mirror of
https://github.com/DeltaV-Station/Delta-v.git
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+24









Debug
deltanedas
metalgearsloth
Nemanja
PJBot
Psychpsyo
deltanedas
metalgearsloth
ravage
Pieter-Jan Briers
LEVELcat
Repo
nikthechampiongr
Doru991
DrSmugleaf
Skarletto
NULL882
lunarcomets
Miro Kavaliou
Kara
Kacper Urbańczyk
TsjipTsjip
daerSeebaer
Fluffiest Floofers
Flareguy
Leon Friedrich
Kevin Zheng
drteaspoon420
Ubaser
Nim
Kacper Urbańczyk
Tox Cruize
Ed
Michael Cu
fd2cc8570d
* Automatic changelog update * Make NPC names proper nouns & fix some genders (#20534) * Proper names & genders * Uppercase proper names * Make Smile female * fix bingus wrinkly head (#20531) * rouny meat and steak (#20526) * lost friendship flavor * add rouny steak * rouny special meat * rouny meat textures --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Wearable Wet Floor Sign and 'Janitorial Suicide Vest' (#20311) * Explosive wet floor sign & janitorial suicide vest * fix attributions * Remove name & desc from explosive wet floor sign * Make wet floor sign chameleonable * Automatic changelog update * Minor slippery stuff (#20535) * Update submodule to 162.2.0 (#20570) * Predicted armor (#20560) * clean up some lines in smile the slime prototype (#20552) * Revert "Use full file path for temp replays (#19002)" (#20545) * Add EyesGlasses into ClothesMate (#20523) * Automatic changelog update * Fix Punpun crew monitor sensor (#20484) * Automatic changelog update * EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394) Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Automatic changelog update * Make arcades hackable again (#20555) * Automatic changelog update * Health alert tweaks (#20557) * Automatic changelog update * Add active and ended game rule components, generic TryRoundStartAttempt and minPlayers field (#20564) * Improve active game rule querying, add generic try round start attempt method, move minPlayers to GameRuleComponent * Nukeops todo and cleanup * Remove Active field * Add EndedGameRuleComponent * bartender suit (#20521) * give me a drink bartender * guh * aARG * Necropolis and mine walls (#20578) * Automatic changelog update * archaic accent tweaks (#20567) * Automatic changelog update * Add confirmation to kick and respawn in the admin player actions panel (#20542) * Remove windows-latest CI runs, remove unused build-test-release.yml (#20540) * Change .editorconfig to keep existing attribute arrangement (#20538) * Automatic changelog update * Catch replay start and end errors on round restarts (#20565) * Update trivial components to use auto comp states (#20539) * Fix role unbans not applying in real time (#20547) * Disable AHelp buttons when no player is selected, update button styling (#20568) * Automatic changelog update * Added a toggle fullscreen button (default F11) (#20272) * Added a toggle fullscreen button (default F11) * Removed un-needed comments * Review Requested Changes * Fixed Acidental Spacing Change * bwoink, removed extraneous code * nothing, litterally * Automatic changelog update * Fix not networking markings (#20588) * Automatic changelog update * Update RobustToolbox to v162.2.1 (#20590) * Automatic changelog update * Glorfcode (force say on damage/stun/crit) (#20562) * Automatic changelog update * Fix AHelp progressively showing more AHelp panels (#20591) * Automatic changelog update * caninsert entitystorage tweaks (#20589) * Automatic changelog update * Fix mapping actions crashing on load (#20592) * Fix loading a map with a ThirstComponent crashing the game (#20594) * Fix electrocution displaying real name of disguised players (#20603) * Organ fixes (#20488) * Automatic changelog update * Kettle medical rework (#20435) * Initial try at medical rework for kettle * Re-add decal decorations to Kettle's medical * Add more lockers to kettle's med * Actually upload kettle's map, not its proto * Automatic changelog update * Added blocked visuals to volumetric pump (#20610) * Automatic changelog update * Move TimedDespawn to engine (#20515) * Update submodule to 163.0.0 (#20616) * Remove v0.1 version number from local main menu screen (#20617) * Remove cloneData parameter from AutoNetworkedField (#20596) * Update submodule to 164.0.0 (#20618) * fix cognizine ghost role (#20632) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Move ID layer one pixel to correct alignment (#20630) * Update nukie hardsuit descriptions (#20529) * Make holofans destructable (#20445) * Automatic changelog update * bowl is open (#20453) Co-authored-by: deltanedas <@deltanedas:kde.org> * Add TestPair.WaitCommand() (#20615) * Rename ThreatPrototype and mark fields as required (#20611) * Adjust hard bomb shape (#20608) * dragon refactor, objectives and use GenericAntag (#20201) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Added generic empty liquids tank (#20563) * Move view variables verb to the top of the list with no category and localize it (#20546) * saltern update (#20325) Co-authored-by: deltanedas <@deltanedas:kde.org> * Fix followers leaking (#20643) * Add Winter Boots (#20622) * add * fix prototype * Add QM mantle (#20621) * add * fix prototype * Automatic changelog update * Slime mobs breathe nitrogen and resprite their organs (#20577) * Slimes breathe nitrogen and resprite their organs * ups * mmm * Automatic changelog update * Fix the new lizard horn's consistency + issue (#20620) * fix * add * Revert "add" This reverts commit a054a3204a8f185a94ceb80b1bd3bc9f30423711. * Add RandomHumanoidAppearance component to for space ninjas (#20605) * Automatic changelog update * Space cat breathes space (#20550) * Space cat breathes space Made Space Cat lungs ROBUST * Made Space Cat's lungs ROBUST 2.0 * Automatic changelog update * Wide anomaly locator (#20581) * Add files via upload * Add files via upload * Add files via upload * Add files via upload * add textures * fix encoding * fix 2 * Automatic changelog update * Fixed Telescopic Shield Lighting (#20650) * Fixed Telescopic Shield Lighting Bug fix #20199 * no need for these at all --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Automatic changelog update * Add a special hardsuit for nukie medic (#20471) * Automatic changelog update * Carry over other mutations when doing species mutation (#20551) * Automatic changelog update * Add Spanish accent to poncho and sombrero (#20377) --------- Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com> Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: ravage <142820619+ravage123321@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: LEVELcat <68501903+LEVELcat@users.noreply.github.com> Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com> Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: Doru991 <75124791+Doru991@users.noreply.github.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Skarletto <122584947+Skarletto@users.noreply.github.com> Co-authored-by: NULL882 <104377798+NULL882@users.noreply.github.com> Co-authored-by: lunarcomets <140772713+lunarcomets@users.noreply.github.com> Co-authored-by: Miro Kavaliou <miraslauk@gmail.com> Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: Kacper Urbańczyk <kacperjaroslawurbanczyk@gmail.com> Co-authored-by: TsjipTsjip <19798667+TsjipTsjip@users.noreply.github.com> Co-authored-by: daerSeebaer <61566539+daerSeebaer@users.noreply.github.com> Co-authored-by: Fluffiest Floofers <thebluewulf@gmail.com> Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: Kevin Zheng <kevinz5000@gmail.com> Co-authored-by: drteaspoon420 <87363733+drteaspoon420@users.noreply.github.com> Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com> Co-authored-by: Nim <128169402+Nimfar11@users.noreply.github.com> Co-authored-by: Kacper Urbańczyk <mikrel071204@gmail.com> Co-authored-by: Tox Cruize <141375638+TexCruize@users.noreply.github.com> Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: Michael Cu <43478115+michaelcu@users.noreply.github.com>
