Significantly improve NPC steering (#17931)

This commit is contained in:
metalgearsloth
2023-07-14 00:48:04 +10:00
committed by GitHub
parent 72f4560483
commit c43db830ea
7 changed files with 62 additions and 37 deletions

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@@ -45,6 +45,9 @@ public sealed class NPCSteeringComponent : Component
[DataField("nextSteer", customTypeSerializer:typeof(TimeOffsetSerializer))] [DataField("nextSteer", customTypeSerializer:typeof(TimeOffsetSerializer))]
public TimeSpan NextSteer = TimeSpan.Zero; public TimeSpan NextSteer = TimeSpan.Zero;
[DataField("lastSteerIndex")]
public int LastSteerIndex = -1;
[DataField("lastSteerDirection")] [DataField("lastSteerDirection")]
public Vector2 LastSteerDirection = Vector2.Zero; public Vector2 LastSteerDirection = Vector2.Zero;

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@@ -146,7 +146,7 @@ public sealed class MoveToOperator : HTNOperator
_steering.PrunePath(uid, mapCoords, targetCoordinates.ToMapPos(_entManager, _transform) - mapCoords.Position, result.Path); _steering.PrunePath(uid, mapCoords, targetCoordinates.ToMapPos(_entManager, _transform) - mapCoords.Position, result.Path);
} }
comp.CurrentPath = result.Path; comp.CurrentPath = new Queue<PathPoly>(result.Path);
} }
} }

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@@ -17,7 +17,7 @@ public abstract class PathRequest
public Task<PathResult> Task => Tcs.Task; public Task<PathResult> Task => Tcs.Task;
public readonly TaskCompletionSource<PathResult> Tcs; public readonly TaskCompletionSource<PathResult> Tcs;
public Queue<PathPoly> Polys = new(); public List<PathPoly> Polys = new();
public bool Started = false; public bool Started = false;
@@ -103,9 +103,9 @@ public sealed class BFSPathRequest : PathRequest
public sealed class PathResultEvent public sealed class PathResultEvent
{ {
public PathResult Result; public PathResult Result;
public readonly Queue<PathPoly> Path; public readonly List<PathPoly> Path;
public PathResultEvent(PathResult result, Queue<PathPoly> path) public PathResultEvent(PathResult result, List<PathPoly> path)
{ {
Result = result; Result = result;
Path = path; Path = path;

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@@ -24,7 +24,7 @@ public sealed partial class PathfindingSystem
private static readonly PathComparer PathPolyComparer = new(); private static readonly PathComparer PathPolyComparer = new();
private Queue<PathPoly> ReconstructPath(Dictionary<PathPoly, PathPoly> path, PathPoly currentNodeRef) private List<PathPoly> ReconstructPath(Dictionary<PathPoly, PathPoly> path, PathPoly currentNodeRef)
{ {
var running = new List<PathPoly> { currentNodeRef }; var running = new List<PathPoly> { currentNodeRef };
while (path.ContainsKey(currentNodeRef)) while (path.ContainsKey(currentNodeRef))
@@ -35,10 +35,8 @@ public sealed partial class PathfindingSystem
running.Add(currentNodeRef); running.Add(currentNodeRef);
} }
running = Simplify(running);
running.Reverse(); running.Reverse();
var result = new Queue<PathPoly>(running); return running;
return result;
} }
private float GetTileCost(PathRequest request, PathPoly start, PathPoly end) private float GetTileCost(PathRequest request, PathPoly start, PathPoly end)

