(3300d3915) When searching for a new room to move to, AIObjectiveIdle only attempts to find a path to one potential room per frame. Fixes lag spikes caused by idling NPCs (was particularly noticeable if the character was in a room with no way out). Closes #1397
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@@ -21,6 +21,8 @@ namespace Barotrauma
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private Hull currentTarget;
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private float newTargetTimer;
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private bool searchingNewHull;
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private float standStillTimer;
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private float walkDuration;
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@@ -66,7 +68,38 @@ namespace Barotrauma
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}
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if (newTargetTimer <= 0.0f)
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{
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currentTarget = FindRandomHull();
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if (!searchingNewHull)
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{
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//find all available hulls first
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FindTargetHulls();
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searchingNewHull = true;
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return;
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}
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else if (targetHulls.Count > 0)
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{
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//choose a random available hull
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var randomHull = ToolBox.SelectWeightedRandom(targetHulls, hullWeights, Rand.RandSync.Unsynced);
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bool isCurrentHullOK = !HumanAIController.UnsafeHulls.Contains(character.CurrentHull) && !IsForbidden(character.CurrentHull);
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if (isCurrentHullOK)
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{
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// Check that there is no unsafe or forbidden hulls on the way to the target
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// Only do this when the current hull is ok, because otherwise the would block all paths from the current hull to the target hull.
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var path = PathSteering.PathFinder.FindPath(character.SimPosition, randomHull.SimPosition);
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if (path.Unreachable ||
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path.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull) || IsForbidden(n.CurrentHull)))
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{
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//can't go to this room, remove it from the list and try another room next frame
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int index = targetHulls.IndexOf(randomHull);
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targetHulls.RemoveAt(index);
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hullWeights.RemoveAt(index);
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PathSteering.Reset();
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return;
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}
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}
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currentTarget = randomHull;
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searchingNewHull = false;
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}
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if (currentTarget != null)
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{
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@@ -162,70 +195,36 @@ namespace Barotrauma
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private readonly List<Hull> targetHulls = new List<Hull>(20);
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private readonly List<float> hullWeights = new List<float>(20);
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private Hull FindRandomHull()
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private void FindTargetHulls()
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{
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var idCard = character.Inventory.FindItemByIdentifier("idcard");
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Hull targetHull = null;
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bool isCurrentHullOK = !HumanAIController.UnsafeHulls.Contains(character.CurrentHull) && !IsForbidden(character.CurrentHull);
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//random chance of navigating back to the room where the character spawned
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if (Rand.Int(5) == 1 && idCard != null)
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{
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foreach (WayPoint wp in WayPoint.WayPointList)
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{
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if (wp.SpawnType != SpawnType.Human || wp.CurrentHull == null) { continue; }
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foreach (string tag in wp.IdCardTags)
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targetHulls.Clear();
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hullWeights.Clear();
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foreach (var hull in Hull.hullList)
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{
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if (HumanAIController.UnsafeHulls.Contains(hull)) { continue; }
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if (hull.Submarine == null) { continue; }
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if (hull.Submarine.TeamID != character.TeamID) { continue; }
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// If the character is inside, only take connected hulls into account.
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if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(hull, true)) { continue; }
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if (IsForbidden(hull)) { continue; }
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// Ignore hulls that are too low to stand inside
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if (character.AnimController is HumanoidAnimController animController)
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{
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if (hull.CeilingHeight < ConvertUnits.ToDisplayUnits(animController.HeadPosition.Value))
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{
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if (idCard.HasTag(tag))
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{
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targetHull = wp.CurrentHull;
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}
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continue;
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}
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}
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}
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if (targetHull == null)
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{
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targetHulls.Clear();
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hullWeights.Clear();
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foreach (var hull in Hull.hullList)
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if (!targetHulls.Contains(hull))
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{
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if (HumanAIController.UnsafeHulls.Contains(hull)) { continue; }
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if (hull.Submarine == null) { continue; }
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if (hull.Submarine.TeamID != character.TeamID) { continue; }
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// If the character is inside, only take connected hulls into account.
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if (character.Submarine != null && !character.Submarine.IsEntityFoundOnThisSub(hull, true)) { continue; }
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if (IsForbidden(hull)) { continue; }
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// Ignore hulls that are too low to stand inside
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if (character.AnimController is HumanoidAnimController animController)
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{
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if (hull.CeilingHeight < ConvertUnits.ToDisplayUnits(animController.HeadPosition.Value))
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{
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continue;
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}
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}
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if (isCurrentHullOK)
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{
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// Check that there is no unsafe or forbidden hulls on the way to the target
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// Only do this when the current hull is ok, because otherwise the would block all paths from the current hull to the target hull.
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//TODO: optimize this (only attempt to find a couple of paths per frame?). Now idle characters completely kill the fps if they can't find a path (e.g. if they're in a room with no way out or if the sub is missing waypoints)
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var path = PathSteering.PathFinder.FindPath(character.SimPosition, hull.SimPosition);
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if (path.Unreachable) { continue; }
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if (path.Nodes.Any(n => HumanAIController.UnsafeHulls.Contains(n.CurrentHull) || IsForbidden(n.CurrentHull))) { continue; }
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}
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// If we want to do a steering check, we should do it here, before setting the path
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//if (path.Cost > 1000.0f) { continue; }
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if (!targetHulls.Contains(hull))
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{
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targetHulls.Add(hull);
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hullWeights.Add(hull.Volume);
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}
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targetHulls.Add(hull);
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hullWeights.Add(hull.Volume);
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}
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return ToolBox.SelectWeightedRandom(targetHulls, hullWeights, Rand.RandSync.Unsynced);
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}
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return targetHull;
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}
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private bool IsForbidden(Hull hull)
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