Replace obsolete functions in NPC systems (#31448)

(cherry picked from commit e85c25a7468b4daea7a5f1deb85900a9151651cf)
Signed-off-by: Spatison <137375981+Spatison@users.noreply.github.com>
This commit is contained in:
Mervill
2024-08-27 08:29:44 +10:00
committed by Spatison
parent 0226a6843f
commit 4265b4a052
4 changed files with 11 additions and 10 deletions

View File

@@ -22,7 +22,7 @@ public sealed partial class NPCSteeringSystem
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++)
{
@@ -166,8 +166,8 @@ public sealed partial class NPCSteeringSystem
}
// 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)
{
@@ -429,7 +429,7 @@ public sealed partial class NPCSteeringSystem
if (TryComp<PhysicsComponent>(uid, out var physics))
{
mask = (CollisionGroup) physics.CollisionMask;
mask = (CollisionGroup)physics.CollisionMask;
}
for (var i = 0; i < nodes.Count; i++)
@@ -439,7 +439,7 @@ public sealed partial class NPCSteeringSystem
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.