Remove CannyFastMath.
This commit is contained in:
@@ -141,7 +141,7 @@ namespace Content.Client.GameObjects.Components.Weapons
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const float xOffset = 0.0f;
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// Overkill but easy to adjust if you want to mess around with the design
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var result = (float) Math.Clamp(slope * (float) Math.Pow(ratio - xOffset, exponent) + yOffset, 0.0, 1.0);
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var result = (float) FloatMath.Clamp(slope * (float) Math.Pow(ratio - xOffset, exponent) + yOffset, 0.0, 1.0);
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DebugTools.Assert(!float.IsNaN(result));
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return result;
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}
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@@ -12,9 +12,6 @@ using SixLabors.ImageSharp;
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using SixLabors.ImageSharp.Advanced;
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using SixLabors.ImageSharp.PixelFormats;
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using Color = Robust.Shared.Maths.Color;
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using CannyFastMath;
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using Math = CannyFastMath.Math;
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using MathF = CannyFastMath.MathF;
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namespace Content.Client.Parallax
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{
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@@ -81,7 +78,7 @@ namespace Content.Client.Parallax
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private readonly NoiseGenerator.NoiseType NoiseType = NoiseGenerator.NoiseType.Fbm;
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private readonly uint Seed = 1234;
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private readonly float Persistence = 0.5f;
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private readonly float Lacunarity = (float) (Math.TAU / 3);
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private readonly float Lacunarity = (float) (Math.PI / 3);
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private readonly float Frequency = 1;
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private readonly uint Octaves = 3;
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private readonly float Threshold;
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@@ -20,9 +20,6 @@ using Robust.Shared.Localization;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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using Robust.Shared.ViewVariables;
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using CannyFastMath;
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using Math = CannyFastMath.Math;
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using MathF = CannyFastMath.MathF;
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namespace Content.Client.State
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{
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@@ -6,9 +6,6 @@ using System;
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using Robust.Client.Graphics.Shaders;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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using CannyFastMath;
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using Math = CannyFastMath.Math;
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using MathF = CannyFastMath.MathF;
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namespace Robust.Client.UserInterface.Controls
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{
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@@ -45,7 +42,7 @@ namespace Robust.Client.UserInterface.Controls
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}
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else
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{
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var alpha = MathF.Clamp(0.5f * lerp, 0f, 0.5f);
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var alpha = FloatMath.Clamp(0.5f * lerp, 0f, 0.5f);
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color = new Color(1f, 1f, 1f, alpha);
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}
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@@ -2,6 +2,7 @@ using System;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States.Utility;
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using JetBrains.Annotations;
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using Robust.Shared.Maths;
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namespace Content.Server.AI.Utility.Considerations
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{
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@@ -16,7 +17,7 @@ namespace Content.Server.AI.Utility.Considerations
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var modificationFactor = 1.0f - 1.0f / considerationsCount;
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var makeUpValue = (1.0f - score) * modificationFactor;
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var adjustedScore = score + makeUpValue * score;
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return Math.Clamp(adjustedScore, 0.0f, 1.0f);
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return FloatMath.Clamp(adjustedScore, 0.0f, 1.0f);
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}
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[Pure]
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@@ -43,7 +44,7 @@ namespace Content.Server.AI.Utility.Considerations
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// ReSharper disable once CompareOfFloatsByEqualityOperator
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return x == 1.0f ? 0.0f : 1.0f;
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}
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public Func<float> InverseBoolCurve(Blackboard context)
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{
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float Result()
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@@ -58,7 +59,7 @@ namespace Content.Server.AI.Utility.Considerations
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[Pure]
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private static float LogisticCurve(float x, float slope, float exponent, float yOffset, float xOffset)
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{
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return Math.Clamp(
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return FloatMath.Clamp(
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exponent * (1 / (1 + (float) Math.Pow(Math.Log(1000) * slope, -1 * x + xOffset))) + yOffset, 0.0f, 1.0f);
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}
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@@ -76,7 +77,7 @@ namespace Content.Server.AI.Utility.Considerations
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[Pure]
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private static float QuadraticCurve(float x, float slope, float exponent, float yOffset, float xOffset)
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{
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return Math.Clamp(slope * (float) Math.Pow(x - xOffset, exponent) + yOffset, 0.0f, 1.0f);
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return FloatMath.Clamp(slope * (float) Math.Pow(x - xOffset, exponent) + yOffset, 0.0f, 1.0f);
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}
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public Func<float> QuadraticCurve(Blackboard context, float slope, float exponent, float yOffset, float xOffset)
