* Rename usages of collidable to physics * high tier PANIQUE * aaaaaaaaAAAAAa * cursed commit dont research * Fix urist and items being anchored * Fix the rest
716 lines
28 KiB
C#
716 lines
28 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Threading;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Access;
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using Content.Server.GameObjects.Components.Movement;
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using Content.Server.GameObjects.EntitySystems.AI.Pathfinding;
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using Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders;
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using Content.Server.GameObjects.EntitySystems.JobQueues;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Utility;
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using Robust.Server.Interfaces.Timing;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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{
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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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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IPauseManager _pauseManager = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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private PathfindingSystem _pathfindingSystem;
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/// <summary>
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/// Whether we try to avoid non-blocking physics objects
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public bool CollisionAvoidanceEnabled { get; set; } = true;
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/// <summary>
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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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/// <summary>
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/// How long to wait between checks (if necessary).
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/// </summary>
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private const float InRangeUnobstructedCooldown = 0.25f;
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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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// If we change to 20/30 TPS you might want to change this but for now it's fine
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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, EntityCoordinates> _nextGrid = new Dictionary<IEntity, EntityCoordinates>();
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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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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, EntityCoordinates> _entityTargetPosition = new Dictionary<IEntity, EntityCoordinates>();
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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, EntityCoordinates> _stuckPositions = new Dictionary<IEntity, EntityCoordinates>();
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public override void Initialize()
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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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}
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}
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/// <summary>
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/// Adds the AI to the steering system to move towards a specific target
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/// </summary>
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/// We'll add it to the movement list that has the least number of agents
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/// <param name="entity"></param>
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/// <param name="steeringRequest"></param>
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public void Register(IEntity entity, IAiSteeringRequest steeringRequest)
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{
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var lowestListCount = 1000;
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var lowestListIndex = 0;
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for (var i = 0; i < _agentLists.Count; i++)
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{
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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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/// <summary>
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/// Stops the steering behavior for the AI and cleans up
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/// </summary>
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/// <param name="entity"></param>
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/// <exception cref="InvalidOperationException"></exception>
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public void Unregister(IEntity entity)
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{
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if (entity.TryGetComponent(out AiControllerComponent controller))
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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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{
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case JobStatus.Pending:
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case JobStatus.Finished:
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break;
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case JobStatus.Running:
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case JobStatus.Paused:
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case JobStatus.Waiting:
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request.CancelToken.Cancel();
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break;
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}
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switch (request.Job.Exception)
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{
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case null:
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break;
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default:
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throw request.Job.Exception;
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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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}
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if (_nextGrid.ContainsKey(entity))
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{
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_nextGrid.Remove(entity);
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}
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if (_stuckCounter.ContainsKey(entity))
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{
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_stuckCounter.Remove(entity);
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}
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if (_entityTargetPosition.ContainsKey(entity))
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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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{
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agentList.Remove(entity);
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return;
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}
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}
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}
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/// <summary>
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/// Is the entity currently registered for steering?
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/// </summary>
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/// <param name="entity"></param>
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/// <returns></returns>
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public bool IsRegistered(IEntity 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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{
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return true;
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}
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}
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return false;
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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foreach (var (agent, steering) in RunningAgents)
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{
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// Yeah look it's not true frametime but good enough.
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var result = Steer(agent, steering, frameTime * RunningAgents.Count);
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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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break;
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case SteeringStatus.NoPath:
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Unregister(agent);
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break;
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case SteeringStatus.Arrived:
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Unregister(agent);
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break;
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case SteeringStatus.Moving:
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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_listIndex = (_listIndex + 1) % _agentLists.Count;
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}
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/// <summary>
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/// Go through each steerer and combine their vectors
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/// </summary>
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/// <param name="entity"></param>
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/// <param name="steeringRequest"></param>
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/// <param name="frameTime"></param>
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/// <returns></returns>
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/// <exception cref="NotImplementedException"></exception>
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private SteeringStatus Steer(IEntity entity, IAiSteeringRequest steeringRequest, float frameTime)
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{
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// Main optimisation to be done below is the redundant calls and adding more variables
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if (entity.Deleted || !entity.TryGetComponent(out AiControllerComponent controller) || !ActionBlockerSystem.CanMove(entity))
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{
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return SteeringStatus.NoPath;
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}
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var entitySteering = steeringRequest as EntityTargetSteeringRequest;
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if (entitySteering != null && entitySteering.Target.Deleted)
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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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if (_pauseManager.IsGridPaused(entity.Transform.GridID))
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{
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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.GetGridId(_entityManager))
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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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// Check if we have arrived
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var targetDistance = (entity.Transform.MapPosition.Position - steeringRequest.TargetMap.Position).Length;
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steeringRequest.TimeUntilInteractionCheck -= frameTime;
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if (targetDistance <= steeringRequest.ArrivalDistance && steeringRequest.TimeUntilInteractionCheck <= 0.0f)
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{
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if (!steeringRequest.RequiresInRangeUnobstructed ||
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entity.InRangeUnobstructed(steeringRequest.TargetMap, steeringRequest.ArrivalDistance, popup: true))
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{
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// TODO: Need cruder LOS checks for ranged weaps
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controller.VelocityDir = Vector2.Zero;
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return SteeringStatus.Arrived;
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}
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steeringRequest.TimeUntilInteractionCheck = InRangeUnobstructedCooldown;
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// Welp, we'll keep on moving.
