Fixed an issue causing a build up of pulses when regions are unloaded and npcs are still navigating back to their spawns

This commit is contained in:
Ceikry
2023-08-03 13:26:40 +00:00
committed by Ryan
parent 255fc9eca6
commit 4098f2bf0b
2 changed files with 51 additions and 2 deletions
@@ -462,7 +462,8 @@ public class NPC extends Entity {
getLocks().lockMovement(100);
getImpactHandler().setDisabledTicks(100);
setAttribute("return-to-spawn", true);
GameWorld.getPulser().submit(new MovementPulse(this, getProperties().getSpawnLocation(), Pathfinder.SMART) {
MovementPulse returnPulse = new MovementPulse(this, getProperties().getSpawnLocation(), Pathfinder.SMART) {
@Override
public boolean pulse() {
getProperties().getCombatPulse().stop();
@@ -470,9 +471,13 @@ public class NPC extends Entity {
fullRestore();
getImpactHandler().setDisabledTicks(0);
removeAttribute("return-to-spawn");
removeAttribute("return-to-spawn-pulse");
return true;
}
});
};
setAttribute("return-to-spawn-pulse", returnPulse);
GameWorld.getPulser().submit(returnPulse);
return;
}
if (dialoguePlayer == null || !dialoguePlayer.isActive() || !dialoguePlayer.getInterfaceManager().hasChatbox()) {
@@ -528,6 +533,14 @@ public class NPC extends Entity {
getWalkingQueue().reset();
getPulseManager().clear();
getUpdateMasks().reset();
if (getAttribute("return-to-spawn", false)) {
this.location = getProperties().getSpawnLocation();
MovementPulse returnPulse = getAttribute("return-to-spawn-pulse");
if (returnPulse != null) {
returnPulse.pulse();
returnPulse.stop();
}
}
Repository.removeRenderableNPC(this);
if (getViewport().getRegion() instanceof DynamicRegion) {
clear();