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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@@ -5,6 +5,7 @@ using Content.Server.GameObjects.Components.Access;
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using Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders;
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using Content.Server.GameObjects.EntitySystems.JobQueues;
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using Content.Server.GameObjects.EntitySystems.JobQueues.Queues;
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using Content.Shared.GameTicking;
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using Content.Shared.Physics;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.GameObjects.Components.Transform;
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@@ -28,7 +29,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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/// This system handles pathfinding graph updates as well as dispatches to the pathfinder
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/// (90% of what it's doing is graph updates so not much point splitting the 2 roles)
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/// </summary>
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public class PathfindingSystem : EntitySystem
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public class PathfindingSystem : EntitySystem, IResettingEntitySystem
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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@@ -230,16 +231,6 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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node.UpdateTile(tile);
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}
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public void ResettingCleanup()
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{
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_graph.Clear();
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_collidableUpdateQueue.Clear();
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_moveUpdateQueue.Clear();
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_accessReaderUpdateQueue.Clear();
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_tileUpdateQueue.Clear();
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_lastKnownPositions.Clear();
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}
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private void HandleGridRemoval(GridId gridId)
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{
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if (_graph.ContainsKey(gridId))
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@@ -389,5 +380,15 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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return true;
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}
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public void Reset()
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{
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_graph.Clear();
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_collidableUpdateQueue.Clear();
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_moveUpdateQueue.Clear();
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_accessReaderUpdateQueue.Clear();
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_tileUpdateQueue.Clear();
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_lastKnownPositions.Clear();
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}
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}
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}
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