Refactor pathfinding updates and add AccessReader support (#1183)
There was some extra bloat in the path graph updates. Now the queue should also just run if it gets too big regardless. Un-anchored physics objects are no longer a hard fail for pathfinding. Add AccessReader support so open / close doors show up for pathfinding AI also ensure they call the operator's shutdown when they're shutdown so that should cancel the pathfinding job. I tried to split these into 2 commits but they were kinda coupled together Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
This commit is contained in:
@@ -1,6 +1,7 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Threading;
|
||||
using Content.Server.GameObjects.Components.Access;
|
||||
using Content.Server.GameObjects.Components.Movement;
|
||||
using Content.Server.GameObjects.EntitySystems;
|
||||
using Content.Server.GameObjects.EntitySystems.AI.Pathfinding;
|
||||
@@ -240,10 +241,11 @@ namespace Content.Server.AI.Operators.Movement
|
||||
|
||||
var startGrid = _mapManager.GetGrid(Owner.Transform.GridID).GetTileRef(Owner.Transform.GridPosition);
|
||||
var endGrid = _mapManager.GetGrid(TargetGrid.GridID).GetTileRef(TargetGrid);;
|
||||
// _routeCancelToken = new CancellationTokenSource();
|
||||
var access = AccessReader.FindAccessTags(Owner);
|
||||
|
||||
RouteJob = _pathfinder.RequestPath(new PathfindingArgs(
|
||||
Owner.Uid,
|
||||
access,
|
||||
collisionMask,
|
||||
startGrid,
|
||||
endGrid,
|
||||
|
||||
@@ -29,11 +29,17 @@ namespace Content.Server.AI.Utility.Actions.Combat.Melee
|
||||
|
||||
public override void SetupOperators(Blackboard context)
|
||||
{
|
||||
var moveOperator = new MoveToEntityOperator(Owner, _entity);
|
||||
var equipped = context.GetState<EquippedEntityState>().GetValue();
|
||||
MoveToEntityOperator moveOperator;
|
||||
if (equipped != null && equipped.TryGetComponent(out MeleeWeaponComponent meleeWeaponComponent))
|
||||
{
|
||||
moveOperator.DesiredRange = meleeWeaponComponent.Range - 0.01f;
|
||||
moveOperator = new MoveToEntityOperator(Owner, _entity, meleeWeaponComponent.Range - 0.01f);
|
||||
}
|
||||
// I think it's possible for this to happen given planning is time-sliced?
|
||||
// TODO: At this point we should abort
|
||||
else
|
||||
{
|
||||
moveOperator = new MoveToEntityOperator(Owner, _entity);
|
||||
}
|
||||
|
||||
ActionOperators = new Queue<AiOperator>(new AiOperator[]
|
||||
|
||||
@@ -126,6 +126,9 @@ namespace Content.Server.AI.Utility.AiLogic
|
||||
{
|
||||
damageableComponent.DamageThresholdPassed -= DeathHandle;
|
||||
}
|
||||
|
||||
var currentOp = CurrentAction?.ActionOperators.Peek();
|
||||
currentOp?.Shutdown(Outcome.Failed);
|
||||
}
|
||||
|
||||
private void DeathHandle(object sender, DamageThresholdPassedEventArgs eventArgs)
|
||||
|
||||
Reference in New Issue
Block a user