.ToMap(EntityManager, _transform);
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var canPrune =
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_interaction.InRangeUnobstructed(mapCoordinates, goal, (goal.Position - mapCoordinates.Position).Length + 0.1f, mask);
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while (nodes.TryPeek(out var node))
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{
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@@ -298,7 +314,8 @@ public sealed partial class NPCSteeringSystem
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// If any nodes are 'behind us' relative to the target we'll prune them.
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// This isn't perfect but should fix most cases of stutter stepping.
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if (nodeMap.MapId == mapCoordinates.MapId &&
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if (canPrune &&
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nodeMap.MapId == mapCoordinates.MapId &&
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Vector2.Dot(direction, nodeMap.Position - mapCoordinates.Position) < 0f)
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{
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nodes.Dequeue();
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@@ -12,6 +12,7 @@ using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.NPC;
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using Content.Shared.NPC.Events;
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using Content.Shared.Physics;
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using Content.Shared.Weapons.Melee;
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using Robust.Server.Player;
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using Robust.Shared.Configuration;
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@@ -55,6 +56,11 @@ namespace Content.Server.NPC.Systems
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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/// <summary>
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/// Enabled antistuck detection so if an NPC is in the same spot for a while it will re-path.
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/// </summary>
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public bool AntiStuck = true;
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private bool _enabled;
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private bool _pathfinding = true;
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@@ -402,11 +408,21 @@ namespace Content.Server.NPC.Systems
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var targetPoly = _pathfindingSystem.GetPoly(steering.Coordinates);
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// If this still causes issues future sloth adjust the collision mask.
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// Thanks past sloth I already realised.
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if (targetPoly != null &&
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steering.Coordinates.Position.Equals(Vector2.Zero) &&
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_interaction.InRangeUnobstructed(uid, steering.Coordinates.EntityId, range: 30f))
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TryComp<PhysicsComponent>(uid, out var physics) &&
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_interaction.InRangeUnobstructed(uid, steering.Coordinates.EntityId, range: 30f, (CollisionGroup) physics.CollisionMask))
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{
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steering.CurrentPath.Clear();
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// Enqueue our poly as it will be pruned later.
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var ourPoly = _pathfindingSystem.GetPoly(xform.Coordinates);
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if (ourPoly != null)
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{
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steering.CurrentPath.Enqueue(ourPoly);
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}
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steering.CurrentPath.Enqueue(targetPoly);
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return;
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}
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@@ -441,7 +457,7 @@ namespace Content.Server.NPC.Systems
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var targetPos = steering.Coordinates.ToMap(EntityManager, _transform);
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var ourPos = xform.MapPosition;
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PrunePath(ourPos, targetPos.Position - ourPos.Position, result.Path);
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PrunePath(uid, ourPos, targetPos.Position - ourPos.Position, result.Path);
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steering.CurrentPath = result.Path;
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}
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