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@@ -102,7 +103,7 @@ namespace Content.Server.AI.Utility.Considerations
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float Result()
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{
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var adjustedScore = GetAdjustedScore(context);
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switch (preset)
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{
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case Considerations.PresetCurve.Distance:
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@@ -51,13 +51,13 @@ namespace Content.Server.Atmos
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if (maxForce > ThrowForce && throwTarget != GridCoordinates.InvalidGrid)
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{
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var moveForce = MathF.Min(maxForce * Math.Clamp(moveProb, 0, 100) / 100f, 50f);
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var moveForce = MathF.Min(maxForce * FloatMath.Clamp(moveProb, 0, 100) / 100f, 50f);
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var pos = throwTarget.Position - transform.GridPosition.Position;
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LinearVelocity = pos * moveForce;
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}
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else
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{
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var moveForce = MathF.Min(maxForce * Math.Clamp(moveProb, 0, 100) / 100f, 25f);
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var moveForce = MathF.Min(maxForce * FloatMath.Clamp(moveProb, 0, 100) / 100f, 25f);
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LinearVelocity = direction.ToVec() * moveForce;
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}
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@@ -138,7 +138,7 @@ namespace Content.Server.Atmos
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{
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if(_soundCooldown == 0)
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EntitySystem.Get<AudioSystem>().PlayAtCoords("/Audio/Effects/space_wind.ogg",
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GridIndices.ToGridCoordinates(_mapManager, GridIndex), AudioHelpers.WithVariation(0.125f).WithVolume(Math.Clamp(PressureDifference / 10, 10, 100)));
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GridIndices.ToGridCoordinates(_mapManager, GridIndex), AudioHelpers.WithVariation(0.125f).WithVolume(FloatMath.Clamp(PressureDifference / 10, 10, 100)));
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}
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@@ -810,7 +810,7 @@ namespace Content.Server.Atmos
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private void HandleDecompressionFloorRip(float sum)
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{
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if (sum > 20 && _robustRandom.Prob(Math.Clamp(sum / 100, 0.005f, 0.5f)))
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if (sum > 20 && _robustRandom.Prob(FloatMath.Clamp(sum / 100, 0.005f, 0.5f)))
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_gridAtmosphereComponent.PryTile(GridIndices);
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}
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@@ -4,9 +4,6 @@ using Content.Server.GameObjects.Components.Chemistry;
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using Content.Shared.Interfaces;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Serialization;
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using CannyFastMath;
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using Math = CannyFastMath.Math;
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using MathF = CannyFastMath.MathF;
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namespace Content.Server.Chemistry.ReactionEffects
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{
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@@ -1,6 +1,6 @@
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using Content.Shared.GameObjects.Components.Inventory;
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using System;
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using Content.Shared.GameObjects.Components.Inventory;
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using Robust.Shared.GameObjects;
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using Math = CannyFastMath.Math;
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namespace Content.Server.GameObjects
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{
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@@ -15,10 +15,7 @@ using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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using CannyFastMath;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Math = CannyFastMath.Math;
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using MathF = CannyFastMath.MathF;
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namespace Content.Server.GameObjects.Components.Weapon.Melee
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{
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@@ -180,7 +180,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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{
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var currentTime = _gameTiming.CurTime;
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var timeSinceLastFire = (currentTime - _lastFire).TotalSeconds;
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var newTheta = Math.Clamp(_currentAngle.Theta + _angleIncrease - _angleDecay * timeSinceLastFire, _minAngle.Theta, _maxAngle.Theta);
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var newTheta = FloatMath.Clamp(_currentAngle.Theta + _angleIncrease - _angleDecay * timeSinceLastFire, _minAngle.Theta, _maxAngle.Theta);
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_currentAngle = new Angle(newTheta);
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var random = (_robustRandom.NextDouble() - 0.5) * 2;
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@@ -27,7 +27,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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public sealed class AiSteeringSystem : EntitySystem
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{
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// http://www.red3d.com/cwr/papers/1999/gdc99steer.html for a steering overview
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#pragma warning disable 649
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[Dependency] private IMapManager _mapManager;
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[Dependency] private IEntityManager _entityManager;
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@@ -45,9 +45,9 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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/// How close we need to get to the center of each tile
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/// </summary>
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private const float TileTolerance = 0.8f;
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private Dictionary<IEntity, IAiSteeringRequest> RunningAgents => _agentLists[_listIndex];
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// We'll cycle the running list every tick as all we're doing is getting a vector2 for the
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// agent's steering. Should help a lot given this is the most expensive operator by far.
