Refactor pathfinding updates and add AccessReader support (#1183)
There was some extra bloat in the path graph updates. Now the queue should also just run if it gets too big regardless. Un-anchored physics objects are no longer a hard fail for pathfinding. Add AccessReader support so open / close doors show up for pathfinding AI also ensure they call the operator's shutdown when they're shutdown so that should cancel the pathfinding job. I tried to split these into 2 commits but they were kinda coupled together Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
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@@ -69,7 +69,7 @@ namespace Content.Server.GameObjects.Components.Access
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}
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[CanBeNull]
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private static ICollection<string> FindAccessTags(IEntity entity)
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public static ICollection<string> FindAccessTags(IEntity entity)
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{
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if (entity.TryGetComponent(out IAccess accessComponent))
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{
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