Replace every usage of GridCoordinates with EntityCoordinates (#2021)
* Update RobustToolbox * Transition direct type usages * More updates * Fix invalid use of to map * Update RobustToolbox * Fix dropping items * Rename name usages of "GridCoordinates" to "EntityCoordinates" * Revert "Update RobustToolbox" This reverts commit 9f334a17c5908ded0043a63158bb671e4aa3f346. * Revert "Update RobustToolbox" This reverts commit 3a9c8cfa3606fa501aa84407796d2ad920853a09. # Conflicts: # RobustToolbox * Fix cursed IMapGrid method usage. * GridTileLookupTest now uses EntityCoordinates Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com> Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es>
This commit is contained in:
@@ -38,6 +38,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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*/
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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private PathfindingSystem _pathfindingSystem;
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@@ -160,7 +161,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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/// <returns></returns>
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public bool CanAccess(IEntity entity, IEntity target, float range = 0.0f)
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{
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var targetTile = _mapManager.GetGrid(target.Transform.GridID).GetTileRef(target.Transform.GridPosition);
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var targetTile = _mapManager.GetGrid(target.Transform.GridID).GetTileRef(target.Transform.Coordinates);
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var targetNode = _pathfindingSystem.GetNode(targetTile);
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var collisionMask = 0;
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@@ -198,7 +199,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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return false;
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}
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var entityTile = _mapManager.GetGrid(entity.Transform.GridID).GetTileRef(entity.Transform.GridPosition);
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var entityTile = _mapManager.GetGrid(entity.Transform.GridID).GetTileRef(entity.Transform.Coordinates);
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var entityNode = _pathfindingSystem.GetNode(entityTile);
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var entityRegion = GetRegion(entityNode);
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var targetRegion = GetRegion(targetNode);
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@@ -408,7 +409,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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/// <returns></returns>
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public PathfindingRegion GetRegion(IEntity entity)
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{
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var entityTile = _mapManager.GetGrid(entity.Transform.GridID).GetTileRef(entity.Transform.GridPosition);
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var entityTile = _mapManager.GetGrid(entity.Transform.GridID).GetTileRef(entity.Transform.Coordinates);
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var entityNode = _pathfindingSystem.GetNode(entityTile);
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return GetRegion(entityNode);
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}
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@@ -632,7 +633,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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{
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return;
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}
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if (!_regions.ContainsKey(chunk.GridId))
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{
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_regions.Add(chunk.GridId, new Dictionary<PathfindingChunk, HashSet<PathfindingRegion>>());
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@@ -714,7 +715,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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foreach (var node in region.Nodes)
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{
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var nodeVector = grid.GridTileToLocal(node.TileRef.GridIndices).ToMapPos(_mapManager);
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var nodeVector = grid.GridTileToLocal(node.TileRef.GridIndices).ToMapPos(_entityManager);
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debugRegionNodes.Add(nodeVector);
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}
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@@ -743,7 +744,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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foreach (var node in region.Nodes)
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{
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var nodeVector = grid.GridTileToLocal(node.TileRef.GridIndices).ToMapPos(_mapManager);
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var nodeVector = grid.GridTileToLocal(node.TileRef.GridIndices).ToMapPos(_entityManager);
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debugResult[_runningCacheIdx].Add(nodeVector);
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}
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@@ -30,6 +30,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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public class PathfindingSystem : EntitySystem
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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public IReadOnlyDictionary<GridId, Dictionary<MapIndices, PathfindingChunk>> Graph => _graph;
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private readonly Dictionary<GridId, Dictionary<MapIndices, PathfindingChunk>> _graph = new Dictionary<GridId, Dictionary<MapIndices, PathfindingChunk>>();
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@@ -180,7 +181,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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/// <returns></returns>
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public PathfindingNode GetNode(IEntity entity)
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{
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var tile = _mapManager.GetGrid(entity.Transform.GridID).GetTileRef(entity.Transform.GridPosition);
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var tile = _mapManager.GetGrid(entity.Transform.GridID).GetTileRef(entity.Transform.Coordinates);
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return GetNode(tile);
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}
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@@ -280,7 +281,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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}
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var grid = _mapManager.GetGrid(entity.Transform.GridID);
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var tileRef = grid.GetTileRef(entity.Transform.GridPosition);
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var tileRef = grid.GetTileRef(entity.Transform.Coordinates);
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var chunk = GetChunk(tileRef);
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var node = chunk.GetNode(tileRef);
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@@ -337,7 +338,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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// The pathfinding graph is tile-based so first we'll check if they're on a different tile and if we need to update.