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}
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// If we're really close don't swiggity swoogity back and forth and just wait for the interaction check maybe?
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if (steeringRequest.TimeUntilInteractionCheck > 0.0f && targetDistance <= 0.1f)
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{
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controller.VelocityDir = Vector2.Zero;
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return SteeringStatus.Moving;
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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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{
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switch (pathRequest.Job.Exception)
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{
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case null:
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break;
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// Currently nothing should be cancelling these except external factors
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case TaskCanceledException _:
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controller.VelocityDir = Vector2.Zero;
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return SteeringStatus.NoPath;
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default:
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throw pathRequest.Job.Exception;
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}
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// No actual path
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var path = _pathfindingRequests[entity].Job.Result;
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if (path == null || path.Count == 0)
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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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// 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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// If we're targeting entity get a fixed tile; if they move from it then re-path (at least til we get a better solution)
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if (entitySteering != null)
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{
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_entityTargetPosition[entity] = entitySteering.TargetGrid;
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}
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// Move next tick
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return SteeringStatus.Pending;
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}
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// Check if we even have a path to follow
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// If the route's empty we could be close and may not need a re-path so we won't check if it is
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if (!_paths.ContainsKey(entity) && !_pathfindingRequests.ContainsKey(entity) && targetDistance > 1.5f)
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{
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controller.VelocityDir = Vector2.Zero;
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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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// Probably need a separate "PatchPath" job
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if (entitySteering != null)
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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) &&
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(entitySteering.TargetGrid.Position - targetGrid.Position).Length >= entitySteering.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(entitySteering.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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var nextGrid = NextGrid(entity, steeringRequest);
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if (!nextGrid.HasValue)
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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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// 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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// Originally I tried using interface steerers but ehhh each one kind of needs to do its own thing
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// Plus there's not much point putting these in a separate class
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// Each one just adds onto the final vector
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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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}
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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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return SteeringStatus.Moving;
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}
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/// <summary>
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/// Get a new job from the pathfindingsystem
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/// </summary>
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/// <param name="entity"></param>
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/// <param name="steeringRequest"></param>
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private void RequestPath(IEntity entity, IAiSteeringRequest steeringRequest)
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{
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if (_pathfindingRequests.ContainsKey(entity))
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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.Coordinates);
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var endTile = gridManager.GetTileRef(steeringRequest.TargetGrid);
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var collisionMask = 0;
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if (entity.TryGetComponent(out IPhysicsComponent physics))
