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>
This commit is contained in:
DrSmugleaf
2020-09-06 16:11:53 +02:00
committed by GitHub
parent 72d2318ea7
commit 48b61f6bcc
196 changed files with 780 additions and 676 deletions

View File

@@ -30,6 +30,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
public class PathfindingSystem : EntitySystem
{
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
public IReadOnlyDictionary<GridId, Dictionary<MapIndices, PathfindingChunk>> Graph => _graph;
private readonly Dictionary<GridId, Dictionary<MapIndices, PathfindingChunk>> _graph = new Dictionary<GridId, Dictionary<MapIndices, PathfindingChunk>>();
@@ -180,7 +181,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
/// <returns></returns>
public PathfindingNode GetNode(IEntity entity)
{
var tile = _mapManager.GetGrid(entity.Transform.GridID).GetTileRef(entity.Transform.GridPosition);
var tile = _mapManager.GetGrid(entity.Transform.GridID).GetTileRef(entity.Transform.Coordinates);
return GetNode(tile);
}
@@ -280,7 +281,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
}
var grid = _mapManager.GetGrid(entity.Transform.GridID);
var tileRef = grid.GetTileRef(entity.Transform.GridPosition);
var tileRef = grid.GetTileRef(entity.Transform.Coordinates);
var chunk = GetChunk(tileRef);
var node = chunk.GetNode(tileRef);
@@ -337,7 +338,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
// The pathfinding graph is tile-based so first we'll check if they're on a different tile and if we need to update.
// If you get entities bigger than 1 tile wide you'll need some other system so god help you.
var newTile = _mapManager.GetGrid(moveEvent.NewPosition.GridID).GetTileRef(moveEvent.NewPosition);
var newTile = _mapManager.GetGrid(moveEvent.NewPosition.GetGridId(_entityManager)).GetTileRef(moveEvent.NewPosition);
if (oldNode == null || oldNode.TileRef == newTile)
{
@@ -359,9 +360,10 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
// TODO: Need to rethink the pathfinder utils (traversable etc.). Maybe just chuck them all in PathfindingSystem
// Otherwise you get the steerer using this and the pathfinders using a different traversable.
// Also look at increasing tile cost the more physics entities are on it
public bool CanTraverse(IEntity entity, GridCoordinates grid)
public bool CanTraverse(IEntity entity, EntityCoordinates coordinates)
{
var tile = _mapManager.GetGrid(grid.GridID).GetTileRef(grid);
var gridId = coordinates.GetGridId(_entityManager);
var tile = _mapManager.GetGrid(gridId).GetTileRef(coordinates);
var node = GetNode(tile);
return CanTraverse(entity, node);
}