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// If you get entities bigger than 1 tile wide you'll need some other system so god help you.
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var newTile = _mapManager.GetGrid(moveEvent.NewPosition.GridID).GetTileRef(moveEvent.NewPosition);
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var newTile = _mapManager.GetGrid(moveEvent.NewPosition.GetGridId(_entityManager)).GetTileRef(moveEvent.NewPosition);
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if (oldNode == null || oldNode.TileRef == newTile)
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{
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@@ -359,9 +360,10 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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// TODO: Need to rethink the pathfinder utils (traversable etc.). Maybe just chuck them all in PathfindingSystem
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// Otherwise you get the steerer using this and the pathfinders using a different traversable.
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// Also look at increasing tile cost the more physics entities are on it
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public bool CanTraverse(IEntity entity, GridCoordinates grid)
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public bool CanTraverse(IEntity entity, EntityCoordinates coordinates)
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{
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var tile = _mapManager.GetGrid(grid.GridID).GetTileRef(grid);
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var gridId = coordinates.GetGridId(_entityManager);
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var tile = _mapManager.GetGrid(gridId).GetTileRef(coordinates);
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var node = GetNode(tile);
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return CanTraverse(entity, node);
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}
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@@ -35,16 +35,16 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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foreach (var tile in routeDebug.Route)
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{
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var tileGrid = mapManager.GetGrid(tile.GridIndex).GridTileToLocal(tile.GridIndices);
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route.Add(mapManager.GetGrid(tile.GridIndex).LocalToWorld(tileGrid).Position);
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route.Add(tileGrid.ToMapPos(EntityManager));
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}
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var cameFrom = new Dictionary<Vector2, Vector2>();
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foreach (var (from, to) in routeDebug.CameFrom)
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{
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var tileOneGrid = mapManager.GetGrid(from.GridIndex).GridTileToLocal(from.GridIndices);
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var tileOneWorld = mapManager.GetGrid(from.GridIndex).LocalToWorld(tileOneGrid).Position;
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var tileOneWorld = tileOneGrid.ToMapPos(EntityManager);
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var tileTwoGrid = mapManager.GetGrid(to.GridIndex).GridTileToLocal(to.GridIndices);
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var tileTwoWorld = mapManager.GetGrid(to.GridIndex).LocalToWorld(tileTwoGrid).Position;
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var tileTwoWorld = tileTwoGrid.ToMapPos(EntityManager);
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cameFrom.Add(tileOneWorld, tileTwoWorld);
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}
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@@ -52,7 +52,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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foreach (var (tile, score) in routeDebug.GScores)
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{
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var tileGrid = mapManager.GetGrid(tile.GridIndex).GridTileToLocal(tile.GridIndices);
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gScores.Add(mapManager.GetGrid(tile.GridIndex).LocalToWorld(tileGrid).Position, score);
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gScores.Add(tileGrid.ToMapPos(EntityManager), score);
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}
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var systemMessage = new SharedAiDebug.AStarRouteMessage(
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@@ -73,14 +73,14 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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foreach (var tile in routeDebug.Route)
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{
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var tileGrid = mapManager.GetGrid(tile.GridIndex).GridTileToLocal(tile.GridIndices);
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route.Add(mapManager.GetGrid(tile.GridIndex).LocalToWorld(tileGrid).Position);
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route.Add(tileGrid.ToMapPos(EntityManager));
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}
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var jumpNodes = new List<Vector2>();
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foreach (var tile in routeDebug.JumpNodes)
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{
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var tileGrid = mapManager.GetGrid(tile.GridIndex).GridTileToLocal(tile.GridIndices);
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jumpNodes.Add(mapManager.GetGrid(tile.GridIndex).LocalToWorld(tileGrid).Position);
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jumpNodes.Add(tileGrid.ToMapPos(EntityManager));
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}
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var systemMessage = new SharedAiDebug.JpsRouteMessage(
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@@ -25,8 +25,9 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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public sealed class AiSteeringSystem : EntitySystem
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{
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// http://www.red3d.com/cwr/papers/1999/gdc99steer.html for a steering overview
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[Dependency] private IMapManager _mapManager = default!;
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[Dependency] private IPauseManager _pauseManager = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IPauseManager _pauseManager = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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private PathfindingSystem _pathfindingSystem;
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@@ -57,7 +58,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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private int _listIndex;
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// Cache nextGrid
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private readonly Dictionary<IEntity, GridCoordinates> _nextGrid = new Dictionary<IEntity, GridCoordinates>();
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private readonly Dictionary<IEntity, EntityCoordinates> _nextGrid = new Dictionary<IEntity, EntityCoordinates>();
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/// <summary>
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/// Current live paths for AI
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@@ -78,11 +79,11 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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/// <summary>
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/// Get a fixed position for the target entity; if they move then re-path
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/// </summary>
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private readonly Dictionary<IEntity, GridCoordinates> _entityTargetPosition = new Dictionary<IEntity, GridCoordinates>();
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private readonly Dictionary<IEntity, EntityCoordinates> _entityTargetPosition = new Dictionary<IEntity, EntityCoordinates>();
