Fix compile.

This commit is contained in:
Pieter-Jan Briers
2020-07-02 14:00:45 +02:00
parent fbe5dbedaa
commit 7e061b5968
3 changed files with 11 additions and 10 deletions

View File

@@ -1,16 +1,12 @@
using System;
using System.Collections.Generic;
using Content.Server.GameObjects.Components.Access;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.Interfaces.GameObjects.Components.Movement;
using Content.Server.Utility;
using Content.Shared.GameObjects.Components.Doors;
using Content.Shared.GameObjects.Components.Movement;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.Interfaces.Network;
using Robust.Shared.Maths;
using Robust.Shared.Serialization;
using Robust.Shared.Timers;
@@ -102,7 +98,10 @@ namespace Content.Server.GameObjects
// TODO: temporary hack to fix the physics system raising collision events akwardly.
// E.g. when moving parallel to a door by going off the side of a wall.
var dotProduct = Vector2.Dot(mover.VelocityDir.Normalized, (entity.Transform.WorldPosition - Owner.Transform.WorldPosition).Normalized);
var (walking, sprinting) = mover.VelocityDir;
// Also TODO: walking and sprint dir are added together here
// instead of calculating their contribution correctly.
var dotProduct = Vector2.Dot((sprinting + walking).Normalized, (entity.Transform.WorldPosition - Owner.Transform.WorldPosition).Normalized);
if (dotProduct <= -0.9f)
TryOpen(entity);
}
@@ -162,7 +161,7 @@ namespace Content.Server.GameObjects
State = DoorState.Open;
SetAppearance(DoorVisualState.Open);
}, _cancellationTokenSource.Token);
Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new AccessReaderChangeMessage(Owner.Uid, false));
}

View File

@@ -6,6 +6,7 @@ using Robust.Shared.ViewVariables;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using Robust.Shared.GameObjects.Components;
namespace Content.Server.GameObjects.Components.NodeContainer.Nodes
{
@@ -37,7 +38,7 @@ namespace Content.Server.GameObjects.Components.NodeContainer.Nodes
/// </summary>
private bool Connectable => !_deleting && Anchored;
private bool Anchored => !Owner.TryGetComponent<PhysicsComponent>(out var physics) || physics.Anchored;
private bool Anchored => !Owner.TryGetComponent<PhysicsComponent>(out var physics) || physics.Anchored;
/// <summary>
/// Prevents a node from being used by other nodes while midway through removal.
@@ -89,7 +90,7 @@ namespace Content.Server.GameObjects.Components.NodeContainer.Nodes
public void StartSpreadingGroup()
{
NodeGroup.BeforeRemakeSpread();
NodeGroup.BeforeRemakeSpread();
SpreadGroup();
NodeGroup.AfterRemakeSpread();
}
@@ -112,7 +113,7 @@ namespace Content.Server.GameObjects.Components.NodeContainer.Nodes
/// <summary>
/// How this node will attempt to find other reachable <see cref="Node"/>s to group with.
/// Returns a set of <see cref="Node"/>s to consider grouping with. Should not return this current <see cref="Node"/>.
/// Returns a set of <see cref="Node"/>s to consider grouping with. Should not return this current <see cref="Node"/>.
/// </summary>
protected abstract IEnumerable<Node> GetReachableNodes();

View File

@@ -8,6 +8,7 @@ using Robust.Shared.IoC;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
using System;
using Robust.Shared.GameObjects.Components;
namespace Content.Server.GameObjects.Components.Power.ApcNetComponents
{