Remove default grids (content) (#2241)

* Default grids go poof

* Address review

* Update submodule

* Fix DoAfterSystem for entities without grid.

* Fix SubFloorHideSystem for entities without grid.

* Fix ExplosionHelper for coordinates that aren't in a grid

* Fix TurfHelpers' GetWorldTileBox crash in the case of invalid grid

* Fix tile prying component crash when trying to pry space.

* Spill fixes when passing coordinates without grids.

* Are you static'in, son?

* Change SaveLoadSaveTest grid Id hardcoded value
It's still hardcoded, but at least now it's correct!

* Only send debug AI thing if grid is not invalid

* Update submodule.

Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
This commit is contained in:
Víctor Aguilera Puerto
2020-10-21 17:13:41 +02:00
committed by GitHub
parent 78507ac9a2
commit 48841a274d
14 changed files with 76 additions and 78 deletions

View File

@@ -37,8 +37,7 @@ namespace Content.Client.GameObjects.EntitySystems
{
foreach (var comp in EntityManager.ComponentManager.EntityQuery<SubFloorHideComponent>())
{
var gridId = comp.Owner.Transform.GridID;
var grid = _mapManager.GetGrid(gridId);
if (!_mapManager.TryGetGrid(comp.Owner.Transform.GridID, out var grid)) return;
var snapPos = comp.Owner.GetComponent<SnapGridComponent>();
UpdateTile(grid, snapPos.Position);