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

@@ -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)