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// Anti-Stuck
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// Given the collision avoidance can lead to twitching need to store a reference position and check if we've been near this too long
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private readonly Dictionary<IEntity, GridCoordinates> _stuckPositions = new Dictionary<IEntity, GridCoordinates>();
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private readonly Dictionary<IEntity, EntityCoordinates> _stuckPositions = new Dictionary<IEntity, EntityCoordinates>();
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public override void Initialize()
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{
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@@ -268,7 +269,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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// Validation
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// Check if we can even arrive -> Currently only samegrid movement supported
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if (entity.Transform.GridID != steeringRequest.TargetGrid.GridID)
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if (entity.Transform.GridID != steeringRequest.TargetGrid.GetGridId(_entityManager))
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{
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controller.VelocityDir = Vector2.Zero;
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return SteeringStatus.NoPath;
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@@ -413,7 +414,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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var cancelToken = new CancellationTokenSource();
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var gridManager = _mapManager.GetGrid(entity.Transform.GridID);
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var startTile = gridManager.GetTileRef(entity.Transform.GridPosition);
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var startTile = gridManager.GetTileRef(entity.Transform.Coordinates);
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var endTile = gridManager.GetTileRef(steeringRequest.TargetGrid);
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var collisionMask = 0;
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if (entity.TryGetComponent(out ICollidableComponent collidableComponent))
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@@ -443,7 +444,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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{
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_pathfindingRequests.Remove(entity);
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var entityTile = _mapManager.GetGrid(entity.Transform.GridID).GetTileRef(entity.Transform.GridPosition);
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var entityTile = _mapManager.GetGrid(entity.Transform.GridID).GetTileRef(entity.Transform.Coordinates);
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var tile = path.Dequeue();
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var closestDistance = PathfindingHelpers.OctileDistance(entityTile, tile);
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@@ -465,12 +466,12 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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}
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/// <summary>
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/// Get the next tile as GridCoordinates
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/// Get the next tile as EntityCoordinates
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/// </summary>
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/// <param name="entity"></param>
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/// <param name="steeringRequest"></param>
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/// <returns></returns>
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private GridCoordinates? NextGrid(IEntity entity, IAiSteeringRequest steeringRequest)
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private EntityCoordinates? NextGrid(IEntity entity, IAiSteeringRequest steeringRequest)
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{
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// Remove the cached grid
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if (!_paths.ContainsKey(entity) && _nextGrid.ContainsKey(entity))
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@@ -481,7 +482,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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// If no tiles left just move towards the target (if we're close)
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if (!_paths.ContainsKey(entity) || _paths[entity].Count == 0)
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{
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if ((steeringRequest.TargetGrid.Position - entity.Transform.GridPosition.Position).Length <= 2.0f)
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if ((steeringRequest.TargetGrid.Position - entity.Transform.Coordinates.Position).Length <= 2.0f)
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{
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return steeringRequest.TargetGrid;
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}
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@@ -491,7 +492,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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}
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if (!_nextGrid.TryGetValue(entity, out var nextGrid) ||
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(nextGrid.Position - entity.Transform.GridPosition.Position).Length <= TileTolerance)
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(nextGrid.Position - entity.Transform.Coordinates.Position).Length <= TileTolerance)
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{
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UpdateGridCache(entity);
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nextGrid = _nextGrid[entity];
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@@ -502,7 +503,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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}
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/// <summary>
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/// Rather than converting TileRef to GridCoordinates over and over we'll just cache it
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/// Rather than converting TileRef to EntityCoordinates over and over we'll just cache it
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/// </summary>
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/// <param name="entity"></param>
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/// <param name="dequeue"></param>
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@@ -515,19 +516,19 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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}
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/// <summary>
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/// Check if we've been near our last GridCoordinates too long and try to fix it
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/// Check if we've been near our last EntityCoordinates too long and try to fix it
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/// </summary>
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/// <param name="entity"></param>
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private void HandleStuck(IEntity entity)
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{
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if (!_stuckPositions.TryGetValue(entity, out var stuckPosition))
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{
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_stuckPositions[entity] = entity.Transform.GridPosition;
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_stuckPositions[entity] = entity.Transform.Coordinates;
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_stuckCounter[entity] = 0;
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return;
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}
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if ((entity.Transform.GridPosition.Position - stuckPosition.Position).Length <= 1.0f)
