Ignore non-hard bodies for npc steering (#12990)

This commit is contained in:
metalgearsloth
2022-12-12 21:20:13 +11:00
committed by GitHub
parent bbfa8b5ae6
commit 666d81a869
3 changed files with 16 additions and 13 deletions

View File

@@ -299,6 +299,7 @@ namespace Content.Server.NPC.Systems
var danger = steering.Danger;
var agentRadius = steering.Radius;
var worldPos = xform.WorldPosition;
var (layer, mask) = _physics.GetHardCollision(uid);
// Use rotation relative to parent to rotate our context vectors by.
var offsetRot = -_mover.GetParentGridAngle(mover);
@@ -326,10 +327,10 @@ namespace Content.Server.NPC.Systems
DebugTools.Assert(!float.IsNaN(interest[0]));
// Avoid static objects like walls
CollisionAvoidance(uid, offsetRot, worldPos, agentRadius, tickMove, body, xform, danger, dangerPoints, bodyQuery, xformQuery);
CollisionAvoidance(uid, offsetRot, worldPos, agentRadius, tickMove, layer, mask, xform, danger, dangerPoints, bodyQuery, xformQuery);
DebugTools.Assert(!float.IsNaN(danger[0]));
Separation(uid, offsetRot, worldPos, agentRadius, body, xform, interest, danger, bodyQuery, xformQuery);
Separation(uid, offsetRot, worldPos, agentRadius, layer, mask, body, xform, danger, bodyQuery, xformQuery);
// Remove the danger map from the interest map.
var desiredDirection = -1;