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Mirror: NPC Steering Tweaks #307

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59 changes: 41 additions & 18 deletions Content.Server/NPC/Systems/NPCSteeringSystem.Context.cs
Original file line number Diff line number Diff line change
Expand Up @@ -56,7 +56,30 @@
return true;
}

return false;
// 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.Box.Enlarged(-0.04f), ents, flags: LookupFlags.Static);
var result = true;

if (ents.Count > 0)
{
var fixtures = _fixturesQuery.GetComponent(uid);
var physics = _physicsQuery.GetComponent(uid);

foreach (var intersecting in ents)
{
if (!_physics.IsCurrentlyHardCollidable((uid, fixtures, physics), intersecting))

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'SharedPhysicsSystem' does not contain a definition for 'IsCurrentlyHardCollidable' and no accessible extension method 'IsCurrentlyHardCollidable' accepting a first argument of type 'SharedPhysicsSystem' could be found (are you missing a using directive or an assembly reference?)

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'SharedPhysicsSystem' does not contain a definition for 'IsCurrentlyHardCollidable' and no accessible extension method 'IsCurrentlyHardCollidable' accepting a first argument of type 'SharedPhysicsSystem' could be found (are you missing a using directive or an assembly reference?)

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'SharedPhysicsSystem' does not contain a definition for 'IsCurrentlyHardCollidable' and no accessible extension method 'IsCurrentlyHardCollidable' accepting a first argument of type 'SharedPhysicsSystem' could be found (are you missing a using directive or an assembly reference?)

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'SharedPhysicsSystem' does not contain a definition for 'IsCurrentlyHardCollidable' and no accessible extension method 'IsCurrentlyHardCollidable' accepting a first argument of type 'SharedPhysicsSystem' could be found (are you missing a using directive or an assembly reference?)

Check failure on line 71 in Content.Server/NPC/Systems/NPCSteeringSystem.Context.cs

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'SharedPhysicsSystem' does not contain a definition for 'IsCurrentlyHardCollidable' and no accessible extension method 'IsCurrentlyHardCollidable' accepting a first argument of type 'SharedPhysicsSystem' could be found (are you missing a using directive or an assembly reference?)

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'SharedPhysicsSystem' does not contain a definition for 'IsCurrentlyHardCollidable' and no accessible extension method 'IsCurrentlyHardCollidable' accepting a first argument of type 'SharedPhysicsSystem' could be found (are you missing a using directive or an assembly reference?)

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'SharedPhysicsSystem' does not contain a definition for 'IsCurrentlyHardCollidable' and no accessible extension method 'IsCurrentlyHardCollidable' accepting a first argument of type 'SharedPhysicsSystem' could be found (are you missing a using directive or an assembly reference?)

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'SharedPhysicsSystem' does not contain a definition for 'IsCurrentlyHardCollidable' and no accessible extension method 'IsCurrentlyHardCollidable' accepting a first argument of type 'SharedPhysicsSystem' could be found (are you missing a using directive or an assembly reference?)
{
continue;
}

result = false;
break;
}
}

_entSetPool.Return(ents);
return result;
}

/// <summary>
Expand Down Expand Up @@ -135,42 +158,42 @@
}
}

// 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;
}
// 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;
}

// 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;
arrived = direction.Length() <= SharedInteractionSystem.InteractionRange - 0.05f;
}

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 @@ -273,6 +273,8 @@ 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
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