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

@@ -8,6 +8,7 @@ using Content.Server.Atmos;
using Content.Server.GameObjects.Components.Atmos.Piping;
using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.GameObjects.EntitySystems.Atmos;
using Content.Shared.Atmos;
using Content.Shared.Maps;
using Robust.Server.GameObjects.EntitySystems.TileLookup;
@@ -39,6 +40,7 @@ namespace Content.Server.GameObjects.Components.Atmos
[Robust.Shared.IoC.Dependency] private IServerEntityManager _serverEntityManager = default!;
public GridTileLookupSystem GridTileLookupSystem { get; private set; } = default!;
internal GasTileOverlaySystem GasTileOverlaySystem { get; private set; } = default!;
public AtmosphereSystem AtmosphereSystem { get; private set; } = default!;
/// <summary>
@@ -173,10 +175,11 @@ namespace Content.Server.GameObjects.Components.Atmos
public override void Initialize()
{
base.Initialize();
RepopulateTiles();
GridTileLookupSystem = EntitySystem.Get<GridTileLookupSystem>();
GasTileOverlaySystem = EntitySystem.Get<GasTileOverlaySystem>();
AtmosphereSystem = EntitySystem.Get<AtmosphereSystem>();
RepopulateTiles();
}
public override void OnAdd()

View File

@@ -66,8 +66,8 @@ namespace Content.Server.GameObjects.Components.Fluids
var entityManager = IoCManager.Resolve<IEntityManager>();
var serverEntityManager = IoCManager.Resolve<IServerEntityManager>();
var gridId = coordinates.GetGridId(entityManager);
var mapGrid = mapManager.GetGrid(gridId);
if (!mapManager.TryGetGrid(coordinates.GetGridId(entityManager), out var mapGrid))
return null; // Let's not spill to space.
// If space return early, let that spill go out into the void
var tileRef = mapGrid.GetTileRef(coordinates);
@@ -78,13 +78,11 @@ namespace Content.Server.GameObjects.Components.Fluids
// Get normalized co-ordinate for spill location and spill it in the centre
// TODO: Does SnapGrid or something else already do this?
var spillTileMapGrid = mapManager.GetGrid(gridId);
var spillTileRef = spillTileMapGrid.GetTileRef(coordinates).GridIndices;
var spillGridCoords = spillTileMapGrid.GridTileToLocal(spillTileRef);
var spillGridCoords = mapGrid.GridTileToLocal(tileRef.GridIndices);
var spilt = false;
foreach (var spillEntity in entityManager.GetEntitiesAt(spillTileMapGrid.ParentMapId, spillGridCoords.Position))
foreach (var spillEntity in entityManager.GetEntitiesAt(mapGrid.ParentMapId, spillGridCoords.Position))
{
if (!spillEntity.TryGetComponent(out PuddleComponent? puddleComponent))
{
@@ -167,7 +165,9 @@ namespace Content.Server.GameObjects.Components.Fluids
// Get normalized co-ordinate for spill location and spill it in the centre
// TODO: Does SnapGrid or something else already do this?
var spillTileMapGrid = mapManager.GetGrid(gridId);
if (!mapManager.TryGetGrid(gridId, out var spillTileMapGrid))
return null; // Let's not spill to invalid grids.
var spillGridCoords = spillTileMapGrid.GridTileToLocal(tileRef.GridIndices);
var spilt = false;

View File

@@ -36,7 +36,9 @@ namespace Content.Server.GameObjects.Components.Interactable
if (!Owner.TryGetComponent<ToolComponent>(out var tool) && _toolComponentNeeded)
return;
var mapGrid = _mapManager.GetGrid(clickLocation.GetGridId(Owner.EntityManager));
if (!_mapManager.TryGetGrid(clickLocation.GetGridId(Owner.EntityManager), out var mapGrid))
return;
var tile = mapGrid.GetTileRef(clickLocation);
var coordinates = mapGrid.GridTileToLocal(tile.GridIndices);

View File

@@ -113,7 +113,7 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents
private void SetPowerTransferRange(int newPowerTransferRange)
{
foreach (var receiver in _linkedReceivers)
foreach (var receiver in _linkedReceivers.ToArray())
{
receiver.ClearProvider();
}

View File

@@ -621,7 +621,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
/// <param name="chunk"></param>
private void GenerateRegions(PathfindingChunk chunk)
{
// Grid deleted while update queued.
// Grid deleted while update queued, or invalid grid.
if (!_mapManager.TryGetGrid(chunk.GridId, out _))
{
return;
@@ -688,7 +688,8 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
private void SendDebugMessage(PlayerAttachSystemMessage message)
{
var playerGrid = message.Entity.Transform.GridID;
SendRegionsDebugMessage(playerGrid);
if(playerGrid.IsValid())
SendRegionsDebugMessage(playerGrid);
}
private void SendRegionsDebugMessage(GridId gridId)

View File

@@ -6,24 +6,20 @@ using System.Threading.Tasks;
using Content.Server.GameObjects.Components;
using Content.Shared.GameObjects.Components.Damage;
using JetBrains.Annotations;
using Robust.Server.Interfaces.Timing;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.IoC;
namespace Content.Server.GameObjects.EntitySystems.DoAfter
{
[UsedImplicitly]
public sealed class DoAfterSystem : EntitySystem
{
[Dependency] private readonly IPauseManager _pauseManager = default!;
public override void Update(float frameTime)
{
base.Update(frameTime);
foreach (var comp in ComponentManager.EntityQuery<DoAfterComponent>())
{
if (_pauseManager.IsGridPaused(comp.Owner.Transform.GridID)) continue;
if (comp.Owner.Paused) continue;
var cancelled = new List<DoAfter>(0);
var finished = new List<DoAfter>(0);