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{
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collisionMask = physics.CollisionMask;
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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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collisionMask,
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startTile,
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endTile,
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steeringRequest.PathfindingProximity
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), cancelToken.Token);
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_pathfindingRequests.Add(entity, (cancelToken, job));
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}
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/// <summary>
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/// Given the pathfinding is timesliced we need to trim the first few(?) tiles so we don't walk backwards
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/// </summary>
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/// <param name="entity"></param>
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/// <param name="path"></param>
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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.Coordinates);
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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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var distance = PathfindingHelpers.OctileDistance(entityTile, tile);
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if (distance < closestDistance)
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{
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path.Dequeue();
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}
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else
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{
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break;
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}
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}
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_paths[entity] = path;
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}
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/// <summary>
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/// Get the next tile as EntityCoordinates
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/// </summary>
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/// <param name="entity"></param>
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/// <param name="steeringRequest"></param>
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/// <returns></returns>
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private EntityCoordinates? NextGrid(IEntity entity, IAiSteeringRequest steeringRequest)
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{
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// Remove the cached grid
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if (!_paths.ContainsKey(entity) && _nextGrid.ContainsKey(entity))
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{
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_nextGrid.Remove(entity);
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}
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// If no tiles left just move towards the target (if we're close)
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if (!_paths.ContainsKey(entity) || _paths[entity].Count == 0)
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{
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if ((steeringRequest.TargetGrid.Position - entity.Transform.Coordinates.Position).Length <= 2.0f)
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{
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return steeringRequest.TargetGrid;
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}
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// Too far so we need a re-path
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return null;
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}
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if (!_nextGrid.TryGetValue(entity, out var nextGrid) ||
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(nextGrid.Position - entity.Transform.Coordinates.Position).Length <= TileTolerance)
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{
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UpdateGridCache(entity);
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nextGrid = _nextGrid[entity];
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}
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DebugTools.Assert(nextGrid != default);
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return nextGrid;
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}
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/// <summary>
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/// Rather than converting TileRef to EntityCoordinates over and over we'll just cache it
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/// </summary>
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/// <param name="entity"></param>
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/// <param name="dequeue"></param>
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private void UpdateGridCache(IEntity entity, bool dequeue = true)
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{
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if (_paths[entity].Count == 0) return;
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var nextTile = dequeue ? _paths[entity].Dequeue() : _paths[entity].Peek();
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var nextGrid = _mapManager.GetGrid(entity.Transform.GridID).GridTileToLocal(nextTile.GridIndices);
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_nextGrid[entity] = nextGrid;
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}
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/// <summary>
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/// Check if we've been near our last EntityCoordinates too long and try to fix it
