Files
tbd-station-14/Content.Server/NPC/Systems/NPCSteeringSystem.cs
Pieter-Jan Briers 68ce53ae17 Random spontaneous cleanup PR (#25131)
* Use new Subs.CVar helper

Removes manual config OnValueChanged calls, removes need to remember to manually unsubscribe.

This both reduces boilerplate and fixes many issues where subscriptions weren't removed on entity system shutdown.

* Fix a bunch of warnings

* More warning fixes

* Use new DateTime serializer to get rid of ISerializationHooks in changelog code.

* Get rid of some more ISerializationHooks for enums

* And a little more

* Apply suggestions from code review

Co-authored-by: 0x6273 <0x40@keemail.me>

---------

Co-authored-by: 0x6273 <0x40@keemail.me>
2024-02-13 16:48:39 -05:00

490 lines
17 KiB
C#

using System.Numerics;
using System.Threading;
using System.Threading.Tasks;
using Content.Server.Administration.Managers;
using Content.Server.DoAfter;
using Content.Server.Doors.Systems;
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.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;
using Robust.Shared.Threading;
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 IMapManager _mapManager = 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);
SubscribeLocalEvent<NPCSteeringComponent, EntityUnpausedEvent>(OnSteeringUnpaused);
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;
}
private void OnSteeringUnpaused(EntityUid uid, NPCSteeringComponent component, ref EntityUnpausedEvent args)
{
component.LastStuckTime += args.PausedTime;
component.NextSteer += args.PausedTime;
}
/// <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();
}
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 interest = steering.Interest;
var danger = steering.Danger;
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();
for (var i = 0; i < InterestDirections; i++)
{
steering.Interest[i] = 0f;
steering.Danger[i] = 0f;
}
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 && steering.NextSteer > curTime)
{
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);
// Prioritise whichever direction we went last tick if it's a tie-breaker.
if (steering.LastSteerIndex != -1)
{
interest[steering.LastSteerIndex] *= 1.1f;
}
// 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(interest[i] - 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.NextSteer = curTime + TimeSpan.FromSeconds(1f / NPCSteeringComponent.SteeringFrequency);
steering.LastSteerDirection = resultDirection;
steering.LastSteerIndex = desiredDirection;
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;
}
}