mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-30 08:07:28 +00:00
* 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...
495 lines
17 KiB
C#
495 lines
17 KiB
C#
using System.Numerics;
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using System.Threading;
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using System.Threading.Tasks;
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using Content.Server.Administration.Managers;
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using Content.Server.DoAfter;
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using Content.Server.NPC.Components;
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using Content.Server.NPC.Events;
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using Content.Server.NPC.Pathfinding;
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using Content.Shared.CCVar;
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using Content.Shared.Climbing.Systems;
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using Content.Shared.CombatMode;
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using Content.Shared.Interaction;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Events;
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using Content.Shared.Movement.Systems;
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using Content.Shared.NPC;
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using Content.Shared.NPC.Components;
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using Content.Shared.NPC.Systems;
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using Content.Shared.NPC.Events;
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using Content.Shared.Physics;
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using Content.Shared.Weapons.Melee;
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using Robust.Shared.Configuration;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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using Content.Shared.Prying.Systems;
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using Microsoft.Extensions.ObjectPool;
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using Prometheus;
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namespace Content.Server.NPC.Systems;
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public sealed partial class NPCSteeringSystem : SharedNPCSteeringSystem
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{
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private static readonly Gauge ActiveSteeringGauge = Metrics.CreateGauge(
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"npc_steering_active_count",
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"Amount of NPCs trying to actively do steering");
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/*
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* We use context steering to determine which way to move.
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* This involves creating an array of possible directions and assigning a value for the desireability of each direction.
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*
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* There's multiple ways to implement this, e.g. you can average all directions, or you can choose the highest direction
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* , or you can remove the danger map entirely and only having an interest map (AKA game endeavour).
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* See http://www.gameaipro.com/GameAIPro2/GameAIPro2_Chapter18_Context_Steering_Behavior-Driven_Steering_at_the_Macro_Scale.pdf
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* (though in their case it was for an F1 game so used context steering across the width of the road).
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*/
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[Dependency] private readonly IAdminManager _admin = default!;
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[Dependency] private readonly IConfigurationManager _configManager = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly ClimbSystem _climb = default!;
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[Dependency] private readonly DoAfterSystem _doAfter = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly NpcFactionSystem _npcFaction = default!;
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[Dependency] private readonly PathfindingSystem _pathfindingSystem = default!;
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[Dependency] private readonly PryingSystem _pryingSystem = default!;
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[Dependency] private readonly SharedMapSystem _mapSystem = default!;
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[Dependency] private readonly SharedInteractionSystem _interaction = default!;
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[Dependency] private readonly SharedMeleeWeaponSystem _melee = default!;
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[Dependency] private readonly SharedMoverController _mover = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly SharedCombatModeSystem _combat = default!;
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private EntityQuery<FixturesComponent> _fixturesQuery;
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private EntityQuery<MovementSpeedModifierComponent> _modifierQuery;
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private EntityQuery<NpcFactionMemberComponent> _factionQuery;
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private EntityQuery<PhysicsComponent> _physicsQuery;
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private EntityQuery<TransformComponent> _xformQuery;
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private ObjectPool<HashSet<EntityUid>> _entSetPool =
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new DefaultObjectPool<HashSet<EntityUid>>(new SetPolicy<EntityUid>());
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/// <summary>
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/// Enabled antistuck detection so if an NPC is in the same spot for a while it will re-path.
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/// </summary>
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public bool AntiStuck = true;
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private bool _enabled;
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private bool _pathfinding = true;
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public static readonly Vector2[] Directions = new Vector2[InterestDirections];
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private readonly HashSet<ICommonSession> _subscribedSessions = new();
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private object _obstacles = new();
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private int _activeSteeringCount;
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public override void Initialize()
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{
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base.Initialize();
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Log.Level = LogLevel.Info;
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_fixturesQuery = GetEntityQuery<FixturesComponent>();
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_modifierQuery = GetEntityQuery<MovementSpeedModifierComponent>();
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_factionQuery = GetEntityQuery<NpcFactionMemberComponent>();
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_physicsQuery = GetEntityQuery<PhysicsComponent>();
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_xformQuery = GetEntityQuery<TransformComponent>();
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for (var i = 0; i < InterestDirections; i++)
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{
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Directions[i] = new Angle(InterestRadians * i).ToVec();
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}
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UpdatesBefore.Add(typeof(SharedPhysicsSystem));
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Subs.CVar(_configManager, CCVars.NPCEnabled, SetNPCEnabled, true);
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Subs.CVar(_configManager, CCVars.NPCPathfinding, SetNPCPathfinding, true);
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SubscribeLocalEvent<NPCSteeringComponent, ComponentShutdown>(OnSteeringShutdown);
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SubscribeNetworkEvent<RequestNPCSteeringDebugEvent>(OnDebugRequest);
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}
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private void SetNPCEnabled(bool obj)
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{
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if (!obj)
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{
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foreach (var (comp, mover) in EntityQuery<NPCSteeringComponent, InputMoverComponent>())
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{
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mover.CurTickSprintMovement = Vector2.Zero;
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comp.PathfindToken?.Cancel();
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comp.PathfindToken = null;
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}
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}
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_enabled = obj;
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}
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private void SetNPCPathfinding(bool value)
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{
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_pathfinding = value;
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if (!_pathfinding)
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{
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foreach (var comp in EntityQuery<NPCSteeringComponent>(true))
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{
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comp.PathfindToken?.Cancel();
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comp.PathfindToken = null;
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}
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}
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}
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private void OnDebugRequest(RequestNPCSteeringDebugEvent msg, EntitySessionEventArgs args)
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{
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if (!_admin.IsAdmin(args.SenderSession))
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return;
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if (msg.Enabled)
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_subscribedSessions.Add(args.SenderSession);
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else
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_subscribedSessions.Remove(args.SenderSession);
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}
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private void OnSteeringShutdown(EntityUid uid, NPCSteeringComponent component, ComponentShutdown args)
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{
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// Cancel any active pathfinding jobs as they're irrelevant.
