Fix AI avoiding entities they can't collide with (#1331)

Should stop mobs getting trapped at the bar on saltern as they try to avoid light bulbs

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
This commit is contained in:
metalgearsloth
2020-07-09 22:15:48 +10:00
committed by GitHub
parent 9256ff50d0
commit 8938d96402
2 changed files with 16 additions and 13 deletions

View File

@@ -10,6 +10,7 @@ using Content.Server.GameObjects.EntitySystems.JobQueues;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Server.GameObjects;
using Robust.Server.Interfaces.Timing;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
@@ -319,7 +320,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
return SteeringStatus.Pending;
}
var ignoredCollision = new List<IEntity>();
var ignoredCollision = new List<EntityUid>();
// Check if the target entity has moved - If so then re-path
// TODO: Patch the path from the target's position back towards us, stopping if it ever intersects the current path
// Probably need a separate "PatchPath" job
@@ -338,7 +339,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
RequestPath(entity, steeringRequest);
}
ignoredCollision.Add(entitySteer.Target);
ignoredCollision.Add(entitySteer.Target.Uid);
}
HandleStuck(entity);
@@ -596,9 +597,9 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
/// <param name="direction">entity's travel direction</param>
/// <param name="ignoredTargets"></param>
/// <returns></returns>
private Vector2 CollisionAvoidance(IEntity entity, Vector2 direction, ICollection<IEntity> ignoredTargets)
private Vector2 CollisionAvoidance(IEntity entity, Vector2 direction, ICollection<EntityUid> ignoredTargets)
{
if (direction == Vector2.Zero || !entity.HasComponent<CollidableComponent>())
if (direction == Vector2.Zero || !entity.TryGetComponent(out CollidableComponent collidableComponent))
{
return Vector2.Zero;
}
@@ -606,6 +607,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
// We'll check tile-by-tile
// Rewriting this frequently so not many comments as they'll go stale
// I realise this is bad so please rewrite it ;-;
var entityCollisionMask = collidableComponent.CollisionMask;
var avoidanceVector = Vector2.Zero;
var checkTiles = new HashSet<TileRef>();
var avoidTiles = new HashSet<TileRef>();
@@ -625,10 +627,10 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
{
var node = _pathfindingSystem.GetNode(tile);
// Assume the immovables have already been checked
foreach (var uid in node.PhysicsUids)
foreach (var (uid, layer) in node.PhysicsLayers)
{
// Ignore myself / my target if applicable
if (uid == entity.Uid || ignoredTargets.Contains(entity)) continue;
// Ignore myself / my target if applicable / if my mask doesn't collide
if (uid == entity.Uid || ignoredTargets.Contains(uid) || (entityCollisionMask & layer) == 0) continue;
// God there's so many ways to do this
// err for now we'll just assume the first entity is the center and just add a vector for it
var collisionEntity = _entityManager.GetEntity(uid);