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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@@ -154,6 +154,8 @@ namespace Content.Server.GameObjects
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State = DoorState.Open;
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SetAppearance(DoorVisualState.Open);
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}, _cancellationTokenSource.Token);
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Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new AccessReaderChangeMessage(Owner.Uid, false));
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}
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public virtual bool CanClose()
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@@ -203,6 +205,7 @@ namespace Content.Server.GameObjects
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occluder.Enabled = true;
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}
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}, _cancellationTokenSource.Token);
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Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new AccessReaderChangeMessage(Owner.Uid, true));
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return true;
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}
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