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if ((entity.Transform.Coordinates.Position - stuckPosition.Position).Length <= 1.0f)
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{
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_stuckCounter.TryGetValue(entity, out var stuckCount);
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_stuckCounter[entity] = stuckCount + 1;
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@@ -535,7 +536,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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else
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{
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// No longer stuck
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_stuckPositions[entity] = entity.Transform.GridPosition;
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_stuckPositions[entity] = entity.Transform.Coordinates;
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_stuckCounter[entity] = 0;
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return;
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}
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@@ -558,11 +559,13 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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/// <param name="entity"></param>
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/// <param name="grid"></param>
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/// <returns></returns>
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private Vector2 Seek(IEntity entity, GridCoordinates grid)
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private Vector2 Seek(IEntity entity, EntityCoordinates grid)
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{
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// is-even much
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var entityPos = entity.Transform.GridPosition;
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return entityPos == grid ? Vector2.Zero : (grid.Position - entityPos.Position).Normalized;
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var entityPos = entity.Transform.Coordinates;
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return entityPos == grid
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? Vector2.Zero
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: (grid.Position - entityPos.Position).Normalized;
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}
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/// <summary>
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@@ -572,9 +575,9 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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/// <param name="grid"></param>
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/// <param name="slowingDistance"></param>
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/// <returns></returns>
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private Vector2 Arrival(IEntity entity, GridCoordinates grid, float slowingDistance = 1.0f)
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private Vector2 Arrival(IEntity entity, EntityCoordinates grid, float slowingDistance = 1.0f)
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{
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var entityPos = entity.Transform.GridPosition;
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var entityPos = entity.Transform.Coordinates;
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DebugTools.Assert(slowingDistance > 0.0f);
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if (entityPos == grid)
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{
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@@ -593,8 +596,8 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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/// <returns></returns>
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private Vector2 Pursuit(IEntity entity, IEntity target)
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{
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var entityPos = entity.Transform.GridPosition;
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var targetPos = target.Transform.GridPosition;
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var entityPos = entity.Transform.Coordinates;
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var targetPos = target.Transform.Coordinates;
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if (entityPos == targetPos)
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{
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return Vector2.Zero;
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@@ -630,7 +633,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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var avoidanceVector = Vector2.Zero;
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var checkTiles = new HashSet<TileRef>();
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var avoidTiles = new HashSet<TileRef>();
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var entityGridCoords = entity.Transform.GridPosition;
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var entityGridCoords = entity.Transform.Coordinates;
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var grid = _mapManager.GetGrid(entity.Transform.GridID);
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var currentTile = grid.GetTileRef(entityGridCoords);
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var halfwayTile = grid.GetTileRef(entityGridCoords.Offset(direction / 2));
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@@ -665,7 +668,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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continue;
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}
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var centerGrid = physicsEntity.Transform.GridPosition;
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var centerGrid = physicsEntity.Transform.Coordinates;
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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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@@ -7,16 +7,16 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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{
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public SteeringStatus Status { get; set; } = SteeringStatus.Pending;
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public MapCoordinates TargetMap => _target.Transform.MapPosition;
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public GridCoordinates TargetGrid => _target.Transform.GridPosition;
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public EntityCoordinates TargetGrid => _target.Transform.Coordinates;
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public IEntity Target => _target;
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private IEntity _target;
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|
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/// <inheritdoc />
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public float ArrivalDistance { get; }
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|
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|
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/// <inheritdoc />
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public float PathfindingProximity { get; }
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|
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|
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/// <summary>
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/// How far the target can move before we re-path
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/// </summary>
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@@ -24,12 +24,12 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
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|
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/// <inheritdoc />
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public bool RequiresInRangeUnobstructed { get; }
|
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|
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|
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/// <summary>
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/// To avoid spamming InRangeUnobstructed we'll apply a cd to it.
