Replace every usage of GridCoordinates with EntityCoordinates (#2021)
* Update RobustToolbox * Transition direct type usages * More updates * Fix invalid use of to map * Update RobustToolbox * Fix dropping items * Rename name usages of "GridCoordinates" to "EntityCoordinates" * Revert "Update RobustToolbox" This reverts commit 9f334a17c5908ded0043a63158bb671e4aa3f346. * Revert "Update RobustToolbox" This reverts commit 3a9c8cfa3606fa501aa84407796d2ad920853a09. # Conflicts: # RobustToolbox * Fix cursed IMapGrid method usage. * GridTileLookupTest now uses EntityCoordinates Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com> Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es>
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@@ -23,7 +23,7 @@ namespace Content.Server.GameObjects.Components.Fluids
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/// <returns>The puddle if one was created, null otherwise.</returns>
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public static PuddleComponent? SpillAt(this Solution solution, IEntity entity, string prototype, bool sound = true)
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{
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var coordinates = entity.Transform.GridPosition;
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var coordinates = entity.Transform.Coordinates;
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return solution.SpillAt(coordinates, prototype, sound);
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}
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@@ -52,7 +52,7 @@ namespace Content.Server.GameObjects.Components.Fluids
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/// <param name="prototype">The prototype to use.</param>
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/// <param name="sound">Whether or not to play the spill sound.</param>
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/// <returns>The puddle if one was created, null otherwise.</returns>
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public static PuddleComponent? SpillAt(this Solution solution, GridCoordinates coordinates, string prototype, bool sound = true)
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public static PuddleComponent? SpillAt(this Solution solution, EntityCoordinates coordinates, string prototype, bool sound = true)
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{
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if (solution.TotalVolume == 0)
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{
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@@ -63,7 +63,8 @@ namespace Content.Server.GameObjects.Components.Fluids
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var entityManager = IoCManager.Resolve<IEntityManager>();
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var serverEntityManager = IoCManager.Resolve<IServerEntityManager>();
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var mapGrid = mapManager.GetGrid(coordinates.GridID);
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var gridId = coordinates.GetGridId(entityManager);
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var mapGrid = mapManager.GetGrid(gridId);
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// If space return early, let that spill go out into the void
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var tileRef = mapGrid.GetTileRef(coordinates);
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@@ -74,7 +75,7 @@ namespace Content.Server.GameObjects.Components.Fluids
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// Get normalized co-ordinate for spill location and spill it in the centre
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// TODO: Does SnapGrid or something else already do this?
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var spillTileMapGrid = mapManager.GetGrid(coordinates.GridID);
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var spillTileMapGrid = mapManager.GetGrid(gridId);
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var spillTileRef = spillTileMapGrid.GetTileRef(coordinates).GridIndices;
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var spillGridCoords = spillTileMapGrid.GridTileToLocal(spillTileRef);
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@@ -119,7 +120,7 @@ namespace Content.Server.GameObjects.Components.Fluids
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/// <param name="puddle">The puddle if one was created, null otherwise.</param>
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/// <param name="sound">Play the spill sound.</param>
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/// <returns>True if a puddle was created, false otherwise.</returns>
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public static bool TrySpillAt(this Solution solution, GridCoordinates coordinates, string prototype, [NotNullWhen(true)] out PuddleComponent? puddle, bool sound = true)
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public static bool TrySpillAt(this Solution solution, EntityCoordinates coordinates, string prototype, [NotNullWhen(true)] out PuddleComponent? puddle, bool sound = true)
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{
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puddle = solution.SpillAt(coordinates, prototype, sound);
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return puddle != null;
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