Fix tests (#3707)
* 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>
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@@ -423,6 +423,11 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible
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/// <returns></returns>
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public PathfindingRegion? GetRegion(IEntity entity)
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{
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if (!entity.Transform.GridID.IsValid())
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{
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return null;
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}
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var entityTile = _mapManager.GetGrid(entity.Transform.GridID).GetTileRef(entity.Transform.Coordinates);
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var entityNode = _pathfindingSystem.GetNode(entityTile);
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return GetRegion(entityNode);
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@@ -245,7 +245,10 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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private SteeringStatus Steer(IEntity entity, IAiSteeringRequest steeringRequest, float frameTime)
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{
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// Main optimisation to be done below is the redundant calls and adding more variables
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if (entity.Deleted || !entity.TryGetComponent(out AiControllerComponent? controller) || !ActionBlockerSystem.CanMove(entity))
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if (entity.Deleted ||
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!entity.TryGetComponent(out AiControllerComponent? controller) ||
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!ActionBlockerSystem.CanMove(entity) ||
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!entity.Transform.GridID.IsValid())
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{
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return SteeringStatus.NoPath;
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}
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