Fix rat pathfinding (#12951)
Fixes https://github.com/space-wizards/space-station-14/issues/12950
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@@ -458,10 +458,11 @@ public sealed partial class PathfindingSystem
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continue;
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// TODO: Inefficient af
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foreach (var (_, fixture) in fixtures.Fixtures)
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foreach (var fixture in fixtures.Fixtures.Values)
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{
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// Don't need to re-do it.
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if ((collisionMask & fixture.CollisionMask) == fixture.CollisionMask &&
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if (!fixture.Hard ||
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(collisionMask & fixture.CollisionMask) == fixture.CollisionMask &&
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(collisionLayer & fixture.CollisionLayer) == fixture.CollisionLayer)
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continue;
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@@ -11,6 +11,7 @@ using Content.Shared.NPC;
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using Robust.Server.Player;
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using Robust.Shared.Enums;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Players;
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@@ -43,6 +44,7 @@ namespace Content.Server.NPC.Pathfinding
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly DestructibleSystem _destructible = default!;
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[Dependency] private readonly FixtureSystem _fixtures = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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private ISawmill _sawmill = default!;
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@@ -239,10 +241,9 @@ namespace Content.Server.NPC.Pathfinding
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var layer = 0;
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var mask = 0;
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if (TryComp<PhysicsComponent>(entity, out var body))
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if (TryComp<FixturesComponent>(entity, out var fixtures))
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{
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layer = body.CollisionLayer;
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mask = body.CollisionMask;
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(layer, mask) = _physics.GetHardCollision(entity, fixtures);
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}
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var request = new BFSPathRequest(maxRange, limit, start.Coordinates, flags, layer, mask, cancelToken);
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@@ -386,10 +387,9 @@ namespace Content.Server.NPC.Pathfinding
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var layer = 0;
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var mask = 0;
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if (TryComp<PhysicsComponent>(entity, out var body))
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if (TryComp<FixturesComponent>(entity, out var fixtures))
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{
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layer = body.CollisionLayer;
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mask = body.CollisionMask;
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(layer, mask) = _physics.GetHardCollision(entity, fixtures);
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}
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return new AStarPathRequest(start, end, flags, range, layer, mask, cancelToken);
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@@ -4,6 +4,7 @@ using Content.Server.NPC.Pathfinding;
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using Content.Shared.Doors.Components;
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using Content.Shared.NPC;
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using Content.Shared.Weapons.Melee;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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namespace Content.Server.NPC.Systems;
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@@ -35,20 +36,29 @@ public sealed partial class NPCSteeringSystem
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if (poly.Data.IsFreeSpace)
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return SteeringObstacleStatus.Completed;
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if (!bodyQuery.TryGetComponent(component.Owner, out var body))
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return SteeringObstacleStatus.Failed;
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// TODO: Store PathFlags on the steering comp
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// and be able to re-check it.
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var layer = 0;
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var mask = 0;
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if (TryComp<FixturesComponent>(component.Owner, out var manager))
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{
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(layer, mask) = _physics.GetHardCollision(component.Owner, manager);
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}
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else
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{
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return SteeringObstacleStatus.Failed;
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}
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// TODO: Should cache the fact we're doing this somewhere.
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// See https://github.com/space-wizards/space-station-14/issues/11475
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if ((poly.Data.CollisionLayer & body.CollisionMask) != 0x0 ||
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(poly.Data.CollisionMask & body.CollisionLayer) != 0x0)
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if ((poly.Data.CollisionLayer & mask) != 0x0 ||
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(poly.Data.CollisionMask & layer) != 0x0)
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{
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var obstacleEnts = new List<EntityUid>();
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GetObstacleEntities(poly, body.CollisionMask, body.CollisionLayer, bodyQuery, obstacleEnts);
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GetObstacleEntities(poly, mask, layer, bodyQuery, obstacleEnts);
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var isDoor = (poly.Data.Flags & PathfindingBreadcrumbFlag.Door) != 0x0;
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var isAccess = (poly.Data.Flags & PathfindingBreadcrumbFlag.Access) != 0x0;
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@@ -30,6 +30,7 @@ namespace Content.Server.NPC.Systems
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[Dependency] private readonly SharedInteractionSystem _interaction = default!;
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[Dependency] private readonly SharedMeleeWeaponSystem _melee = default!;
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[Dependency] private readonly SharedMoverController _mover = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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// This will likely get moved onto an abstract pathfinding node that specifies the max distance allowed from the coordinate.
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private const float TileTolerance = 0.40f;
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