Gets rid of all ComponentManager usages. (#4707)
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@@ -28,7 +28,7 @@ namespace Content.Server.Tabletop
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if (args.SenderSession as IPlayerSession is not { AttachedEntity: { } playerEntity } playerSession)
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return;
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if (!ComponentManager.TryGetComponent(msg.TableUid, out TabletopGameComponent? tabletop) || tabletop.Session is not {} session)
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if (!EntityManager.TryGetComponent(msg.TableUid, out TabletopGameComponent? tabletop) || tabletop.Session is not {} session)
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return;
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// Check if player is actually playing at this table
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@@ -46,13 +46,13 @@ namespace Content.Server.Tabletop
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if (!EntityManager.TryGetEntity(msg.MovedEntityUid, out var movedEntity))
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return;
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if (!ComponentManager.HasComponent<TabletopDraggableComponent>(movedEntity.Uid))
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if (!EntityManager.HasComponent<TabletopDraggableComponent>(movedEntity.Uid))
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return;
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// TODO: some permission system, disallow movement if you're not permitted to move the item
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// Move the entity and dirty it (we use the map ID from the entity so noone can try to be funny and move the item to another map)
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var transform = ComponentManager.GetComponent<ITransformComponent>(movedEntity.Uid);
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var transform = EntityManager.GetComponent<ITransformComponent>(movedEntity.Uid);
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var entityCoordinates = new EntityCoordinates(_mapManager.GetMapEntityId(transform.MapID), msg.Coordinates.Position);
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transform.Coordinates = entityCoordinates;
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movedEntity.Dirty();
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@@ -52,7 +52,7 @@ namespace Content.Server.Tabletop
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TabletopMap = _mapManager.CreateMap();
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_tabletops = 0;
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var mapComp = ComponentManager.GetComponent<IMapComponent>(_mapManager.GetMapEntityId(TabletopMap));
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var mapComp = EntityManager.GetComponent<IMapComponent>(_mapManager.GetMapEntityId(TabletopMap));
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// Lighting is always disabled in tabletop world.
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mapComp.LightingEnabled = false;
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@@ -46,7 +46,7 @@ namespace Content.Server.Tabletop
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/// <param name="uid">The UID of the tabletop game entity.</param>
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public void CleanupSession(EntityUid uid)
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{
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if (!ComponentManager.TryGetComponent(uid, out TabletopGameComponent? tabletop))
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if (!EntityManager.TryGetComponent(uid, out TabletopGameComponent? tabletop))
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return;
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if (tabletop.Session is not { } session)
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@@ -72,7 +72,7 @@ namespace Content.Server.Tabletop
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/// <param name="uid">The UID of the tabletop game entity.</param>
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public void OpenSessionFor(IPlayerSession player, EntityUid uid)
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{
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if (!ComponentManager.TryGetComponent(uid, out TabletopGameComponent? tabletop) || player.AttachedEntity is not {} attachedEntity)
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if (!EntityManager.TryGetComponent(uid, out TabletopGameComponent? tabletop) || player.AttachedEntity is not {} attachedEntity)
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return;
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// Make sure we have a session, and add the player to it if not added already.
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@@ -104,7 +104,7 @@ namespace Content.Server.Tabletop
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/// <param name="removeGamerComponent">Whether to remove the <see cref="TabletopGamerComponent"/> from the player's attached entity.</param>
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public void CloseSessionFor(IPlayerSession player, EntityUid uid, bool removeGamerComponent = true)
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{
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if (!ComponentManager.TryGetComponent(uid, out TabletopGameComponent? tabletop) || tabletop.Session is not { } session)
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if (!EntityManager.TryGetComponent(uid, out TabletopGameComponent? tabletop) || tabletop.Session is not { } session)
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return;
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if (!session.Players.TryGetValue(player, out var data))
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@@ -36,7 +36,7 @@ namespace Content.Server.Tabletop
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private void OnTabletopActivate(EntityUid uid, TabletopGameComponent component, ActivateInWorldEvent args)
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{
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// Check that a player is attached to the entity.
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if (!ComponentManager.TryGetComponent(args.User.Uid, out ActorComponent? actor))
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if (!EntityManager.TryGetComponent(args.User.Uid, out ActorComponent? actor))
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return;
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// Check that the entity can interact with the game board.
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@@ -62,7 +62,7 @@ namespace Content.Server.Tabletop
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private void OnGamerShutdown(EntityUid uid, TabletopGamerComponent component, ComponentShutdown args)
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{
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if (!ComponentManager.TryGetComponent(uid, out ActorComponent? actor))
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if (!EntityManager.TryGetComponent(uid, out ActorComponent? actor))
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return;
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if(component.Tabletop.IsValid())
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@@ -73,7 +73,7 @@ namespace Content.Server.Tabletop
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{
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base.Update(frameTime);
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foreach (var gamer in ComponentManager.EntityQuery<TabletopGamerComponent>(true))
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foreach (var gamer in EntityManager.EntityQuery<TabletopGamerComponent>(true))
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{
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if (!EntityManager.TryGetEntity(gamer.Tabletop, out var table))
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continue;
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