Fix AI steering spamming console

Turns out you shouldn't cancel pending jobs.
This commit is contained in:
Metal Gear Sloth
2020-07-08 23:44:47 +10:00
parent e815de7563
commit 8678d867cf

View File

@@ -135,7 +135,32 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
if (_pathfindingRequests.TryGetValue(entity, out var request))
{
request.Item1.Cancel();
switch (request.Item2.Status)
{
case JobStatus.Pending:
break;
case JobStatus.Running:
request.Item1.Cancel();
break;
case JobStatus.Paused:
request.Item1.Cancel();
break;
case JobStatus.Waiting:
request.Item1.Cancel();
break;
case JobStatus.Finished:
break;
default:
throw new ArgumentOutOfRangeException();
}
switch (request.Item2.Exception)
{
case null:
break;
default:
throw request.Item2.Exception;
}
_pathfindingRequests.Remove(entity);
}
@@ -246,7 +271,8 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
}
// Check if we have arrived
if ((entity.Transform.MapPosition.Position - steeringRequest.TargetMap.Position).Length <= steeringRequest.ArrivalDistance)
var targetDistance = (entity.Transform.MapPosition.Position - steeringRequest.TargetMap.Position).Length;
if (targetDistance <= steeringRequest.ArrivalDistance)
{
// TODO: If we need LOS and are moving to an entity then we may not be in range yet
// Chuck out a ray every half second or so and keep moving until we are?
@@ -293,8 +319,9 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
// Check if we even have a path to follow
// If the route's empty we could be close and may not need a re-path so we won't check if it is
if (!_paths.ContainsKey(entity) && !_pathfindingRequests.ContainsKey(entity))
if (!_paths.ContainsKey(entity) && !_pathfindingRequests.ContainsKey(entity) && targetDistance > 1.5f)
{
controller.VelocityDir = Vector2.Zero;
RequestPath(entity, steeringRequest);
return SteeringStatus.Pending;
}
@@ -441,7 +468,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
// If no tiles left just move towards the target (if we're close)
if (!_paths.ContainsKey(entity) || _paths[entity].Count == 0)
{
if ((steeringRequest.TargetGrid.Position - entity.Transform.GridPosition.Position).Length <= 1.5f)
if ((steeringRequest.TargetGrid.Position - entity.Transform.GridPosition.Position).Length <= 2.0f)
{
return steeringRequest.TargetGrid;
}