Add IResettingEntitySystem for entity systems that do resetting cleanup (#2257)
* Add IResettingEntitySystem for entity systems that do resetting cleanup * You got a license for that submodule update?
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@@ -3,6 +3,7 @@ using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Access;
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using Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders;
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using Content.Shared.AI;
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using Content.Shared.GameTicking;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects.Components;
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@@ -22,7 +23,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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/// </summary>
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/// Long-term can be used to do hierarchical pathfinding
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[UsedImplicitly]
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public sealed class AiReachableSystem : EntitySystem
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public sealed class AiReachableSystem : EntitySystem, IResettingEntitySystem
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{
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/*
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* The purpose of this is to provide a higher-level / hierarchical abstraction of the actual pathfinding graph
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@@ -134,14 +135,6 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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_mapManager.OnGridRemoved -= GridRemoved;
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}
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public void ResettingCleanup()
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{
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_queuedUpdates.Clear();
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_regions.Clear();
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_cachedAccessible.Clear();
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_queuedCacheDeletions.Clear();
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}
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private void RecalculateNodeRegions(PathfindingChunkUpdateMessage message)
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{
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// TODO: Only need to do changed nodes ideally
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@@ -683,6 +676,14 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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#endif
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}
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public void Reset()
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{
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_queuedUpdates.Clear();
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_regions.Clear();
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_cachedAccessible.Clear();
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_queuedCacheDeletions.Clear();
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}
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#if DEBUG
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private void SendDebugMessage(PlayerAttachSystemMessage message)
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{
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