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