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/// </summary>
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/// <param name="entity"></param>
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private void HandleStuck(IEntity entity)
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{
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if (!_stuckPositions.TryGetValue(entity, out var stuckPosition))
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{
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_stuckPositions[entity] = entity.Transform.Coordinates;
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_stuckCounter[entity] = 0;
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|
return;
|
|
}
|
|
|
|
if ((entity.Transform.Coordinates.Position - stuckPosition.Position).Length <= 1.0f)
|
|
{
|
|
_stuckCounter.TryGetValue(entity, out var stuckCount);
|
|
_stuckCounter[entity] = stuckCount + 1;
|
|
}
|
|
else
|
|
{
|
|
// No longer stuck
|
|
_stuckPositions[entity] = entity.Transform.Coordinates;
|
|
_stuckCounter[entity] = 0;
|
|
return;
|
|
}
|
|
|
|
// Should probably be time-based
|
|
if (_stuckCounter[entity] < 30)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Okay now we're stuck
|
|
_paths.Remove(entity);
|
|
_stuckCounter[entity] = 0;
|
|
}
|
|
|
|
#region Steering
|
|
/// <summary>
|
|
/// Move straight to target position
|
|
/// </summary>
|
|
/// <param name="entity"></param>
|
|
/// <param name="grid"></param>
|
|
/// <returns></returns>
|
|
private Vector2 Seek(IEntity entity, EntityCoordinates grid)
|
|
{
|
|
// is-even much
|
|
var entityPos = entity.Transform.Coordinates;
|
|
return entityPos == grid
|
|
? Vector2.Zero
|
|
: (grid.Position - entityPos.Position).Normalized;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Like Seek but slows down when within distance
|
|
/// </summary>
|
|
/// <param name="entity"></param>
|
|
/// <param name="grid"></param>
|
|
/// <param name="slowingDistance"></param>
|
|
/// <returns></returns>
|
|
private Vector2 Arrival(IEntity entity, EntityCoordinates grid, float slowingDistance = 1.0f)
|
|
{
|
|
var entityPos = entity.Transform.Coordinates;
|
|
DebugTools.Assert(slowingDistance > 0.0f);
|
|
if (entityPos == grid)
|
|
{
|
|
return Vector2.Zero;
|
|
}
|
|
var targetDiff = grid.Position - entityPos.Position;
|
|
var rampedSpeed = targetDiff.Length / slowingDistance;
|
|
return targetDiff.Normalized * MathF.Min(1.0f, rampedSpeed);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Like Seek but predicts target's future position
|
|
/// </summary>
|
|
/// <param name="entity"></param>
|
|
/// <param name="target"></param>
|
|
/// <returns></returns>
|
|
private Vector2 Pursuit(IEntity entity, IEntity target)
|
|
{
|
|
var entityPos = entity.Transform.Coordinates;
|
|
var targetPos = target.Transform.Coordinates;
|
|
if (entityPos == targetPos)
|
|
{
|
|
return Vector2.Zero;
|
|
}
|
|
|
|
if (target.TryGetComponent(out IPhysicsComponent physics))
|
|
{
|
|
var targetDistance = (targetPos.Position - entityPos.Position);
|
|
targetPos = targetPos.Offset(physics.LinearVelocity * targetDistance);
|
|
}
|
|
|
|
return (targetPos.Position - entityPos.Position).Normalized;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks for non-anchored physics objects that can block us
|
|
/// </summary>
|
|
/// <param name="entity"></param>
|
|
/// <param name="direction">entity's travel direction</param>
|
|
/// <param name="ignoredTargets"></param>
|
|
/// <returns></returns>
|
|
private Vector2 CollisionAvoidance(IEntity entity, Vector2 direction, ICollection<IEntity> ignoredTargets)
|
|
{
|
|
if (direction == Vector2.Zero || !entity.TryGetComponent(out IPhysicsComponent physics))
|
|
{
|
|
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 ;-;
|
|
var entityCollisionMask = physics.CollisionMask;
|
|
var avoidanceVector = Vector2.Zero;
|
|
var checkTiles = new HashSet<TileRef>();
|
|
var avoidTiles = new HashSet<TileRef>();
|
|
var entityGridCoords = entity.Transform.Coordinates;
|
|
var grid = _mapManager.GetGrid(entity.Transform.GridID);
|
|
var currentTile = grid.GetTileRef(entityGridCoords);
|
|
var halfwayTile = grid.GetTileRef(entityGridCoords.Offset(direction / 2));
|
|
var nextTile = grid.GetTileRef(entityGridCoords.Offset(direction));
|
|
|
|
checkTiles.Add(currentTile);
|
|
checkTiles.Add(halfwayTile);
|
|
checkTiles.Add(nextTile);
|
|
|
|
// Handling corners with collision avoidance is a real bitch
|
|
// TBH collision avoidance in general that doesn't run like arse is a real bitch
|
|
foreach (var tile in checkTiles)
|
|
{
|
|
var node = _pathfindingSystem.GetNode(tile);
|
|
// Assume the immovables have already been checked
|
|
foreach (var (physicsEntity, layer) in node.PhysicsLayers)
|
|
{
|
|
// Ignore myself / my target if applicable / if my mask doesn't collide
|
|
if (physicsEntity == entity || ignoredTargets.Contains(physicsEntity) || (entityCollisionMask & layer) == 0) continue;
|
|
// God there's so many ways to do this
|
|
// err for now we'll just assume the first entity is the center and just add a vector for it
|
|
|
|
//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
|
|
if (physicsEntity.TryGetComponent(out IPhysicsComponent otherPhysics) &&
|
|
Vector2.Dot(otherPhysics.LinearVelocity, direction) > 0)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var centerGrid = physicsEntity.Transform.Coordinates;
|
|
// Check how close we are to center of tile and get the inverse; if we're closer this is stronger
|
|
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 = MathHelper.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
|
|
avoidTiles.Add(tile);
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Dis ugly
|
|
if (_paths.TryGetValue(entity, out var path))
|
|
{
|
|
if (path.Count > 0)
|
|
{
|
|
var checkTile = path.Peek();
|
|
for (var i = 0; i < Math.Min(path.Count, avoidTiles.Count); i++)
|
|
{
|
|
if (avoidTiles.Contains(checkTile))
|
|
{
|
|
checkTile = path.Dequeue();
|
|
}
|
|
}
|
|
|
|
UpdateGridCache(entity, false);
|
|
}
|
|
}
|
|
|
|
return avoidanceVector == Vector2.Zero ? avoidanceVector : avoidanceVector.Normalized;
|
|
}
|
|
#endregion
|
|
}
|
|
|
|
public enum SteeringStatus
|
|
{
|
|
Pending,
|
|
NoPath,
|
|
Arrived,
|
|
Moving,
|
|
}
|
|
}
|