Fix NPC assert (#17770)

This commit is contained in:
metalgearsloth
2023-07-01 23:38:14 +10:00
committed by GitHub
parent 67d7be9978
commit c2e5990c2e
3 changed files with 38 additions and 46 deletions

View File

@@ -46,7 +46,6 @@ public sealed partial class NPCSteeringSystem
Angle offsetRot,
float moveSpeed,
float[] interest,
EntityQuery<PhysicsComponent> bodyQuery,
float frameTime,
ref bool forceSteer)
{
@@ -132,7 +131,7 @@ public sealed partial class NPCSteeringSystem
return true;
}
status = TryHandleFlags(uid, steering, node, bodyQuery);
status = TryHandleFlags(uid, steering, node);
}
// TODO: Need to handle re-pathing in case the target moves around.
@@ -202,7 +201,7 @@ public sealed partial class NPCSteeringSystem
// A) NPCs get stuck on non-anchored static bodies still (e.g. closets)
// B) NPCs still try to move in locked containers (e.g. cow, hamster)
// and I don't want to spam grafana even harder than it gets spammed rn.
_sawmill.Debug($"NPC {ToPrettyString(uid)} found stuck at {ourCoordinates}");
Log.Debug($"NPC {ToPrettyString(uid)} found stuck at {ourCoordinates}");
steering.Status = SteeringStatus.NoPath;
return false;
}
@@ -380,10 +379,7 @@ public sealed partial class NPCSteeringSystem
int layer,
int mask,
TransformComponent xform,
float[] danger,
List<Vector2> dangerPoints,
EntityQuery<PhysicsComponent> bodyQuery,
EntityQuery<TransformComponent> xformQuery)
float[] danger)
{
var objectRadius = 0.15f;
var detectionRadius = MathF.Max(0.35f, agentRadius + objectRadius);
@@ -392,7 +388,7 @@ public sealed partial class NPCSteeringSystem
{
// TODO: If we can access the door or smth.
if (ent == uid ||
!bodyQuery.TryGetComponent(ent, out var otherBody) ||
!_physicsQuery.TryGetComponent(ent, out var otherBody) ||
!otherBody.Hard ||
!otherBody.CanCollide ||
(mask & otherBody.CollisionLayer) == 0x0 &&
@@ -401,7 +397,7 @@ public sealed partial class NPCSteeringSystem
continue;
}
var xformB = xformQuery.GetComponent(ent);
var xformB = _xformQuery.GetComponent(ent);
if (!_physics.TryGetNearest(uid, ent, out var pointA, out var pointB, out var distance, xform, xformB))
{
@@ -417,19 +413,16 @@ public sealed partial class NPCSteeringSystem
// Inside each other so just use worldPos
if (distance == 0f)
{
obstacleDirection = _transform.GetWorldPosition(xformB, xformQuery) - worldPos;
// Welp
if (obstacleDirection == Vector2.Zero)
{
obstacleDirection = Vector2.One.Normalized;
}
obstacleDirection = _transform.GetWorldPosition(xformB) - worldPos;
}
else
{
weight = distance / detectionRadius;
}
if (obstacleDirection == Vector2.Zero)
continue;
obstacleDirection = offsetRot.RotateVec(obstacleDirection);
var norm = obstacleDirection.Normalized;
@@ -458,9 +451,7 @@ public sealed partial class NPCSteeringSystem
int mask,
PhysicsComponent body,
TransformComponent xform,
float[] danger,
EntityQuery<PhysicsComponent> bodyQuery,
EntityQuery<TransformComponent> xformQuery)
float[] danger)
{
var objectRadius = 0.25f;
var detectionRadius = MathF.Max(0.35f, agentRadius + objectRadius);
@@ -472,7 +463,7 @@ public sealed partial class NPCSteeringSystem
{
// TODO: If we can access the door or smth.
if (ent == uid ||
!bodyQuery.TryGetComponent(ent, out var otherBody) ||
!_physicsQuery.TryGetComponent(ent, out var otherBody) ||
!otherBody.Hard ||
!otherBody.CanCollide ||
(mask & otherBody.CollisionLayer) == 0x0 &&
@@ -485,7 +476,7 @@ public sealed partial class NPCSteeringSystem
continue;
}
var xformB = xformQuery.GetComponent(ent);
var xformB = _xformQuery.GetComponent(ent);
if (!_physics.TryGetNearest(uid, ent, out var pointA, out var pointB, out var distance, xform, xformB))
{
@@ -501,7 +492,7 @@ public sealed partial class NPCSteeringSystem
// Inside each other so just use worldPos
if (distance == 0f)
{
obstacleDirection = _transform.GetWorldPosition(xformB, xformQuery) - worldPos;
obstacleDirection = _transform.GetWorldPosition(xformB) - worldPos;
// Welp
if (obstacleDirection == Vector2.Zero)