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// The AI will keep moving, it's just it'll keep moving in its existing direction.
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@@ -55,31 +55,31 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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private readonly List<Dictionary<IEntity, IAiSteeringRequest>> _agentLists = new List<Dictionary<IEntity, IAiSteeringRequest>>(AgentListCount);
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private const int AgentListCount = 2;
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private int _listIndex;
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// Cache nextGrid
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private readonly Dictionary<IEntity, GridCoordinates> _nextGrid = new Dictionary<IEntity, GridCoordinates>();
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/// <summary>
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/// Current live paths for AI
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/// </summary>
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private readonly Dictionary<IEntity, Queue<TileRef>> _paths = new Dictionary<IEntity, Queue<TileRef>>();
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/// <summary>
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/// Pathfinding request jobs we're waiting on
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/// </summary>
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private readonly Dictionary<IEntity, (CancellationTokenSource CancelToken, Job<Queue<TileRef>> Job)> _pathfindingRequests =
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private readonly Dictionary<IEntity, (CancellationTokenSource CancelToken, Job<Queue<TileRef>> Job)> _pathfindingRequests =
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new Dictionary<IEntity, (CancellationTokenSource, Job<Queue<TileRef>>)>();
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/// <summary>
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/// Keep track of how long we've been in 1 position and re-path if it's been too long
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/// </summary>
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private readonly Dictionary<IEntity, int> _stuckCounter = new Dictionary<IEntity, int>();
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/// <summary>
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/// Get a fixed position for the target entity; if they move then re-path
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/// </summary>
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private readonly Dictionary<IEntity, GridCoordinates> _entityTargetPosition = new Dictionary<IEntity, GridCoordinates>();
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// Anti-Stuck
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// Given the collision avoidance can lead to twitching need to store a reference position and check if we've been near this too long
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private readonly Dictionary<IEntity, GridCoordinates> _stuckPositions = new Dictionary<IEntity, GridCoordinates>();
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@@ -88,7 +88,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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{
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base.Initialize();
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_pathfindingSystem = Get<PathfindingSystem>();
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for (var i = 0; i < AgentListCount; i++)
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{
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_agentLists.Add(new Dictionary<IEntity, IAiSteeringRequest>());
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@@ -111,14 +111,14 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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var agentList = _agentLists[i];
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// Register shouldn't be called twice; if it is then someone dun fucked up
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DebugTools.Assert(!agentList.ContainsKey(entity));
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if (agentList.Count < lowestListCount)
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{
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lowestListCount = agentList.Count;
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lowestListIndex = i;
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}
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}
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_agentLists[lowestListIndex].Add(entity, steeringRequest);
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}
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@@ -133,7 +133,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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{
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controller.VelocityDir = Vector2.Zero;
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}
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if (_pathfindingRequests.TryGetValue(entity, out var request))
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{
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switch (request.Job.Status)
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@@ -157,7 +157,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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}
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_pathfindingRequests.Remove(entity);
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}
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if (_paths.ContainsKey(entity))
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{
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_paths.Remove(entity);
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@@ -177,7 +177,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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{
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_entityTargetPosition.Remove(entity);
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}
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foreach (var agentList in _agentLists)
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{
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if (agentList.ContainsKey(entity))
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@@ -214,7 +214,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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{
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var result = Steer(agent, steering);
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steering.Status = result;
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switch (result)
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{
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case SteeringStatus.Pending:
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@@ -255,7 +255,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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controller.VelocityDir = Vector2.Zero;
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return SteeringStatus.Pending;
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}
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// Validation
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// Check if we can even arrive -> Currently only samegrid movement supported
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if (entity.Transform.GridID != steeringRequest.TargetGrid.GridID)
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@@ -263,7 +263,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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controller.VelocityDir = Vector2.Zero;
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return SteeringStatus.NoPath;
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}
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// Check if we have arrived
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var targetDistance = (entity.Transform.MapPosition.Position - steeringRequest.TargetMap.Position).Length;
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if (targetDistance <= steeringRequest.ArrivalDistance)
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@@ -274,7 +274,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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controller.VelocityDir = Vector2.Zero;
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return SteeringStatus.Arrived;
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}
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// Handle pathfinding job
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// If we still have an existing path then keep following that until the new path arrives
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if (_pathfindingRequests.TryGetValue(entity, out var pathRequest) && pathRequest.Job.Status == JobStatus.Finished)