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component.PathfindToken?.Cancel();
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component.PathfindToken = null;
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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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public NPCSteeringComponent Register(EntityUid uid, EntityCoordinates coordinates, NPCSteeringComponent? component = null)
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{
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if (Resolve(uid, ref component, false))
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{
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if (component.Coordinates.Equals(coordinates))
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return component;
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component.PathfindToken?.Cancel();
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component.PathfindToken = null;
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component.CurrentPath.Clear();
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}
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else
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{
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component = AddComp<NPCSteeringComponent>(uid);
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component.Flags = _pathfindingSystem.GetFlags(uid);
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}
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ResetStuck(component, Transform(uid).Coordinates);
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component.Coordinates = coordinates;
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return component;
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}
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/// <summary>
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/// Attempts to register the entity. Does nothing if the coordinates already registered.
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/// </summary>
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public bool TryRegister(EntityUid uid, EntityCoordinates coordinates, NPCSteeringComponent? component = null)
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{
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if (Resolve(uid, ref component, false) && component.Coordinates.Equals(coordinates))
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{
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return false;
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}
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Register(uid, coordinates, component);
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return true;
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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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public void Unregister(EntityUid uid, NPCSteeringComponent? component = null)
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{
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if (!Resolve(uid, ref component, false))
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return;
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if (TryComp(uid, out InputMoverComponent? controller))
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{
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controller.CurTickSprintMovement = Vector2.Zero;
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var ev = new SpriteMoveEvent(false);
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RaiseLocalEvent(uid, ref ev);
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}
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component.PathfindToken?.Cancel();
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component.PathfindToken = null;
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RemComp<NPCSteeringComponent>(uid);
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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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if (!_enabled)
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return;
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// Not every mob has the modifier component so do it as a separate query.
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var npcs = new (EntityUid, NPCSteeringComponent, InputMoverComponent, TransformComponent)[Count<ActiveNPCComponent>()];
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var query = EntityQueryEnumerator<ActiveNPCComponent, NPCSteeringComponent, InputMoverComponent, TransformComponent>();
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var index = 0;
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while (query.MoveNext(out var uid, out _, out var steering, out var mover, out var xform))
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{
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npcs[index] = (uid, steering, mover, xform);
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index++;
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}
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// Dependency issues across threads.
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var options = new ParallelOptions
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{
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MaxDegreeOfParallelism = 1,
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};
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var curTime = _timing.CurTime;
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_activeSteeringCount = 0;
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Parallel.For(0, index, options, i =>
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{
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var (uid, steering, mover, xform) = npcs[i];
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Steer(uid, steering, mover, xform, frameTime, curTime);
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});
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ActiveSteeringGauge.Set(_activeSteeringCount);
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if (_subscribedSessions.Count > 0)
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{
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var data = new List<NPCSteeringDebugData>(index);
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for (var i = 0; i < index; i++)
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{
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var (uid, steering, mover, _) = npcs[i];
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data.Add(new NPCSteeringDebugData(
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GetNetEntity(uid),
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mover.CurTickSprintMovement,
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steering.Interest,
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steering.Danger,
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steering.DangerPoints));
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}
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var filter = Filter.Empty();
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filter.AddPlayers(_subscribedSessions);
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RaiseNetworkEvent(new NPCSteeringDebugEvent(data), filter);
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}
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}
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private void SetDirection(EntityUid uid, InputMoverComponent component, NPCSteeringComponent steering, Vector2 value, bool clear = true)
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{
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if (clear && value.Equals(Vector2.Zero))
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{
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steering.CurrentPath.Clear();
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Array.Clear(steering.Interest);
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Array.Clear(steering.Danger);
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}
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component.CurTickSprintMovement = value;
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component.LastInputTick = _timing.CurTick;
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component.LastInputSubTick = ushort.MaxValue;
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var ev = new SpriteMoveEvent(true);
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RaiseLocalEvent(uid, ref ev);
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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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private void Steer(
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EntityUid uid,
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NPCSteeringComponent steering,
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InputMoverComponent mover,
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TransformComponent xform,
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float frameTime,
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TimeSpan curTime)
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{
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if (Deleted(steering.Coordinates.EntityId))
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{
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SetDirection(uid, mover, steering, Vector2.Zero);
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steering.Status = SteeringStatus.NoPath;
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return;
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}
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// No path set from pathfinding or the likes.
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if (steering.Status == SteeringStatus.NoPath)
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{
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SetDirection(uid, mover, steering, Vector2.Zero);
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return;
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}
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// Can't move at all, just noop input.
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if (!mover.CanMove)
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{
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SetDirection(uid, mover, steering, Vector2.Zero);
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steering.Status = SteeringStatus.NoPath;
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return;
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}
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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;
|
|
}
|
|
}
|