Files
tbd-station-14/Content.Server/NPC/Systems/NPCSteeringSystem.cs
metalgearsloth 64b648ff3c NPC steering tweaks (#26351)
- Fix the free node check considering the whole tile and not the poly.
- Clear maps on direction resets.
- More robust arrival checks for pathfinding nodes.
2024-03-23 12:42:51 +11:00

475 lines
16 KiB
C#

using System.Numerics;
using System.Threading;
using System.Threading.Tasks;
using Content.Server.Administration.Managers;
using Content.Server.DoAfter;
using Content.Server.NPC.Components;
using Content.Server.NPC.Events;
using Content.Server.NPC.Pathfinding;
using Content.Shared.CCVar;
using Content.Shared.Climbing.Systems;
using Content.Shared.CombatMode;
using Content.Shared.Interaction;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.NPC;
using Content.Shared.NPC.Components;
using Content.Shared.NPC.Systems;
using Content.Shared.NPC.Events;
using Content.Shared.Physics;
using Content.Shared.Weapons.Melee;
using Robust.Shared.Configuration;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Player;
using Robust.Shared.Random;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using Content.Shared.Prying.Systems;
using Microsoft.Extensions.ObjectPool;
namespace Content.Server.NPC.Systems;
public sealed partial class NPCSteeringSystem : SharedNPCSteeringSystem
{
/*
* We use context steering to determine which way to move.
* This involves creating an array of possible directions and assigning a value for the desireability of each direction.
*
* There's multiple ways to implement this, e.g. you can average all directions, or you can choose the highest direction
* , or you can remove the danger map entirely and only having an interest map (AKA game endeavour).
* See http://www.gameaipro.com/GameAIPro2/GameAIPro2_Chapter18_Context_Steering_Behavior-Driven_Steering_at_the_Macro_Scale.pdf
* (though in their case it was for an F1 game so used context steering across the width of the road).
*/
[Dependency] private readonly IAdminManager _admin = default!;
[Dependency] private readonly IConfigurationManager _configManager = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly ClimbSystem _climb = default!;
[Dependency] private readonly DoAfterSystem _doAfter = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly NpcFactionSystem _npcFaction = default!;
[Dependency] private readonly PathfindingSystem _pathfindingSystem = default!;
[Dependency] private readonly PryingSystem _pryingSystem = default!;
[Dependency] private readonly SharedInteractionSystem _interaction = default!;
[Dependency] private readonly SharedMeleeWeaponSystem _melee = default!;
[Dependency] private readonly SharedMoverController _mover = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly SharedCombatModeSystem _combat = default!;
private EntityQuery<FixturesComponent> _fixturesQuery;
private EntityQuery<MovementSpeedModifierComponent> _modifierQuery;
private EntityQuery<NpcFactionMemberComponent> _factionQuery;
private EntityQuery<PhysicsComponent> _physicsQuery;
private EntityQuery<TransformComponent> _xformQuery;
private ObjectPool<HashSet<EntityUid>> _entSetPool =
new DefaultObjectPool<HashSet<EntityUid>>(new SetPolicy<EntityUid>());
/// <summary>
/// Enabled antistuck detection so if an NPC is in the same spot for a while it will re-path.
/// </summary>
public bool AntiStuck = true;
private bool _enabled;
private bool _pathfinding = true;
public static readonly Vector2[] Directions = new Vector2[InterestDirections];
private readonly HashSet<ICommonSession> _subscribedSessions = new();
private object _obstacles = new();
public override void Initialize()
{
base.Initialize();
Log.Level = LogLevel.Info;
_fixturesQuery = GetEntityQuery<FixturesComponent>();
_modifierQuery = GetEntityQuery<MovementSpeedModifierComponent>();
_factionQuery = GetEntityQuery<NpcFactionMemberComponent>();
_physicsQuery = GetEntityQuery<PhysicsComponent>();
_xformQuery = GetEntityQuery<TransformComponent>();
for (var i = 0; i < InterestDirections; i++)
{
Directions[i] = new Angle(InterestRadians * i).ToVec();
}
UpdatesBefore.Add(typeof(SharedPhysicsSystem));
Subs.CVar(_configManager, CCVars.NPCEnabled, SetNPCEnabled, true);
Subs.CVar(_configManager, CCVars.NPCPathfinding, SetNPCPathfinding, true);
SubscribeLocalEvent<NPCSteeringComponent, ComponentShutdown>(OnSteeringShutdown);
SubscribeNetworkEvent<RequestNPCSteeringDebugEvent>(OnDebugRequest);
}
private void SetNPCEnabled(bool obj)
{
if (!obj)
{
foreach (var (comp, mover) in EntityQuery<NPCSteeringComponent, InputMoverComponent>())
{
mover.CurTickSprintMovement = Vector2.Zero;
comp.PathfindToken?.Cancel();
comp.PathfindToken = null;
}
}
_enabled = obj;
}
private void SetNPCPathfinding(bool value)
{
_pathfinding = value;
if (!_pathfinding)
{
foreach (var comp in EntityQuery<NPCSteeringComponent>(true))
{
comp.PathfindToken?.Cancel();
comp.PathfindToken = null;
}
}
}
private void OnDebugRequest(RequestNPCSteeringDebugEvent msg, EntitySessionEventArgs args)
{
if (!_admin.IsAdmin(args.SenderSession))
return;
if (msg.Enabled)
_subscribedSessions.Add(args.SenderSession);
else
_subscribedSessions.Remove(args.SenderSession);
}
private void OnSteeringShutdown(EntityUid uid, NPCSteeringComponent component, ComponentShutdown args)
{
// Cancel any active pathfinding jobs as they're irrelevant.