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@@ -297,7 +297,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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controller.VelocityDir = Vector2.Zero;
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return SteeringStatus.NoPath;
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}
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// If we're closer to next tile then we don't want to walk backwards to our tile's center
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UpdatePath(entity, path);
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@@ -319,7 +319,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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RequestPath(entity, steeringRequest);
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return SteeringStatus.Pending;
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}
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var ignoredCollision = new List<IEntity>();
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// Check if the target entity has moved - If so then re-path
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// TODO: Patch the path from the target's position back towards us, stopping if it ever intersects the current path
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@@ -331,19 +331,19 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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controller.VelocityDir = Vector2.Zero;
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return SteeringStatus.NoPath;
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}
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// Check if target's moved too far
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if (_entityTargetPosition.TryGetValue(entity, out var targetGrid) && (entitySteer.TargetGrid.Position - targetGrid.Position).Length >= entitySteer.TargetMaxMove)
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{
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// We'll just repath and keep following the existing one until we get a new one
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RequestPath(entity, steeringRequest);
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}
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ignoredCollision.Add(entitySteer.Target);
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}
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HandleStuck(entity);
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// TODO: Probably need a dedicated queuing solver (doorway congestion FML)
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// Get the target grid (either next tile or target itself) and pass it in to the steering behaviors
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// If there's nowhere to go then just stop and wait
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@@ -353,14 +353,14 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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controller.VelocityDir = Vector2.Zero;
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return SteeringStatus.NoPath;
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}
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// Validate that we can even get to the next grid (could probably just check if we can use nextTile if we're not near the target grid)
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if (!_pathfindingSystem.CanTraverse(entity, nextGrid.Value))
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{
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controller.VelocityDir = Vector2.Zero;
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return SteeringStatus.NoPath;
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}
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// Now we can /finally/ move
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var movementVector = Vector2.Zero;
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@@ -370,10 +370,10 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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movementVector += Seek(entity, nextGrid.Value);
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if (CollisionAvoidanceEnabled)
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{
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movementVector += CollisionAvoidance(entity, movementVector, ignoredCollision);
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movementVector += CollisionAvoidance(entity, movementVector, ignoredCollision);
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}
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// Group behaviors would also go here e.g. separation, cohesion, alignment
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// Move towards it
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DebugTools.Assert(movementVector != new Vector2(float.NaN, float.NaN));
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controller.VelocityDir = movementVector.Normalized;
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@@ -391,7 +391,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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{
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return;
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}
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var cancelToken = new CancellationTokenSource();
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var gridManager = _mapManager.GetGrid(entity.Transform.GridID);
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var startTile = gridManager.GetTileRef(entity.Transform.GridPosition);
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@@ -403,7 +403,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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}
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var access = AccessReader.FindAccessTags(entity);
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var job = _pathfindingSystem.RequestPath(new PathfindingArgs(
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entity.Uid,
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access,
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@@ -423,11 +423,11 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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private void UpdatePath(IEntity entity, Queue<TileRef> path)
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{
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_pathfindingRequests.Remove(entity);
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var entityTile = _mapManager.GetGrid(entity.Transform.GridID).GetTileRef(entity.Transform.GridPosition);
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var tile = path.Dequeue();
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var closestDistance = PathfindingHelpers.OctileDistance(entityTile, tile);
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for (var i = 0; i < path.Count; i++)
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{
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tile = path.Peek();
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||||
@@ -441,7 +441,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
_paths[entity] = path;
|
||||
}
|
||||
|
||||
@@ -458,20 +458,20 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
{
|
||||
_nextGrid.Remove(entity);
|
||||
}
|
||||
|
||||
|
||||
// If no tiles left just move towards the target (if we're close)
|
||||
if (!_paths.ContainsKey(entity) || _paths[entity].Count == 0)
|
||||
{
|
||||
if ((steeringRequest.TargetGrid.Position - entity.Transform.GridPosition.Position).Length <= 2.0f)
|
||||
{
|
||||
return steeringRequest.TargetGrid;
|
||||
return steeringRequest.TargetGrid;
|
||||
}
|
||||
|
||||
// Too far so we need a re-path
|
||||
return null;
|
||||
}
|
||||
|
||||
if (!_nextGrid.TryGetValue(entity, out var nextGrid) ||
|
||||
|
||||
if (!_nextGrid.TryGetValue(entity, out var nextGrid) ||
|
||||
(nextGrid.Position - entity.Transform.GridPosition.Position).Length <= TileTolerance)
|
||||
{
|
||||
UpdateGridCache(entity);
|
||||
@@ -526,7 +526,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
// Okay now we're stuck
|
||||
_paths.Remove(entity);
|
||||
_stuckCounter[entity] = 0;
|
||||
@@ -580,7 +580,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
{
|
||||
return Vector2.Zero;
|
||||
}
|
||||
|
||||
|
||||
if (target.TryGetComponent(out IPhysicsComponent physicsComponent))
|
||||
{
|
||||
var targetDistance = (targetPos.Position - entityPos.Position);
|
||||
@@ -603,7 +603,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
{
|
||||
return Vector2.Zero;
|
||||
}
|
||||
|
||||
|
||||
// We'll check tile-by-tile
|
||||
// Rewriting this frequently so not many comments as they'll go stale
|
||||
// I realise this is bad so please rewrite it ;-;
|
||||
@@ -636,7 +636,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
|
||||
//Pathfinding updates are deferred so this may not be done yet.
