Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

NPC steering tweaks #26351

Merged
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
36 changes: 18 additions & 18 deletions Content.Server/NPC/Systems/NPCSteeringSystem.Context.cs
Original file line number Diff line number Diff line change
Expand Up @@ -58,7 +58,7 @@ private bool IsFreeSpace(

// TODO: Ideally for "FreeSpace" we check all entities on the tile and build flags dynamically (pathfinder refactor in future).
var ents = _entSetPool.Get();
_lookup.GetLocalEntitiesIntersecting(node.GraphUid, node.ChunkOrigin, ents, flags: LookupFlags.Static);
_lookup.GetLocalEntitiesIntersecting(node.GraphUid, node.Box.Enlarged(-0.04f), ents, flags: LookupFlags.Static);
var result = true;

if (ents.Count > 0)
Expand Down Expand Up @@ -158,42 +158,42 @@ private bool TrySeek(
}
}

// Check if mapids match.
var targetMap = targetCoordinates.ToMap(EntityManager, _transform);
var ourMap = ourCoordinates.ToMap(EntityManager, _transform);

if (targetMap.MapId != ourMap.MapId)
{
steering.Status = SteeringStatus.NoPath;
return false;
}

var direction = targetMap.Position - ourMap.Position;

// Need to be pretty close if it's just a node to make sure LOS for door bashes or the likes.
float arrivalDistance;
bool arrived;

if (targetCoordinates.Equals(steering.Coordinates))
{
// What's our tolerance for arrival.
// If it's a pathfinding node it might be different to the destination.
arrivalDistance = steering.Range;
arrived = direction.Length() <= steering.Range;
Copy link
Member

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Suggested change
arrived = direction.Length() <= steering.Range;
arrived = direction.LengthSquared() <= steering.Range * steering.Range;

}
// If next node is a free tile then get within its bounds.
// This is to avoid popping it too early
else if (steering.CurrentPath.TryPeek(out var node) && IsFreeSpace(uid, steering, node))
{
arrivalDistance = MathF.Max(0.05f, MathF.Min(node.Box.Width / 2f, node.Box.Height / 2f) - 0.05f);
arrived = node.Box.Contains(ourCoordinates.Position);
}
// Try getting into blocked range I guess?
// TODO: Consider melee range or the likes.
else
{
arrivalDistance = SharedInteractionSystem.InteractionRange - 0.05f;
arrived = direction.Length() <= SharedInteractionSystem.InteractionRange - 0.05f;
Copy link
Member

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Same here

}

// Check if mapids match.
var targetMap = targetCoordinates.ToMap(EntityManager, _transform);
var ourMap = ourCoordinates.ToMap(EntityManager, _transform);

if (targetMap.MapId != ourMap.MapId)
{
steering.Status = SteeringStatus.NoPath;
return false;
}

var direction = targetMap.Position - ourMap.Position;

// Are we in range
if (direction.Length() <= arrivalDistance)
if (arrived)
{
// Node needs some kind of special handling like access or smashing.
if (steering.CurrentPath.TryPeek(out var node) && !IsFreeSpace(uid, steering, node))
Expand Down
2 changes: 2 additions & 0 deletions Content.Server/NPC/Systems/NPCSteeringSystem.cs
Original file line number Diff line number Diff line change
Expand Up @@ -274,6 +274,8 @@ private void SetDirection(InputMoverComponent component, NPCSteeringComponent st
if (clear && value.Equals(Vector2.Zero))
{
steering.CurrentPath.Clear();
Array.Clear(steering.Interest);
Array.Clear(steering.Danger);
}

component.CurTickSprintMovement = value;
Expand Down
Loading