component.PathfindToken?.Cancel();
component.PathfindToken = null;
}
/// <summary>
/// Adds the AI to the steering system to move towards a specific target
/// </summary>
public NPCSteeringComponent Register(EntityUid uid, EntityCoordinates coordinates, NPCSteeringComponent? component = null)
{
if (Resolve(uid, ref component, false))
{
if (component.Coordinates.Equals(coordinates))
return component;
component.PathfindToken?.Cancel();
component.PathfindToken = null;
component.CurrentPath.Clear();
}
else
{
component = AddComp<NPCSteeringComponent>(uid);
component.Flags = _pathfindingSystem.GetFlags(uid);
}
ResetStuck(component, Transform(uid).Coordinates);
component.Coordinates = coordinates;
return component;
}
/// <summary>
/// Attempts to register the entity. Does nothing if the coordinates already registered.
/// </summary>
public bool TryRegister(EntityUid uid, EntityCoordinates coordinates, NPCSteeringComponent? component = null)
{
if (Resolve(uid, ref component, false) && component.Coordinates.Equals(coordinates))
{
return false;
}
Register(uid, coordinates, component);
return true;
}
/// <summary>
/// Stops the steering behavior for the AI and cleans up.
/// </summary>
public void Unregister(EntityUid uid, NPCSteeringComponent? component = null)
{
if (!Resolve(uid, ref component, false))
return;
if (EntityManager.TryGetComponent(uid, out InputMoverComponent? controller))
{
controller.CurTickSprintMovement = Vector2.Zero;
}
component.PathfindToken?.Cancel();
component.PathfindToken = null;
RemComp<NPCSteeringComponent>(uid);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
if (!_enabled)
return;
// Not every mob has the modifier component so do it as a separate query.
var npcs = new (EntityUid, NPCSteeringComponent, InputMoverComponent, TransformComponent)[Count<ActiveNPCComponent>()];
var query = EntityQueryEnumerator<ActiveNPCComponent, NPCSteeringComponent, InputMoverComponent, TransformComponent>();
var index = 0;
while (query.MoveNext(out var uid, out _, out var steering, out var mover, out var xform))
{
npcs[index] = (uid, steering, mover, xform);
index++;
}
// Dependency issues across threads.
var options = new ParallelOptions
{
MaxDegreeOfParallelism = 1,
};
var curTime = _timing.CurTime;
Parallel.For(0, index, options, i =>
{
var (uid, steering, mover, xform) = npcs[i];
Steer(uid, steering, mover, xform, frameTime, curTime);
});
if (_subscribedSessions.Count > 0)
{
var data = new List<NPCSteeringDebugData>(index);
for (var i = 0; i < index; i++)
{
var (uid, steering, mover, _) = npcs[i];
data.Add(new NPCSteeringDebugData(
GetNetEntity(uid),
mover.CurTickSprintMovement,
steering.Interest,
steering.Danger,
steering.DangerPoints));
}
var filter = Filter.Empty();
filter.AddPlayers(_subscribedSessions);
RaiseNetworkEvent(new NPCSteeringDebugEvent(data), filter);
}
}
private void SetDirection(InputMoverComponent component, NPCSteeringComponent steering, Vector2 value, bool clear = true)
{
if (clear && value.Equals(Vector2.Zero))
{
steering.CurrentPath.Clear();
Array.Clear(steering.Interest);
Array.Clear(steering.Danger);
}
component.CurTickSprintMovement = value;
component.LastInputTick = _timing.CurTick;
component.LastInputSubTick = ushort.MaxValue;
}
/// <summary>
/// Go through each steerer and combine their vectors
/// </summary>
private void Steer(
EntityUid uid,
NPCSteeringComponent steering,
InputMoverComponent mover,
TransformComponent xform,
float frameTime,
TimeSpan curTime)
{
if (Deleted(steering.Coordinates.EntityId))
{
SetDirection(mover, steering, Vector2.Zero);
steering.Status = SteeringStatus.NoPath;
return;
}
// No path set from pathfinding or the likes.
if (steering.Status == SteeringStatus.NoPath)
{
SetDirection(mover, steering, Vector2.Zero);
return;
}
// Can't move at all, just noop input.
if (!mover.CanMove)
{
SetDirection(mover, steering, Vector2.Zero);
steering.Status = SteeringStatus.NoPath;
return;
}
var agentRadius = steering.Radius;
var worldPos = _transform.GetWorldPosition(xform);
var (layer, mask) = _physics.GetHardCollision(uid);
// Use rotation relative to parent to rotate our context vectors by.
