Files
tbd-station-14/Content.Client/NPC/NPCSteeringSystem.cs
Princess Cheeseballs 36030ef154 Mob Movement Major Refactor (#36847)
* Conveyor optimisations

- Optimise movement for moving stuff. Better flags + less resolves + slapped parallelrobustjob on it.
- Sleeping for entities getting conveyed into walls.

* Blocker version

* Finish

* Final

* Fix conveyor power mispredict

* Bagel save

* Revert "Bagel save"

This reverts commit 1b93fda81fb852d89b89b0beae0b80f8a61165f2.

* Conveyor resave

* Init Commit

* windows yelling at me to update commit

* working commit, need prediciton and more dehardcoding

* Project 0 warnings

* Working Commit (Near Final)

* ryder got confused commit

* I love Merge Conflicts :)

* Working commit, no prediction

* Forgot the yaml changes

* Comments and typos

* Apparently while the reduced launch mult of lube was initialized it was never used so I revered back to default

* Fixed an incorrect divisor

* bit of cleanup

* Prediciton fixed, and puddles now affect all entities

* FORGOT TO RENAME A VERY IMPORTANT VARIABLE OOPS

* Really big I forgor moment

* Even bigger I forgor moment

* four more merge conflicts to fix four more oopsies

* fixed actual divide by zero moment and also im very dumb

* Even bigger I forgor moment

* four more merge conflicts to fix four more oopsies

* fixed actual divide by zero moment and also im very dumb

* Fix all test fails

* code cleanup

* Webedit whitespace

* Code cleaup

* whitespace webedit

* whitespace webedit

* whitespace webedit

* whitespace removal

* Comments and cleanup

* Re-Added 20 warnings as per Ork's request

* Cleanups

* Spacing fix

* bugfixes and cleanup

* Small bugfix

* Fix prediction

* Mob movement rewrite

* Bandaid

* Working version

* Tentatively working

* Friction to fix cornering

* More fixes

* Refactor mob movement

Trying to cleanup relay ordering / tryupdaterelative being cooked, purge ToParent, and fix all the eye rotation shenanigans.

* Building

* Re-implement jetpacks

* Reorganise weightless movement

* More work

* Fix camera

* reh

* Revert bagel

* Revert this

* Revert held move buttons

* Puddles work but are unpredicted and unoptimized

* Fixes

* Puddle code...

* Actually dirty the slipComp for real

* Sliding component done plus an extra suggestion from ArtisticRoomba

* Atomized Commit

* Added Friction field to Reagent Prototype per design discussion

* Cleaned up Working Commit

* a

* Delete stinkers

* Fix this code smell

* Reviewed

* Funky re-save

* Our conveyance

* Better conveyor sleeping

* Remove this

* Revert "Better conveyor sleeping"

This reverts commit f5281f64bbae95b7b9feb56295c5cf931f9fb2e1.

* Revert that

Way too janky

* Also this

* a

* Working Commit - Still a lot to do

* Acceleration refactor

* Minor jetpack cleanup

* frictionnomovement no longer nullable

* Shared Mover Feels 99% done

* OffGrid/Weightless/Throwing Friction saved

* Fix merge conflicts

* Fix a debug assert

* Final Commit for today

* Some fixes

* Actually use those CCVars Properly

* Need to fix throwing

* Second to last Commit for real

* Jetpack bug fixed

* Jetpack bug fixed

* Test fail patch

* Small patch

* Skates Component cleanup + Bring Accel back to 5 (oops)

* Fix test fail oops

* yaml cleanup make dragons not fat

---------

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2025-05-02 18:18:08 +10:00

128 lines
4.0 KiB
C#

using System.Numerics;
using Content.Client.Physics.Controllers;
using Content.Client.PhysicsSystem.Controllers;
using Content.Shared.Movement.Components;
using Content.Shared.NPC;
using Content.Shared.NPC.Events;
using Robust.Client.Graphics;
using Robust.Shared.Enums;
namespace Content.Client.NPC;
public sealed class NPCSteeringSystem : SharedNPCSteeringSystem
{
[Dependency] private readonly IOverlayManager _overlay = default!;
public bool DebugEnabled
{
get => _debugEnabled;
set
{
if (_debugEnabled == value)
return;
_debugEnabled = value;
if (_debugEnabled)
{
_overlay.AddOverlay(new NPCSteeringOverlay(EntityManager));
RaiseNetworkEvent(new RequestNPCSteeringDebugEvent()
{
Enabled = true
});
}
else
{
_overlay.RemoveOverlay<NPCSteeringOverlay>();
RaiseNetworkEvent(new RequestNPCSteeringDebugEvent()
{
Enabled = false
});
var query = AllEntityQuery<NPCSteeringComponent>();
while (query.MoveNext(out var uid, out var npc))
{
RemCompDeferred<NPCSteeringComponent>(uid);
}
}
}
}
private bool _debugEnabled;
public override void Initialize()
{
base.Initialize();
SubscribeNetworkEvent<NPCSteeringDebugEvent>(OnDebugEvent);
}
private void OnDebugEvent(NPCSteeringDebugEvent ev)
{
if (!DebugEnabled)
return;
foreach (var data in ev.Data)
{
var entity = GetEntity(data.EntityUid);
if (!Exists(entity))
continue;
var comp = EnsureComp<NPCSteeringComponent>(entity);
comp.Direction = data.Direction;
comp.DangerMap = data.Danger;
comp.InterestMap = data.Interest;
comp.DangerPoints = data.DangerPoints;
}
}
}
public sealed class NPCSteeringOverlay : Overlay
{
public override OverlaySpace Space => OverlaySpace.WorldSpace;
private readonly IEntityManager _entManager;
private readonly SharedTransformSystem _transformSystem;
public NPCSteeringOverlay(IEntityManager entManager)
{
_entManager = entManager;
_transformSystem = _entManager.System<SharedTransformSystem>();
}
protected override void Draw(in OverlayDrawArgs args)
{
foreach (var (comp, mover, xform) in _entManager.EntityQuery<NPCSteeringComponent, InputMoverComponent, TransformComponent>(true))
{
if (xform.MapID != args.MapId)
{
continue;
}
var (worldPos, worldRot) = _transformSystem.GetWorldPositionRotation(xform);
if (!args.WorldAABB.Contains(worldPos))
continue;
args.WorldHandle.DrawCircle(worldPos, 1f, Color.Green, false);
var rotationOffset = _entManager.System<MoverController>().GetParentGridAngle(mover);
foreach (var point in comp.DangerPoints)
{
args.WorldHandle.DrawCircle(point, 0.1f, Color.Red.WithAlpha(0.6f));
}
for (var i = 0; i < SharedNPCSteeringSystem.InterestDirections; i++)
{
var danger = comp.DangerMap[i];
var interest = comp.InterestMap[i];
var angle = Angle.FromDegrees(i * (360 / SharedNPCSteeringSystem.InterestDirections));
args.WorldHandle.DrawLine(worldPos, worldPos + (rotationOffset + angle).RotateVec(new Vector2(interest, 0f)), Color.LimeGreen);
args.WorldHandle.DrawLine(worldPos, worldPos + (rotationOffset + angle).RotateVec(new Vector2(danger, 0f)), Color.Red);
}
args.WorldHandle.DrawLine(worldPos, worldPos + rotationOffset.RotateVec(comp.Direction), Color.Cyan);
}
}
}