/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #include "CryLegacy_precompiled.h" #include "IslandConnectionsManager.h" IslandConnectionsManager::IslandConnectionsManager() { } void IslandConnectionsManager::Reset() { m_globalIslandConnections.Reset(); } MNM::IslandConnections& IslandConnectionsManager::GetIslandConnections() { return m_globalIslandConnections; } void IslandConnectionsManager::SetOneWayConnectionBetweenIsland(const MNM::GlobalIslandID fromIsland, const MNM::IslandConnections::Link link) { m_globalIslandConnections.SetOneWayConnectionBetweenIsland(fromIsland, link); } bool IslandConnectionsManager::AreIslandsConnected(const IEntity* pEntityToTestOffGridLinks, const MNM::GlobalIslandID startIsland, const MNM::GlobalIslandID endIsland) const { FUNCTION_PROFILER(gEnv->pSystem, PROFILE_AI); MNM::IslandConnections::TIslandsWay way; return m_globalIslandConnections.CanNavigateBetweenIslands(pEntityToTestOffGridLinks, startIsland, endIsland, way); } #ifdef CRYAISYSTEM_DEBUG void IslandConnectionsManager::DebugDraw() const { m_globalIslandConnections.DebugDraw(); } #endif