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

@@ -70,18 +70,20 @@ namespace Content.Client.UserInterface
var func = args.Function;
var funcId = _inputManager.NetworkBindMap.KeyFunctionID(args.Function);
var mousePosWorld = _eyeManager.ScreenToMap(args.PointerLocation);
if (!_mapManager.TryFindGridAt(mousePosWorld, out var grid))
grid = _mapManager.GetDefaultGrid(mousePosWorld.MapId);
var coordinates = _mapManager.TryFindGridAt(mousePosWorld, out var grid) ? grid.MapToGrid(mousePosWorld) :
EntityCoordinates.FromMap(_entityManager, _mapManager, mousePosWorld);
var message = new FullInputCmdMessage(_gameTiming.CurTick, _gameTiming.TickFraction, funcId, BoundKeyState.Down,
grid.MapToGrid(mousePosWorld), args.PointerLocation, item.Uid);
coordinates, args.PointerLocation, item.Uid);
// client side command handlers will always be sent the local player session.
var session = _playerManager.LocalPlayer?.Session;
if (session == null)
return false;
inputSys.HandleInputCommand(session, func, message);
}
else