[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly MeleeWeaponSystem _melee = default!;
+ [Dependency] private readonly SharedMapSystem _mapSystem = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
private EntityQuery<NPCMeleeCombatComponent> _npcMeleeQuery;
return;
}
- var currentTile = grid.CoordinatesToTile(args.Transform.Coordinates);
+ var currentTile = _mapSystem.CoordinatesToTile(args.Transform.GridUid.Value, grid, args.Transform.Coordinates);
if (component.TargetTile == null)
{
for (var i = 0; i < 8; i++)
{
var index = (startIndex + i) % 8;
- var neighbor = ((Direction) index).ToIntVec() + currentTile;
+ var neighbor = ((Direction)index).ToIntVec() + currentTile;
var valid = true;
// TODO: Probably make this a helper on engine maybe
return;
}
- var targetCoords = grid.GridTileToWorld(component.TargetTile.Value);
+ var targetCoords = _mapSystem.GridTileToWorld(args.Transform.GridUid.Value, grid, component.TargetTile.Value);
var targetDir = (targetCoords.Position - args.WorldPosition);
targetDir = args.OffsetRotation.RotateVec(targetDir);
const float weight = 1f;
if (weight == 0f || direction == Vector2.Zero)
return;
- var directionAngle = (float) direction.ToAngle().Theta;
+ var directionAngle = (float)direction.ToAngle().Theta;
for (var i = 0; i < InterestDirections; i++)
{
}
// Check if mapids match.
- var targetMap = targetCoordinates.ToMap(EntityManager, _transform);
- var ourMap = ourCoordinates.ToMap(EntityManager, _transform);
+ var targetMap = _transform.ToMapCoordinates(targetCoordinates);
+ var ourMap = _transform.ToMapCoordinates(ourCoordinates);
if (targetMap.MapId != ourMap.MapId)
{
return false;
}
- targetMap = targetCoordinates.ToMap(EntityManager, _transform);
+ targetMap = _transform.ToMapCoordinates(targetCoordinates);
// Can't make it again.
if (ourMap.MapId != targetMap.MapId)
if (TryComp<PhysicsComponent>(uid, out var physics))
{
- mask = (CollisionGroup) physics.CollisionMask;
+ mask = (CollisionGroup)physics.CollisionMask;
}
for (var i = 0; i < nodes.Count; i++)
if (!node.Data.IsFreeSpace)
break;
- var nodeMap = node.Coordinates.ToMap(EntityManager, _transform);
+ var nodeMap = _transform.ToMapCoordinates(node.Coordinates);
// If any nodes are 'behind us' relative to the target we'll prune them.
// This isn't perfect but should fix most cases of stutter stepping.
return;
}
- foreach (var ent in grid.GetLocalAnchoredEntities(poly.Box))
+ foreach (var ent in _mapSystem.GetLocalAnchoredEntities(poly.GraphUid, grid, poly.Box))
{
if (!_physicsQuery.TryGetComponent(ent, out var body) ||
!body.Hard ||
[Dependency] private readonly NpcFactionSystem _npcFaction = default!;
[Dependency] private readonly PathfindingSystem _pathfindingSystem = default!;
[Dependency] private readonly PryingSystem _pryingSystem = default!;
+ [Dependency] private readonly SharedMapSystem _mapSystem = default!;
[Dependency] private readonly SharedInteractionSystem _interaction = default!;
[Dependency] private readonly SharedMeleeWeaponSystem _melee = default!;
[Dependency] private readonly SharedMoverController _mover = default!;