VGRoid support (#27659)
* Dungeon spawn support for grid spawns * Recursive dungeons working * Mask approach working * zack * More work * Fix recursive dungeons * Heap of work * weh * the cud * rar * Job * weh * weh * weh * Master merges * orch * weh * vgroid most of the work * Tweaks * Tweaks * weh * do do do do do do * Basic layout * Ore spawning working * Big breaking changes * Mob gen working * weh * Finalising * emo * More finalising * reverty * Reduce distance
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@@ -142,6 +142,13 @@ public sealed partial class NPCSteeringSystem
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// Grab the target position, either the next path node or our end goal..
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var targetCoordinates = GetTargetCoordinates(steering);
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if (!targetCoordinates.IsValid(EntityManager))
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{
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steering.Status = SteeringStatus.NoPath;
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return false;
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}
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var needsPath = false;
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// If the next node is invalid then get new ones
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@@ -243,6 +250,14 @@ public sealed partial class NPCSteeringSystem
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// Alright just adjust slightly and grab the next node so we don't stop moving for a tick.
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// TODO: If it's the last node just grab the target instead.
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targetCoordinates = GetTargetCoordinates(steering);
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if (!targetCoordinates.IsValid(EntityManager))
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{
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SetDirection(mover, steering, Vector2.Zero);
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steering.Status = SteeringStatus.NoPath;
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return false;
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}
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targetMap = targetCoordinates.ToMap(EntityManager, _transform);
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// Can't make it again.
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