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

@@ -57,7 +57,7 @@ public sealed class NPCSteeringComponent : Component
[DataField("lastStuckTime", customTypeSerializer:typeof(TimeOffsetSerializer))]
public TimeSpan LastStuckTime;
public const float StuckDistance = 0.5f;
public const float StuckDistance = 1f;
/// <summary>
/// Have we currently requested a path.

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@@ -17,6 +17,7 @@ public sealed class MoveToOperator : HTNOperator
[Dependency] private readonly IMapManager _mapManager = default!;
private NPCSteeringSystem _steering = default!;
private PathfindingSystem _pathfind = default!;
private SharedTransformSystem _transform = default!;
/// <summary>
/// Should we assume the MovementTarget is reachable during planning or should we pathfind to it?
@@ -55,6 +56,7 @@ public sealed class MoveToOperator : HTNOperator
base.Initialize(sysManager);
_pathfind = sysManager.GetEntitySystem<PathfindingSystem>();
_steering = sysManager.GetEntitySystem<NPCSteeringSystem>();
_transform = sysManager.GetEntitySystem<SharedTransformSystem>();
}
public override async Task<(bool Valid, Dictionary<string, object>? Effects)> Plan(NPCBlackboard blackboard,
@@ -126,9 +128,10 @@ public sealed class MoveToOperator : HTNOperator
// Need to remove the planning value for execution.
blackboard.Remove<EntityCoordinates>(NPCBlackboard.OwnerCoordinates);
var targetCoordinates = blackboard.GetValue<EntityCoordinates>(TargetKey);
var uid = blackboard.GetValue<EntityUid>(NPCBlackboard.Owner);
// Re-use the path we may have if applicable.
var comp = _steering.Register(blackboard.GetValue<EntityUid>(NPCBlackboard.Owner), targetCoordinates);
var comp = _steering.Register(uid, targetCoordinates);
if (blackboard.TryGetValue<float>(RangeKey, out var range, _entManager))
{
@@ -139,8 +142,8 @@ public sealed class MoveToOperator : HTNOperator
{
if (blackboard.TryGetValue<EntityCoordinates>(NPCBlackboard.OwnerCoordinates, out var coordinates, _entManager))
{
var mapCoords = coordinates.ToMap(_entManager);
_steering.PrunePath(mapCoords, targetCoordinates.ToMapPos(_entManager) - mapCoords.Position, result.Path);
var mapCoords = coordinates.ToMap(_entManager, _transform);
_steering.PrunePath(uid, mapCoords, targetCoordinates.ToMapPos(_entManager, _transform) - mapCoords.Position, result.Path);
}
comp.CurrentPath = result.Path;

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@@ -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();

View File

@@ -12,6 +12,7 @@ using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.NPC;
using Content.Shared.NPC.Events;
using Content.Shared.Physics;
using Content.Shared.Weapons.Melee;
using Robust.Server.Player;
using Robust.Shared.Configuration;
@@ -55,6 +56,11 @@ namespace Content.Server.NPC.Systems
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
/// <summary>
/// Enabled antistuck detection so if an NPC is in the same spot for a while it will re-path.
/// </summary>
public bool AntiStuck = true;
private bool _enabled;
private bool _pathfinding = true;
@@ -402,11 +408,21 @@ namespace Content.Server.NPC.Systems
var targetPoly = _pathfindingSystem.GetPoly(steering.Coordinates);
// If this still causes issues future sloth adjust the collision mask.
// Thanks past sloth I already realised.
if (targetPoly != null &&
steering.Coordinates.Position.Equals(Vector2.Zero) &&
_interaction.InRangeUnobstructed(uid, steering.Coordinates.EntityId, range: 30f))
TryComp<PhysicsComponent>(uid, out var physics) &&
_interaction.InRangeUnobstructed(uid, steering.Coordinates.EntityId, range: 30f, (CollisionGroup) physics.CollisionMask))
{
steering.CurrentPath.Clear();
// Enqueue our poly as it will be pruned later.
var ourPoly = _pathfindingSystem.GetPoly(xform.Coordinates);
if (ourPoly != null)
{
steering.CurrentPath.Enqueue(ourPoly);
}
steering.CurrentPath.Enqueue(targetPoly);
return;
}
@@ -441,7 +457,7 @@ namespace Content.Server.NPC.Systems
var targetPos = steering.Coordinates.ToMap(EntityManager, _transform);
var ourPos = xform.MapPosition;
PrunePath(ourPos, targetPos.Position - ourPos.Position, result.Path);
PrunePath(uid, ourPos, targetPos.Position - ourPos.Position, result.Path);
steering.CurrentPath = result.Path;
}