Files
Delta-v/Content.Server/NPC/Systems/NPCSteeringSystem.cs
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)

* Optimize sensor monitoring window graph drawing

* Add shared static Vector2 pool for all GraphView instances

* Address requested changes

* remove lock

* Update submodule to 264.0.0 (#38629)

* Toy/Plushie Inhands and Wearables (#38514)

* Fixed dependency injection and some other issues in a few places.

* More issue fixes

* patchfor broken NetworkConfiguratorLinkMenu (#38632)

fix

* Fix solutions flickering when transferring contents (#34838)

* Use Solution clones when applying SolutionComponent states

* Revert "Use Solution clones when applying SolutionComponent states"

This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.

* Make Solution implement ICloneable and rename Clone method.

* Copy CanReact value when cloning a Solution

* Convert to IRobustCloneable

* Fix typos in guidebook: Buisness → Business (#38636)

* Fix typo in `MinorAntagonists.xml`

Buisness → Business

* Fix typo in `YourFirstCharacter.xml`

Buisness → Business

* Various Headphones Fixes and Tweaks (#38479)

* sprites, wearables

* neck

* icon-on sprite

* Cleanup prototype instantiation in `DamageTest` (#38639)

Cleanup prototype instantiation in DamageTest

* Cleanup prototype instantiation in `ExplosionSystem` (#38642)

Cleanup prototype instantiation in ExplosionSystem

* AddBodyPartCommand localization. (#38612)

commit

* fix ItemSlotsSystem debug assert (#38655)

* Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536)

* Added directional beacons (#38284)

* Added directional beacons

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Fixed names

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Power stat and nuke codes commands get some LEC love. (#38585)

* commit

* requested changes.

* Dsay Dirty and Follow commands converted to LEC and localized. (#38666)

* commit

* whoopwhoopwhoop

* Retro laser sprite fix (#38676)

* Fixed everything except the icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fixed icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fix water coolers (#38681)

* Monochromacy typo fix (#38686)

* fixes the typo

* Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Validate `CloningSettingsPrototype`s (#38688)

* Validate CloningSettingsPrototypes

* Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Check EventComponents too

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Add test of objective-related console commands (#36400)

* Add test of objective add/list/remove commands

* Not sure why we're validating test prototypes, but sure

* We don't need a map

* Improvements and fixups for New Status Effect API (#38660)

* Predict healing and bloodstream (#38690)

* initial commit

* reapply 38126

* fix rootable

* someone missed an important minus sign here

* try this

* fix

* fix

* reenable crit hits

* cleanup

* fix status time dirtying

* fix

* camelCase

* Healing and bloodstream prediction fixes.

* Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661)

* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase

* Updating missed tag

* Reverting DataField change

Should prevent this preventative bugfix being a breaking change.

* Switch HSV to the default colorspace for character customization (#38434)

* Made HSV default for character editor

* Adds/fixes comments to HSV defaulting

* Added dropbox fix, potentially cursed

* Revert "Added dropbox fix, potentially cursed"

This reverts commit a709883366fbee813e839742125e70844672af29.

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Fix: Don't deploy foldables when clicking on items inside containers (#38709)

* Fix

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Pressure Relief Valve (#36708)

* initial system (this math is probably WRONG)

* General code cleanup and OnExamined support
(holy moly this code sucks)

* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...

* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.

* Remove one TODO for unshitcoding the examine code

* Add reminder
yea

* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)

* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.

* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields

* Implement DirtyField prediction

* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.

Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.

* More cleanup and comments

* Remove TODO comment on bulldozing window title

* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).

* Add visuals

* Revert debugging variable replacememt
yea

* Revert skissue

* Remove unused using directives and remove TODO

* Localize, cleanup, document

* Fix adminlogging discrepancy

* Add ability to construct, add guidebook entry

* Clear up comment

* Add guidebook tooltip to valve

* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor

* Adds more input handling and adds autofill on open

* Un-deepfry input validator shitcode
Genuinely what was I smoking

* improve visuals logic

* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs

* I'm sorry but I hate warnings

* Remove unused using directive in AtmosphereSystem.Gases.cs

* Review and cleanup

* Lukewarm UI glossup

* Maintainer for the upstream project btw

* Remove redundant state sets and messy logic

* Unduplicate valve updater code

* Redo UI (im sorry Slarti)

* run tests

* Test refactored UI messaging

* Second round of UI improvements
- God please find a way to improve this system. Feels bad.