|
||||
if (physicsEntity.Deleted) continue;
|
||||
|
||||
|
||||
// if we're moving in the same direction then ignore
|
||||
// So if 2 entities are moving towards each other and both detect a collision they'll both move in the same direction
|
||||
// i.e. towards the right
|
||||
@@ -650,7 +650,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
var additionalVector = (centerGrid.Position - entityGridCoords.Position);
|
||||
var distance = additionalVector.Length;
|
||||
// If we're too far no point, if we're close then cap it at the normalized vector
|
||||
distance = Math.Clamp(2.5f - distance, 0.0f, 1.0f);
|
||||
distance = FloatMath.Clamp(2.5f - distance, 0.0f, 1.0f);
|
||||
additionalVector = new Angle(90 * distance).RotateVec(additionalVector);
|
||||
avoidanceVector += additionalVector;
|
||||
// if we do need to avoid that means we'll have to lookahead for the next tile
|
||||
|
||||
@@ -12,9 +12,6 @@ using Robust.Shared.IoC;
|
||||
using Robust.Shared.Maths;
|
||||
using System;
|
||||
using System.Linq;
|
||||
using CannyFastMath;
|
||||
using Math = CannyFastMath.Math;
|
||||
using MathF = CannyFastMath.MathF;
|
||||
|
||||
namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
{
|
||||
@@ -80,7 +77,7 @@ namespace Content.Server.Interfaces.GameObjects.Components.Interaction
|
||||
{
|
||||
EntityQuery = new TypeEntityQuery(typeof(SolarPanelComponent));
|
||||
// Initialize the sun to something random
|
||||
TowardsSun = Math.TAU * _robustRandom.NextDouble();
|
||||
TowardsSun = MathHelper.TwoPi * _robustRandom.NextDouble();
|
||||
SunAngularVelocity = Angle.FromDegrees(0.1 + ((_robustRandom.NextDouble() - 0.5) * 0.05));
|
||||
}
|
||||
|
||||
|
||||
@@ -16,7 +16,7 @@ using System.Linq;
|
||||
using Robust.Shared.Log;
|
||||
using System.Threading.Tasks;
|
||||
using Content.Shared.Preferences;
|
||||
|
||||
using Robust.Shared.Maths;
|
||||
|
||||
|
||||
namespace Content.Server.GameTicking.GamePresets
|
||||
@@ -60,7 +60,7 @@ namespace Content.Server.GameTicking.GamePresets
|
||||
}
|
||||
}
|
||||
|
||||
var numTraitors = Math.Clamp(readyPlayers.Count % PlayersPerTraitor,
|
||||
var numTraitors = FloatMath.Clamp(readyPlayers.Count % PlayersPerTraitor,
|
||||
MinTraitors, readyPlayers.Count);
|
||||
|
||||
for (var i = 0; i < numTraitors; i++)
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using Content.Server.GameObjects.Components;
|
||||
using System;
|
||||
using Content.Server.GameObjects.Components;
|
||||
using Content.Shared.GameObjects.EntitySystems;
|
||||
using Content.Shared.Physics;
|
||||
using Robust.Shared.GameObjects.Components;
|
||||
@@ -12,7 +13,6 @@ using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Random;
|
||||
using Robust.Shared.Interfaces.Physics;
|
||||
using MathF = CannyFastMath.MathF;
|
||||
|
||||
namespace Content.Server.Throw
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user