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