* First pass

* Fix access and rename banananium to bananium

* Fix captialization of CookTimeInfoLabel

* Fix InteractUsing calls

* Remove unused [Dependency]

* Replace obsolete references to Anchored with BodyType

* Assign default value to shoving someone in disposals

* Fix naming

* Replace Initialize TryGetComponents with EnsureComponent

* Rework AnchorableComponent

* Fix singularity component

* Replace obsolete usages of Angle.South

* Fix efcore warning

* Fix container tests

* Fix DebugPressurePump invalid PressurePump yaml

* Fix getting pathfinding region of grid 0

* Fix atmos plaque missing layer and add info message when it happens

* Fix AiSteeringSystem steering in an invalid grid in entity test

* Make content able to choose which log level leads to test failures

* Revert container test fix for Acruid

* Fix sprite, pipe and saving errors
Make EntityTest print all errors instead of stopping on the first

* Reorder singularity visualizer

* Disable pvs for container occlusion adn simple predict reconcile, they use entities other than map ones

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
ShadowCommander
2021-03-31 12:41:23 -07:00
committed by GitHub
parent 0d1f6abb3b
commit 7a842f7c22
64 changed files with 496 additions and 249 deletions

View File

@@ -19,8 +19,6 @@ namespace Content.Server.GameObjects.Components.Singularity
[RegisterComponent]
public class ContainmentFieldGeneratorComponent : Component, IStartCollide
{
[Dependency] private readonly IPhysicsManager _physicsManager = null!;
public override string Name => "ContainmentFieldGenerator";
private int _powerBuffer;
@@ -84,7 +82,7 @@ namespace Content.Server.GameObjects.Components.Singularity
private void OnAnchoredChanged()
{
if(_collidableComponent?.Anchored != true)
if(_collidableComponent?.BodyType != BodyType.Static)
{
_connection1?.Item2.Dispose();
_connection2?.Item2.Dispose();
@@ -106,7 +104,7 @@ namespace Content.Server.GameObjects.Components.Singularity
private bool TryGenerateFieldConnection([NotNullWhen(true)] ref Tuple<Direction, ContainmentFieldConnection>? propertyFieldTuple)
{
if (propertyFieldTuple != null) return false;
if(_collidableComponent?.Anchored == false) return false;
if(_collidableComponent?.BodyType != BodyType.Static) return false;
foreach (var direction in new[] {Direction.North, Direction.East, Direction.South, Direction.West})
{
@@ -135,7 +133,7 @@ namespace Content.Server.GameObjects.Components.Singularity
!fieldGeneratorComponent.HasFreeConnections() ||
IsConnectedWith(fieldGeneratorComponent) ||
!ent.TryGetComponent<PhysicsComponent>(out var collidableComponent) ||
!collidableComponent.Anchored)
collidableComponent.BodyType != BodyType.Static)
{
continue;
}