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@@ -238,7 +238,7 @@ namespace Content.Server.NPC.Pathfinding
PathFlags flags = PathFlags.None) PathFlags flags = PathFlags.None)
{ {
if (!TryComp<TransformComponent>(entity, out var start)) if (!TryComp<TransformComponent>(entity, out var start))
return new PathResultEvent(PathResult.NoPath, new Queue<PathPoly>()); return new PathResultEvent(PathResult.NoPath, new List<PathPoly>());
var layer = 0; var layer = 0;
var mask = 0; var mask = 0;
@@ -252,7 +252,7 @@ namespace Content.Server.NPC.Pathfinding
var path = await GetPath(request); var path = await GetPath(request);
if (path.Result != PathResult.Path) if (path.Result != PathResult.Path)
return new PathResultEvent(PathResult.NoPath, new Queue<PathPoly>()); return new PathResultEvent(PathResult.NoPath, new List<PathPoly>());
return new PathResultEvent(PathResult.Path, path.Path); return new PathResultEvent(PathResult.Path, path.Path);
} }
@@ -280,14 +280,13 @@ namespace Content.Server.NPC.Pathfinding
return 0f; return 0f;
var distance = 0f; var distance = 0f;
var node = path.Path.Dequeue(); var lastNode = path.Path[0];
var lastNode = node;
do for (var i = 1; i < path.Path.Count; i++)
{ {
var node = path.Path[i];
distance += GetTileCost(request, lastNode, node); distance += GetTileCost(request, lastNode, node);
lastNode = node; }
} while (path.Path.TryDequeue(out node));
return distance; return distance;
} }
@@ -301,7 +300,7 @@ namespace Content.Server.NPC.Pathfinding
{ {
if (!TryComp<TransformComponent>(entity, out var xform) || if (!TryComp<TransformComponent>(entity, out var xform) ||
!TryComp<TransformComponent>(target, out var targetXform)) !TryComp<TransformComponent>(target, out var targetXform))
return new PathResultEvent(PathResult.NoPath, new Queue<PathPoly>()); return new PathResultEvent(PathResult.NoPath, new List<PathPoly>());
var request = GetRequest(entity, xform.Coordinates, targetXform.Coordinates, range, cancelToken, flags); var request = GetRequest(entity, xform.Coordinates, targetXform.Coordinates, range, cancelToken, flags);
return await GetPath(request); return await GetPath(request);
@@ -471,7 +470,7 @@ namespace Content.Server.NPC.Pathfinding
if (!request.Task.IsCompletedSuccessfully) if (!request.Task.IsCompletedSuccessfully)
{ {
return new PathResultEvent(PathResult.NoPath, new Queue<PathPoly>()); return new PathResultEvent(PathResult.NoPath, new List<PathPoly>());
} }
// Same context as do_after and not synchronously blocking soooo // Same context as do_after and not synchronously blocking soooo

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@@ -292,13 +292,38 @@ public sealed partial class NPCSteeringSystem
/// <summary> /// <summary>
/// We may be pathfinding and moving at the same time in which case early nodes may be out of date. /// We may be pathfinding and moving at the same time in which case early nodes may be out of date.
/// </summary> /// </summary>
public void PrunePath(EntityUid uid, MapCoordinates mapCoordinates, Vector2 direction, Queue<PathPoly> nodes) public void PrunePath(EntityUid uid, MapCoordinates mapCoordinates, Vector2 direction, List<PathPoly> nodes)
{ {
if (nodes.Count <= 1) if (nodes.Count <= 1)
return; return;
// Prune the first node as it's irrelevant (normally it is our node so we don't want to backtrack). // Work out if we're inside any nodes, then use the next one as the starting point.
nodes.Dequeue(); var index = 0;
var found = false;
for (var i = 0; i < nodes.Count; i++)
{
var node = nodes[i];
var matrix = _transform.GetWorldMatrix(node.GraphUid);
// Always want to prune the poly itself so we point to the next poly and don't backtrack.
if (matrix.TransformBox(node.Box).Contains(mapCoordinates.Position))
{
index = i + 1;
found = true;
break;
}
}
if (found)
{
nodes.RemoveRange(0, index);
_pathfindingSystem.Simplify(nodes);
return;
}
// Otherwise, take the node after the nearest node.
// TODO: Really need layer support // TODO: Really need layer support
CollisionGroup mask = 0; CollisionGroup mask = 0;
@@ -310,11 +335,11 @@ public sealed partial class NPCSteeringSystem
// If we have to backtrack (for example, we're behind a table and the target is on the other side) // If we have to backtrack (for example, we're behind a table and the target is on the other side)
// Then don't consider pruning. // Then don't consider pruning.
var goal = nodes.Last().Coordinates.ToMap(EntityManager, _transform); var goal = nodes.Last().Coordinates.ToMap(EntityManager, _transform);
var canPrune =
_interaction.InRangeUnobstructed(mapCoordinates, goal, (goal.Position - mapCoordinates.Position).Length() + 0.1f, mask);
while (nodes.TryPeek(out var node)) for (var i = 0; i < nodes.Count; i++)
{ {
var node = nodes[i];
if (!node.Data.IsFreeSpace) if (!node.Data.IsFreeSpace)
break; break;
@@ -322,16 +347,17 @@ public sealed partial class NPCSteeringSystem
// If any nodes are 'behind us' relative to the target we'll prune them. // If any nodes are 'behind us' relative to the target we'll prune them.
// This isn't perfect but should fix most cases of stutter stepping. // This isn't perfect but should fix most cases of stutter stepping.
if (canPrune && if (nodeMap.MapId == mapCoordinates.MapId &&
nodeMap.MapId == mapCoordinates.MapId &&
Vector2.Dot(direction, nodeMap.Position - mapCoordinates.Position) < 0f) Vector2.Dot(direction, nodeMap.Position - mapCoordinates.Position) < 0f)
{ {
nodes.Dequeue(); nodes.RemoveAt(i);
continue; continue;
} }
break; break;
} }
_pathfindingSystem.Simplify(nodes);
} }
/// <summary> /// <summary>
@@ -382,7 +408,7 @@ public sealed partial class NPCSteeringSystem
TransformComponent xform, TransformComponent xform,
float[] danger) float[] danger)
{ {
var objectRadius = 0.10f; var objectRadius = 0.15f;
var detectionRadius = MathF.Max(0.35f, agentRadius + objectRadius); var detectionRadius = MathF.Max(0.35f, agentRadius + objectRadius);
foreach (var ent in _lookup.GetEntitiesInRange(uid, detectionRadius, LookupFlags.Static)) foreach (var ent in _lookup.GetEntitiesInRange(uid, detectionRadius, LookupFlags.Static))
@@ -430,7 +456,7 @@ public sealed partial class NPCSteeringSystem
for (var i = 0; i < InterestDirections; i++) for (var i = 0; i < InterestDirections; i++)
{ {
var dot = Vector2.Dot(norm, Directions[i]); var dot = Vector2.Dot(norm, Directions[i]);
danger[i] = MathF.Max(dot * weight * 0.9f, danger[i]); danger[i] = MathF.Max(dot * weight, danger[i]);
} }
} }