498 lines
17 KiB
C#
498 lines
17 KiB
C#
using System.Linq;
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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.Climbing;
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using Content.Server.DoAfter;
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using Content.Server.Doors.Systems;
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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.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.Systems;
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using Content.Shared.NPC;
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using Content.Shared.NPC;
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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.Server.Player;
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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.Players;
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using Robust.Shared.Random;
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using Robust.Shared.Threading;
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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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namespace Content.Server.NPC.Systems;
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public sealed partial class NPCSteeringSystem : SharedNPCSteeringSystem
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{
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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 IMapManager _mapManager = 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 DoorSystem _doors = 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 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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[Dependency] private readonly PryingSystem _pryingSystem = 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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/// <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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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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_configManager.OnValueChanged(CCVars.NPCEnabled, SetNPCEnabled, true);
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_configManager.OnValueChanged(CCVars.NPCPathfinding, SetNPCPathfinding, true);
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SubscribeLocalEvent<NPCSteeringComponent, ComponentShutdown>(OnSteeringShutdown);
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SubscribeLocalEvent<NPCSteeringComponent, EntityUnpausedEvent>(OnSteeringUnpaused);
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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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public override void Shutdown()
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{
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base.Shutdown();
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_configManager.UnsubValueChanged(CCVars.NPCEnabled, SetNPCEnabled);
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_configManager.UnsubValueChanged(CCVars.NPCPathfinding, SetNPCPathfinding);
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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((IPlayerSession)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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private void OnSteeringUnpaused(EntityUid uid, NPCSteeringComponent component, ref EntityUnpausedEvent args)
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{
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component.LastStuckTime += args.PausedTime;
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component.NextSteer += args.PausedTime;
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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 (EntityManager.TryGetComponent(uid, out InputMoverComponent? controller))
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{
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controller.CurTickSprintMovement = Vector2.Zero;
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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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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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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(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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}
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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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}
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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(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(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(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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var interest = steering.Interest;
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var danger = steering.Danger;
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var agentRadius = steering.Radius;
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var worldPos = _transform.GetWorldPosition(xform);
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var (layer, mask) = _physics.GetHardCollision(uid);
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// Use rotation relative to parent to rotate our context vectors by.
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var offsetRot = -_mover.GetParentGridAngle(mover);
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_modifierQuery.TryGetComponent(uid, out var modifier);
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var moveSpeed = GetSprintSpeed(uid, modifier);
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var body = _physicsQuery.GetComponent(uid);
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var dangerPoints = steering.DangerPoints;
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dangerPoints.Clear();
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|
|
|
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;
|
|
}
|
|
}
|