* Update loop implementation

* Further predict UI

* Clear up SetToCurrentThreshold

* cleanup

* Update to master + pipe layers and bug fixes
want to run tests

* fixes

* Deploy rename pipebomb

* Documentation and requested changes

* Rename the method that wiggled away

* Undo rounding changes

* Fix comment

* Rename and cleanup

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix TextLinkTag (#32203)

* Adjust uplink buy button to be under item icon (#38596)

* Adjusted uplink buy button to be under item icon

* Put the discount subtext under the icon

* Indent fixes, added margin

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Scurrets - Audio Improvements (#38482)

* Scurret audio tuning

* Add new sfx

* Update sneezing sfx

* YAML support

* Rename a folder

* make telesci wreck easier (#37569)

rel

* Validate `ShaderPrototype` IDs (#38728)

* Convert all shader prototype string literals to protoids in overlays

* Convert more shader prototype literal strings to protoids

* Convert ValidatePrototypeId to ProtoId

* Later

* [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664)

* fixed

* clean up

* orks fix smart

* review fix 1

* more requested changes

* less cursed

* more descriptive description

* better wording

* Tiny Tiny Cleanup of the EyeClosingSystem. (#38734)

Update EyeClosingSystem.cs

* Fix human skin tone distribution (#38701)

* fix: Use PredictedQueueDel for gib spell (#38729)

* fix: don't default to uncharged sprite state for cells (#38730)

* Fix Hristov description - remove inaccurate technical specs (#38746)

- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590

Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>

* feat: allow mopping evaporating puddles (#38743)

* Validate remaining `ProtoId` strings (#38747)

Validate remaining ProtoId strings

* Validate `ProtoId`s in tests (#38745)

* Convert string literals to protoids in Content.Tests

* Convert string literals to protoids or consts in Content.IntegrationTests

* Fix linter failures
Tricksy static using misled me

* Cleanup warning in StomachSystem (#38748)

you did not see this

* Vox scars (#38592)

* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl

* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"

This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.

* locale key fix

* Changed top surgery scar names to be more generalized

* Adjusted face scars

* Formatting fixes

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* UnlockNode command to LEC. (#38751)

* commit

* Update UnlockNodeCommand.cs

* commit

* move command locale to its own file.

* Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Typofixes for figurine dialogue (#38737)

* Typofixes for figurine dialogue

* Forgot two

* Janitor Tool: Wire Brush (#38667)

* Wow! It's -brush-

* spacing.

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* fixed changes

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Minor escape menu UX improvements (#38650)

* fix: spellbooks can have infinite charges (#38376)

* fix: spellbooks can have infinite charges

* refactor: indicate infinite spellbook charges with null

Not sure if I like this much better...
2025-11-06 18:22:39 +00:00

495 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.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.Events;
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;
using Prometheus;
namespace Content.Server.NPC.Systems;
public sealed partial class NPCSteeringSystem : SharedNPCSteeringSystem
{
private static readonly Gauge ActiveSteeringGauge = Metrics.CreateGauge(
"npc_steering_active_count",
"Amount of NPCs trying to actively do steering");
/*
* 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 SharedMapSystem _mapSystem = 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();
private int _activeSteeringCount;
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 (TryComp(uid, out InputMoverComponent? controller))
{
controller.CurTickSprintMovement = Vector2.Zero;
var ev = new SpriteMoveEvent(false);
RaiseLocalEvent(uid, ref ev);
}
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;
_activeSteeringCount = 0;
Parallel.For(0, index, options, i =>
{
var (uid, steering, mover, xform) = npcs[i];
Steer(uid, steering, mover, xform, frameTime, curTime);
});
ActiveSteeringGauge.Set(_activeSteeringCount);
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(EntityUid uid, 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;
var ev = new SpriteMoveEvent(true);
RaiseLocalEvent(uid, ref ev);
}
/// <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(uid, mover, steering, Vector2.Zero);
steering.Status = SteeringStatus.NoPath;
return;
}
// No path set from pathfinding or the likes.
if (steering.Status == SteeringStatus.NoPath)
{
SetDirection(uid, mover, steering, Vector2.Zero);
return;
}
// Can't move at all, just noop input.
if (!mover.CanMove)
{
SetDirection(uid, mover, steering, Vector2.Zero);
steering.Status = SteeringStatus.NoPath;
return;
}
Interlocked.Increment(ref _activeSteeringCount);
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(uid, 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(uid, 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(uid, 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 = _transform.ToMapCoordinates(steering.Coordinates);
var ourPos = _transform.GetMapCoordinates(uid, xform: xform);
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;
}
}