Fix the pathfinding leak (#1647)
Off-grid entities were continually expanding the graph indefinitely which is... bad. Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
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@@ -320,7 +320,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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return SteeringStatus.Pending;
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}
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var ignoredCollision = new List<EntityUid>();
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var ignoredCollision = new List<IEntity>();
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// Check if the target entity has moved - If so then re-path
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// TODO: Patch the path from the target's position back towards us, stopping if it ever intersects the current path
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// Probably need a separate "PatchPath" job
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@@ -339,7 +339,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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RequestPath(entity, steeringRequest);
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}
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ignoredCollision.Add(entitySteer.Target.Uid);
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ignoredCollision.Add(entitySteer.Target);
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}
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HandleStuck(entity);
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@@ -597,7 +597,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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/// <param name="direction">entity's travel direction</param>
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/// <param name="ignoredTargets"></param>
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/// <returns></returns>
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private Vector2 CollisionAvoidance(IEntity entity, Vector2 direction, ICollection<EntityUid> ignoredTargets)
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private Vector2 CollisionAvoidance(IEntity entity, Vector2 direction, ICollection<IEntity> ignoredTargets)
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{
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if (direction == Vector2.Zero || !entity.TryGetComponent(out ICollidableComponent collidableComponent))
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{
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@@ -627,26 +627,25 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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{
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var node = _pathfindingSystem.GetNode(tile);
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// Assume the immovables have already been checked
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foreach (var (uid, layer) in node.PhysicsLayers)
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foreach (var (physicsEntity, layer) in node.PhysicsLayers)
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{
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// Ignore myself / my target if applicable / if my mask doesn't collide
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if (uid == entity.Uid || ignoredTargets.Contains(uid) || (entityCollisionMask & layer) == 0) continue;
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if (physicsEntity == entity || ignoredTargets.Contains(physicsEntity) || (entityCollisionMask & layer) == 0) continue;
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// God there's so many ways to do this
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// err for now we'll just assume the first entity is the center and just add a vector for it
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var collisionEntity = _entityManager.GetEntity(uid);
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//Pathfinding updates are deferred so this may not be done yet.
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if (collisionEntity.Deleted) continue;
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if (physicsEntity.Deleted) continue;
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// if we're moving in the same direction then ignore
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// So if 2 entities are moving towards each other and both detect a collision they'll both move in the same direction
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// i.e. towards the right
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if (collisionEntity.TryGetComponent(out IPhysicsComponent physicsComponent) &&
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if (physicsEntity.TryGetComponent(out IPhysicsComponent physicsComponent) &&
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Vector2.Dot(physicsComponent.LinearVelocity, direction) > 0)
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{
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continue;
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}
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var centerGrid = collisionEntity.Transform.GridPosition;
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var centerGrid = physicsEntity.Transform.GridPosition;
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// Check how close we are to center of tile and get the inverse; if we're closer this is stronger
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var additionalVector = (centerGrid.Position - entityGridCoords.Position);
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var distance = additionalVector.Length;
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