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

@@ -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);