Pool NPC entitylookup fields (#21806)
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@@ -469,12 +469,13 @@ public sealed partial class NPCSteeringSystem
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{
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var objectRadius = 0.15f;
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var detectionRadius = MathF.Max(0.35f, agentRadius + objectRadius);
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var ents = _entSetPool.Get();
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_lookup.GetEntitiesInRange(uid, detectionRadius, ents, LookupFlags.Static);
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foreach (var ent in _lookup.GetEntitiesInRange(uid, detectionRadius, LookupFlags.Static))
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foreach (var ent in ents)
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{
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// TODO: If we can access the door or smth.
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if (ent == uid ||
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!_physicsQuery.TryGetComponent(ent, out var otherBody) ||
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if (!_physicsQuery.TryGetComponent(ent, out var otherBody) ||
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!otherBody.Hard ||
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!otherBody.CanCollide ||
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(mask & otherBody.CollisionLayer) == 0x0 &&
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@@ -521,6 +522,7 @@ public sealed partial class NPCSteeringSystem
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}
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}
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_entSetPool.Return(ents);
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}
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#endregion
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@@ -545,12 +547,13 @@ public sealed partial class NPCSteeringSystem
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var detectionRadius = MathF.Max(0.35f, agentRadius + objectRadius);
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var ourVelocity = body.LinearVelocity;
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_factionQuery.TryGetComponent(uid, out var ourFaction);
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var ents = _entSetPool.Get();
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_lookup.GetEntitiesInRange(uid, detectionRadius, ents, LookupFlags.Dynamic);
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foreach (var ent in _lookup.GetEntitiesInRange(uid, detectionRadius, LookupFlags.Dynamic))
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foreach (var ent in ents)
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{
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// TODO: If we can access the door or smth.
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if (ent == uid ||
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!_physicsQuery.TryGetComponent(ent, out var otherBody) ||
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if (!_physicsQuery.TryGetComponent(ent, out var otherBody) ||
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!otherBody.Hard ||
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!otherBody.CanCollide ||
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(mask & otherBody.CollisionLayer) == 0x0 &&
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@@ -602,6 +605,8 @@ public sealed partial class NPCSteeringSystem
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danger[i] = MathF.Max(dot * weight, danger[i]);
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}
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}
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_entSetPool.Return(ents);
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}
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#endregion
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@@ -27,6 +27,8 @@ using Robust.Shared.Random;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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using Content.Shared.Prying.Systems;
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using Microsoft.Extensions.ObjectPool;
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using Robust.Shared.Threading;
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namespace Content.Server.NPC.Systems;
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@@ -49,17 +51,16 @@ public sealed partial class NPCSteeringSystem : SharedNPCSteeringSystem
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly ClimbSystem _climb = default!;
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[Dependency] private readonly DoAfterSystem _doAfter = default!;
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[Dependency] private readonly DoorSystem _doors = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly NpcFactionSystem _npcFaction = default!;
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[Dependency] private readonly PathfindingSystem _pathfindingSystem = default!;
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[Dependency] private readonly PryingSystem _pryingSystem = default!;
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[Dependency] private readonly SharedInteractionSystem _interaction = default!;
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[Dependency] private readonly SharedMeleeWeaponSystem _melee = default!;
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[Dependency] private readonly SharedMoverController _mover = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly SharedCombatModeSystem _combat = default!;
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[Dependency] private readonly PryingSystem _pryingSystem = default!;
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private EntityQuery<FixturesComponent> _fixturesQuery;
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private EntityQuery<MovementSpeedModifierComponent> _modifierQuery;
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@@ -67,6 +68,9 @@ public sealed partial class NPCSteeringSystem : SharedNPCSteeringSystem
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private EntityQuery<PhysicsComponent> _physicsQuery;
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private EntityQuery<TransformComponent> _xformQuery;
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private ObjectPool<HashSet<EntityUid>> _entSetPool =
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new DefaultObjectPool<HashSet<EntityUid>>(new SetPolicy<EntityUid>());
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/// <summary>
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/// Enabled antistuck detection so if an NPC is in the same spot for a while it will re-path.
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/// </summary>
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