Station AI (#30944)
* Station AI overlay * implement * Bunch of ports * Fix a heap of bugs and basic scouting * helldivers * Shuffle interactions a bit * navmap stuff * Revert "navmap stuff" This reverts commit d1f89dd4be83233e22cf5dd062b2581f3c6da062. * AI wires implemented * Fix examines * Optimise the overlay significantly * Back to old static * BUI radial working * lots of work * Saving work * thanks fork * alright * pc * AI upload console * AI upload * stuff * Fix copy-paste shitcode * AI actions * navmap work * Fixes * first impressions * a * reh * Revert "navmap work" This reverts commit 6f63fea6e9245e189f368f97be3e32e9b210580e. # Conflicts: # Content.Client/Silicons/StationAi/StationAiOverlay.cs * OD * radar * weh * Fix examines * scoop mine eyes * fixes * reh * Optimise * Final round of optimisations * Fixes * fixes
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@@ -1,6 +1,7 @@
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using System.Threading.Tasks;
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using Content.Server.NPC.Pathfinding;
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using Content.Shared.Maps;
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using Content.Shared.NPC;
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using Content.Shared.Procedural;
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using Content.Shared.Procedural.DungeonGenerators;
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using Robust.Shared.Collections;
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@@ -29,7 +30,7 @@ public sealed partial class DungeonJob
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var pathfinder = _entManager.System<PathfindingSystem>();
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// Gridcast
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pathfinder.GridCast(startTile, position, tile =>
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SharedPathfindingSystem.GridCast(startTile, position, tile =>
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{
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if (!_maps.TryGetTileRef(_gridUid, _grid, tile, out var tileRef) ||
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tileRef.Tile.IsSpace(_tileDefManager))
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