Significantly improve NPC steering (#17931)
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@@ -292,13 +292,38 @@ public sealed partial class NPCSteeringSystem
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/// <summary>
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/// We may be pathfinding and moving at the same time in which case early nodes may be out of date.
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/// </summary>
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public void PrunePath(EntityUid uid, MapCoordinates mapCoordinates, Vector2 direction, Queue<PathPoly> nodes)
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public void PrunePath(EntityUid uid, MapCoordinates mapCoordinates, Vector2 direction, List<PathPoly> nodes)
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{
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if (nodes.Count <= 1)
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return;
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// Prune the first node as it's irrelevant (normally it is our node so we don't want to backtrack).
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nodes.Dequeue();
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// Work out if we're inside any nodes, then use the next one as the starting point.
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var index = 0;
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var found = false;
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for (var i = 0; i < nodes.Count; i++)
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{
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var node = nodes[i];
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var matrix = _transform.GetWorldMatrix(node.GraphUid);
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// Always want to prune the poly itself so we point to the next poly and don't backtrack.
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if (matrix.TransformBox(node.Box).Contains(mapCoordinates.Position))
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{
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index = i + 1;
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found = true;
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break;
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}
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}
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if (found)
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{
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nodes.RemoveRange(0, index);
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_pathfindingSystem.Simplify(nodes);
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return;
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}
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// Otherwise, take the node after the nearest node.
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// TODO: Really need layer support
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CollisionGroup mask = 0;
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@@ -310,11 +335,11 @@ public sealed partial class NPCSteeringSystem
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// If we have to backtrack (for example, we're behind a table and the target is on the other side)
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// Then don't consider pruning.
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var goal = nodes.Last().Coordinates.ToMap(EntityManager, _transform);
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var canPrune =
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_interaction.InRangeUnobstructed(mapCoordinates, goal, (goal.Position - mapCoordinates.Position).Length() + 0.1f, mask);
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while (nodes.TryPeek(out var node))
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for (var i = 0; i < nodes.Count; i++)
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{
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var node = nodes[i];
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if (!node.Data.IsFreeSpace)
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break;
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@@ -322,16 +347,17 @@ public sealed partial class NPCSteeringSystem
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// If any nodes are 'behind us' relative to the target we'll prune them.
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// This isn't perfect but should fix most cases of stutter stepping.
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if (canPrune &&
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nodeMap.MapId == mapCoordinates.MapId &&
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if (nodeMap.MapId == mapCoordinates.MapId &&
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Vector2.Dot(direction, nodeMap.Position - mapCoordinates.Position) < 0f)
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{
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nodes.Dequeue();
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nodes.RemoveAt(i);
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continue;
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}
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break;
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}
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_pathfindingSystem.Simplify(nodes);
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}
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/// <summary>
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@@ -382,7 +408,7 @@ public sealed partial class NPCSteeringSystem
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TransformComponent xform,
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float[] danger)
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{
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var objectRadius = 0.10f;
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var objectRadius = 0.15f;
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var detectionRadius = MathF.Max(0.35f, agentRadius + objectRadius);
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foreach (var ent in _lookup.GetEntitiesInRange(uid, detectionRadius, LookupFlags.Static))
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@@ -430,7 +456,7 @@ public sealed partial class NPCSteeringSystem
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for (var i = 0; i < InterestDirections; i++)
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{
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var dot = Vector2.Dot(norm, Directions[i]);
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danger[i] = MathF.Max(dot * weight * 0.9f, danger[i]);
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danger[i] = MathF.Max(dot * weight, danger[i]);
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}
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}
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@@ -368,6 +368,12 @@ public sealed partial class NPCSteeringSystem : SharedNPCSteeringSystem
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Separation(uid, offsetRot, worldPos, agentRadius, layer, mask, body, xform, danger);
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// Prioritise whichever direction we went last tick if it's a tie-breaker.
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if (steering.LastSteerIndex != -1)
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{
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interest[steering.LastSteerIndex] *= 1.1f;
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}
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// Remove the danger map from the interest map.
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var desiredDirection = -1;
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var desiredValue = 0f;
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@@ -392,6 +398,7 @@ public sealed partial class NPCSteeringSystem : SharedNPCSteeringSystem
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steering.NextSteer = curTime + TimeSpan.FromSeconds(1f / NPCSteeringComponent.SteeringFrequency);
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steering.LastSteerDirection = resultDirection;
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steering.LastSteerIndex = desiredDirection;
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DebugTools.Assert(!float.IsNaN(resultDirection.X));
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SetDirection(mover, steering, resultDirection, false);
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}
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@@ -425,14 +432,6 @@ public sealed partial class NPCSteeringSystem : SharedNPCSteeringSystem
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_interaction.InRangeUnobstructed(uid, steering.Coordinates.EntityId, range: 30f, (CollisionGroup) physics.CollisionMask))
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{
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steering.CurrentPath.Clear();
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// Enqueue our poly as it will be pruned later.
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var ourPoly = _pathfindingSystem.GetPoly(xform.Coordinates);
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if (ourPoly != null)
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{
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steering.CurrentPath.Enqueue(ourPoly);
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}
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steering.CurrentPath.Enqueue(targetPoly);
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return;
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}
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@@ -468,7 +467,7 @@ public sealed partial class NPCSteeringSystem : SharedNPCSteeringSystem
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var ourPos = xform.MapPosition;
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PrunePath(uid, ourPos, targetPos.Position - ourPos.Position, result.Path);
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steering.CurrentPath = result.Path;
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steering.CurrentPath = new Queue<PathPoly>(result.Path);
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}
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// TODO: Move these to movercontroller
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