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@@ -368,6 +368,12 @@ public sealed partial class NPCSteeringSystem : SharedNPCSteeringSystem
Separation(uid, offsetRot, worldPos, agentRadius, layer, mask, body, xform, danger); Separation(uid, offsetRot, worldPos, agentRadius, layer, mask, body, xform, danger);
// Prioritise whichever direction we went last tick if it's a tie-breaker.
if (steering.LastSteerIndex != -1)
{
interest[steering.LastSteerIndex] *= 1.1f;
}
// Remove the danger map from the interest map. // Remove the danger map from the interest map.
var desiredDirection = -1; var desiredDirection = -1;
var desiredValue = 0f; var desiredValue = 0f;
@@ -392,6 +398,7 @@ public sealed partial class NPCSteeringSystem : SharedNPCSteeringSystem
steering.NextSteer = curTime + TimeSpan.FromSeconds(1f / NPCSteeringComponent.SteeringFrequency); steering.NextSteer = curTime + TimeSpan.FromSeconds(1f / NPCSteeringComponent.SteeringFrequency);
steering.LastSteerDirection = resultDirection; steering.LastSteerDirection = resultDirection;
steering.LastSteerIndex = desiredDirection;
DebugTools.Assert(!float.IsNaN(resultDirection.X)); DebugTools.Assert(!float.IsNaN(resultDirection.X));
SetDirection(mover, steering, resultDirection, false); SetDirection(mover, steering, resultDirection, false);
} }
@@ -425,14 +432,6 @@ public sealed partial class NPCSteeringSystem : SharedNPCSteeringSystem
_interaction.InRangeUnobstructed(uid, steering.Coordinates.EntityId, range: 30f, (CollisionGroup) physics.CollisionMask)) _interaction.InRangeUnobstructed(uid, steering.Coordinates.EntityId, range: 30f, (CollisionGroup) physics.CollisionMask))
{ {
steering.CurrentPath.Clear(); steering.CurrentPath.Clear();
// Enqueue our poly as it will be pruned later.
var ourPoly = _pathfindingSystem.GetPoly(xform.Coordinates);
if (ourPoly != null)
{
steering.CurrentPath.Enqueue(ourPoly);
}
steering.CurrentPath.Enqueue(targetPoly); steering.CurrentPath.Enqueue(targetPoly);
return; return;
} }
@@ -468,7 +467,7 @@ public sealed partial class NPCSteeringSystem : SharedNPCSteeringSystem
var ourPos = xform.MapPosition; var ourPos = xform.MapPosition;
PrunePath(uid, ourPos, targetPos.Position - ourPos.Position, result.Path); PrunePath(uid, ourPos, targetPos.Position - ourPos.Position, result.Path);
steering.CurrentPath = result.Path; steering.CurrentPath = new Queue<PathPoly>(result.Path);
} }
// TODO: Move these to movercontroller // TODO: Move these to movercontroller