var offsetRot = -_mover.GetParentGridAngle(mover);
_modifierQuery.TryGetComponent(uid, out var modifier);
var moveSpeed = GetSprintSpeed(uid, modifier);
var body = _physicsQuery.GetComponent(uid);
var dangerPoints = steering.DangerPoints;
dangerPoints.Clear();
Span<float> interest = stackalloc float[InterestDirections];
Span<float> danger = stackalloc float[InterestDirections];
// TODO: This should be fly
steering.CanSeek = true;
var ev = new NPCSteeringEvent(steering, xform, worldPos, offsetRot);
RaiseLocalEvent(uid, ref ev);
// If seek has arrived at the target node for example then immediately re-steer.
var forceSteer = true;
if (steering.CanSeek && !TrySeek(uid, mover, steering, body, xform, offsetRot, moveSpeed, interest, frameTime, ref forceSteer))
{
SetDirection(mover, steering, Vector2.Zero);
return;
}
DebugTools.Assert(!float.IsNaN(interest[0]));
// Don't steer too frequently to avoid twitchiness.
// This should also implicitly solve tie situations.
// I think doing this after all the ops above is best?
// Originally I had it way above but sometimes mobs would overshoot their tile targets.
if (!forceSteer)
{
SetDirection(mover, steering, steering.LastSteerDirection, false);
return;
}
// Avoid static objects like walls
CollisionAvoidance(uid, offsetRot, worldPos, agentRadius, layer, mask, xform, danger);
DebugTools.Assert(!float.IsNaN(danger[0]));
Separation(uid, offsetRot, worldPos, agentRadius, layer, mask, body, xform, danger);
// Blend last and current tick
Blend(steering, frameTime, interest, danger);
// Remove the danger map from the interest map.
var desiredDirection = -1;
var desiredValue = 0f;
for (var i = 0; i < InterestDirections; i++)
{
var adjustedValue = Math.Clamp(steering.Interest[i] - steering.Danger[i], 0f, 1f);
if (adjustedValue > desiredValue)
{
desiredDirection = i;
desiredValue = adjustedValue;
}
}
var resultDirection = Vector2.Zero;
if (desiredDirection != -1)
{
resultDirection = new Angle(desiredDirection * InterestRadians).ToVec();
}
steering.LastSteerDirection = resultDirection;
DebugTools.Assert(!float.IsNaN(resultDirection.X));
SetDirection(mover, steering, resultDirection, false);
}
private EntityCoordinates GetCoordinates(PathPoly poly)
{
if (!poly.IsValid())
return EntityCoordinates.Invalid;
return new EntityCoordinates(poly.GraphUid, poly.Box.Center);
}
/// <summary>
/// Get a new job from the pathfindingsystem
/// </summary>
private async void RequestPath(EntityUid uid, NPCSteeringComponent steering, TransformComponent xform, float targetDistance)
{
// If we already have a pathfinding request then don't grab another.
// If we're in range then just beeline them; this can avoid stutter stepping and is an easy way to look nicer.
if (steering.Pathfind || targetDistance < steering.RepathRange)
return;
// Short-circuit with no path.
var targetPoly = _pathfindingSystem.GetPoly(steering.Coordinates);
// If this still causes issues future sloth adjust the collision mask.
// Thanks past sloth I already realised.
if (targetPoly != null &&
steering.Coordinates.Position.Equals(Vector2.Zero) &&
TryComp<PhysicsComponent>(uid, out var physics) &&
_interaction.InRangeUnobstructed(uid, steering.Coordinates.EntityId, range: 30f, (CollisionGroup)physics.CollisionMask))
{
steering.CurrentPath.Clear();
steering.CurrentPath.Enqueue(targetPoly);
return;
}
steering.PathfindToken = new CancellationTokenSource();
var flags = _pathfindingSystem.GetFlags(uid);
var result = await _pathfindingSystem.GetPathSafe(
uid,
xform.Coordinates,
steering.Coordinates,
steering.Range,
steering.PathfindToken.Token,
flags);
steering.PathfindToken = null;
if (result.Result == PathResult.NoPath)
{
steering.CurrentPath.Clear();
steering.FailedPathCount++;
if (steering.FailedPathCount >= NPCSteeringComponent.FailedPathLimit)
{
steering.Status = SteeringStatus.NoPath;
}
return;
}
var targetPos = steering.Coordinates.ToMap(EntityManager, _transform);
var ourPos = xform.MapPosition;
PrunePath(uid, ourPos, targetPos.Position - ourPos.Position, result.Path);
steering.CurrentPath = new Queue<PathPoly>(result.Path);
}
// TODO: Move these to movercontroller
private float GetSprintSpeed(EntityUid uid, MovementSpeedModifierComponent? modifier = null)
{
if (!Resolve(uid, ref modifier, false))
{
return MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
}
return modifier.CurrentSprintSpeed;
}
}