Fix NPC assert (#17770)
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@@ -19,6 +19,7 @@ using Content.Shared.Weapons.Melee;
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using Robust.Server.Player;
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using Robust.Shared.Configuration;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Player;
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@@ -60,6 +61,11 @@ public sealed partial class NPCSteeringSystem : SharedNPCSteeringSystem
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly SharedCombatModeSystem _combat = default!;
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private EntityQuery<FixturesComponent> _fixturesQuery;
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private EntityQuery<PhysicsComponent> _physicsQuery;
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private EntityQuery<MovementSpeedModifierComponent> _modifierQuery;
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private EntityQuery<TransformComponent> _xformQuery;
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/// <summary>
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/// Enabled antistuck detection so if an NPC is in the same spot for a while it will re-path.
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/// </summary>
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@@ -75,16 +81,19 @@ public sealed partial class NPCSteeringSystem : SharedNPCSteeringSystem
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private object _obstacles = new();
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private ISawmill _sawmill = default!;
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public override void Initialize()
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{
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base.Initialize();
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_sawmill = Logger.GetSawmill("npc.steering");
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_fixturesQuery = GetEntityQuery<FixturesComponent>();
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_physicsQuery = GetEntityQuery<PhysicsComponent>();
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_modifierQuery = GetEntityQuery<MovementSpeedModifierComponent>();
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_xformQuery = GetEntityQuery<TransformComponent>();
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#if DEBUG
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_sawmill.Level = LogLevel.Warning;
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Log.Level = LogLevel.Warning;
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#else
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_sawmill.Level = LogLevel.Debug;
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Log.Level = LogLevel.Debug;
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#endif
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for (var i = 0; i < InterestDirections; i++)
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@@ -226,10 +235,6 @@ public sealed partial class NPCSteeringSystem : SharedNPCSteeringSystem
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return;
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// Not every mob has the modifier component so do it as a separate query.
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var bodyQuery = GetEntityQuery<PhysicsComponent>();
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var modifierQuery = GetEntityQuery<MovementSpeedModifierComponent>();
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var xformQuery = GetEntityQuery<TransformComponent>();
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var npcs = EntityQuery<ActiveNPCComponent, NPCSteeringComponent, InputMoverComponent, TransformComponent>()
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.Select(o => (o.Item1.Owner, o.Item2, o.Item3, o.Item4)).ToArray();
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@@ -243,7 +248,7 @@ public sealed partial class NPCSteeringSystem : SharedNPCSteeringSystem
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Parallel.For(0, npcs.Length, options, i =>
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{
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var (uid, steering, mover, xform) = npcs[i];
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Steer(uid, steering, mover, xform, modifierQuery, bodyQuery, xformQuery, frameTime, curTime);
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Steer(uid, steering, mover, xform, frameTime, curTime);
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});
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@@ -288,9 +293,6 @@ public sealed partial class NPCSteeringSystem : SharedNPCSteeringSystem
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NPCSteeringComponent steering,
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InputMoverComponent mover,
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TransformComponent xform,
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EntityQuery<MovementSpeedModifierComponent> modifierQuery,
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EntityQuery<PhysicsComponent> bodyQuery,
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EntityQuery<TransformComponent> xformQuery,
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float frameTime,
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TimeSpan curTime)
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{
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@@ -319,14 +321,14 @@ public sealed partial class NPCSteeringSystem : SharedNPCSteeringSystem
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var interest = steering.Interest;
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var danger = steering.Danger;
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var agentRadius = steering.Radius;
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var worldPos = _transform.GetWorldPosition(xform, xformQuery);
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var worldPos = _transform.GetWorldPosition(xform);
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var (layer, mask) = _physics.GetHardCollision(uid);
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// Use rotation relative to parent to rotate our context vectors by.
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var offsetRot = -_mover.GetParentGridAngle(mover);
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modifierQuery.TryGetComponent(uid, out var modifier);
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_modifierQuery.TryGetComponent(uid, out var modifier);
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var moveSpeed = GetSprintSpeed(uid, modifier);
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var body = bodyQuery.GetComponent(uid);
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var body = _physicsQuery.GetComponent(uid);
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var dangerPoints = steering.DangerPoints;
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dangerPoints.Clear();
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@@ -341,7 +343,7 @@ public sealed partial class NPCSteeringSystem : SharedNPCSteeringSystem
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// If seek has arrived at the target node for example then immediately re-steer.
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var forceSteer = true;
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if (steering.CanSeek && !TrySeek(uid, mover, steering, body, xform, offsetRot, moveSpeed, interest, bodyQuery, frameTime, ref forceSteer))
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if (steering.CanSeek && !TrySeek(uid, mover, steering, body, xform, offsetRot, moveSpeed, interest, frameTime, ref forceSteer))
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{
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SetDirection(mover, steering, Vector2.Zero);
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return;
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@@ -360,10 +362,10 @@ public sealed partial class NPCSteeringSystem : SharedNPCSteeringSystem
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}
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// Avoid static objects like walls
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CollisionAvoidance(uid, offsetRot, worldPos, agentRadius, layer, mask, xform, danger, dangerPoints, bodyQuery, xformQuery);
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CollisionAvoidance(uid, offsetRot, worldPos, agentRadius, layer, mask, xform, danger);
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DebugTools.Assert(!float.IsNaN(danger[0]));
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Separation(uid, offsetRot, worldPos, agentRadius, layer, mask, body, xform, danger, bodyQuery, xformQuery);
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Separation(uid, offsetRot, worldPos, agentRadius, layer, mask, body, xform, danger);
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// Remove the danger map from the interest map.
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var desiredDirection = -1;
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