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/// </summary>
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public float TimeUntilInteractionCheck { get; set; }
|
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|
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public EntityTargetSteeringRequest(IEntity target, float arrivalDistance, float pathfindingProximity = 0.5f, bool requiresInRangeUnobstructed = false)
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{
|
||||
_target = target;
|
||||
@@ -38,4 +38,4 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
RequiresInRangeUnobstructed = requiresInRangeUnobstructed;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Interfaces.Map;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Map;
|
||||
@@ -8,7 +9,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
{
|
||||
public SteeringStatus Status { get; set; } = SteeringStatus.Pending;
|
||||
public MapCoordinates TargetMap { get; }
|
||||
public GridCoordinates TargetGrid { get; }
|
||||
public EntityCoordinates TargetGrid { get; }
|
||||
/// <inheritdoc />
|
||||
public float ArrivalDistance { get; }
|
||||
/// <inheritdoc />
|
||||
@@ -19,15 +20,15 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
public float TimeUntilInteractionCheck { get; set; } = 0.0f;
|
||||
|
||||
|
||||
public GridTargetSteeringRequest(GridCoordinates targetGrid, float arrivalDistance, float pathfindingProximity = 0.5f, bool requiresInRangeUnobstructed = false)
|
||||
public GridTargetSteeringRequest(EntityCoordinates targetGrid, float arrivalDistance, float pathfindingProximity = 0.5f, bool requiresInRangeUnobstructed = false)
|
||||
{
|
||||
// Get it once up front so we the manager doesn't have to continuously get it
|
||||
var mapManager = IoCManager.Resolve<IMapManager>();
|
||||
TargetMap = targetGrid.ToMap(mapManager);
|
||||
var entityManager = IoCManager.Resolve<IEntityManager>();
|
||||
TargetMap = targetGrid.ToMap(entityManager);
|
||||
TargetGrid = targetGrid;
|
||||
ArrivalDistance = arrivalDistance;
|
||||
PathfindingProximity = pathfindingProximity;
|
||||
RequiresInRangeUnobstructed = requiresInRangeUnobstructed;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -6,25 +6,25 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
|
||||
{
|
||||
SteeringStatus Status { get; set; }
|
||||
MapCoordinates TargetMap { get; }
|
||||
GridCoordinates TargetGrid { get; }
|
||||
EntityCoordinates TargetGrid { get; }
|
||||
/// <summary>
|
||||
/// How close we have to get before we've arrived
|
||||
/// </summary>
|
||||
float ArrivalDistance { get; }
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// How close the pathfinder needs to get. Typically you want this set lower than ArrivalDistance
|
||||
/// </summary>
|
||||
float PathfindingProximity { get; }
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// If we need LOS on the entity first before interaction
|
||||
/// </summary>
|
||||
bool RequiresInRangeUnobstructed { get; }
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// To avoid spamming InRangeUnobstructed we'll apply a cd to it.
|
||||
/// </summary>
|
||||
public float TimeUntilInteractionCheck { get; set; }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user