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>
This commit is contained in:
metalgearsloth
2020-06-23 02:55:50 +10:00
committed by GitHub
parent ff0f082138
commit 805a5f1689
17 changed files with 362 additions and 221 deletions

View File

@@ -69,7 +69,7 @@ namespace Content.Server.GameObjects.Components.Access
}
[CanBeNull]
private static ICollection<string> FindAccessTags(IEntity entity)
public static ICollection<string> FindAccessTags(IEntity entity)
{
if (entity.TryGetComponent(out IAccess accessComponent))
{