SnapGridComponent Removal (#3884)
* Removed SnapGridOffset, there is only center now. * SnapGridComponent methods are now static. * Removed SnapGridComponent.OnPositionChanged. * Refactored static functions off SnapGridComponent to MapGrid. Refactored away usages of SnapGridComponent.Position. * Added Transform.Anchored for checking if an entity is a tile entity. More refactoring for static MapGrid functions. * Static snapgrid methods on MapGrid are no longer static. * Add setter to ITransformComponent.Anchored. Removed direct references to SnapGridComponent from content. * Grid functions now deal with EntityUids instead of SnapGridComponents. Began renaming public API functions from SnapGrid to Anchor. * Remove the SnapGridComponent 'Offset' field from all yaml files. This was removed in code previously, so the yaml linter was upset. * Update engine submodule to v0.4.46.
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@@ -1,6 +1,7 @@
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#nullable enable
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using System.Collections.Generic;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.GameObjects.Components.NodeContainer.Nodes
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@@ -13,22 +14,27 @@ namespace Content.Server.GameObjects.Components.NodeContainer.Nodes
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{
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protected override IEnumerable<Node> GetReachableNodes()
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{
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if (!Owner.TryGetComponent(out SnapGridComponent? snap))
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if (!Owner.Transform.Anchored)
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yield break;
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foreach (var cell in snap.GetCardinalNeighborCells())
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foreach (var entity in cell.GetLocal())
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var grid = IoCManager.Resolve<IMapManager>().GetGrid(Owner.Transform.GridID);
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var coords = Owner.Transform.Coordinates;
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foreach (var cell in grid.GetCardinalNeighborCells(coords))
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{
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if (!entity.TryGetComponent<NodeContainerComponent>(out var container)) continue;
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foreach (var node in container.Nodes.Values)
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foreach (var entity in grid.GetLocal(Owner.EntityManager.GetEntity(cell).Transform.Coordinates))
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{
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if (node != null && node != this)
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{
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yield return node;
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}
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}
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if (!Owner.EntityManager.GetEntity(entity).TryGetComponent<NodeContainerComponent>(out var container))
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continue;
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foreach (var node in container.Nodes.Values)
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{
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if (node != null && node != this)
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{
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yield return node;
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}
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}
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}
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}
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}
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}
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