Add parallel NPC steering back in (#13159)
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@@ -61,6 +61,20 @@ public sealed class HTNSystem : EntitySystem
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private void OnLoad()
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{
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// Clear all NPCs in case they're hanging onto stale tasks
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foreach (var comp in EntityQuery<HTNComponent>(true))
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{
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comp.PlanningToken?.Cancel();
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comp.PlanningToken = null;
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if (comp.Plan != null)
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{
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var currentOperator = comp.Plan.CurrentOperator;
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currentOperator.Shutdown(comp.Blackboard, HTNOperatorStatus.Failed);
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comp.Plan = null;
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}
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}
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// Add dependencies for all operators.
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// We put code on operators as I couldn't think of a clean way to put it on systems.
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foreach (var compound in _prototypeManager.EnumeratePrototypes<HTNCompoundTask>())
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@@ -204,12 +204,19 @@ namespace Content.Server.NPC.Systems
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var npcs = EntityQuery<NPCSteeringComponent, ActiveNPCComponent, InputMoverComponent, TransformComponent>()
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.ToArray();
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foreach (var (steering, _, mover, xform) in npcs)
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var options = new ParallelOptions
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{
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MaxDegreeOfParallelism = _parallel.ParallelProcessCount,
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};
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Parallel.For(0, npcs.Length, options, i =>
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{
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var (steering, _, mover, xform) = npcs[i];
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Steer(steering, mover, xform, modifierQuery, bodyQuery, xformQuery, frameTime);
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steering.LastSteer = mover.CurTickSprintMovement;
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}
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});
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if (_subscribedSessions.Count > 0)
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{
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