Use EntitySystem dependencies in a bunch of systems.

This commit is contained in:
Vera Aguilera Puerto
2021-07-26 12:58:17 +02:00
parent 4e93340fb0
commit 1033d8bbe5
31 changed files with 130 additions and 130 deletions

View File

@@ -39,6 +39,8 @@ namespace Content.Server.Construction
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _robustRandom = default!;
[Dependency] private readonly DoAfterSystem _doAfterSystem = default!;
[Dependency] private readonly StackSystem _stackSystem = default!;
private readonly Dictionary<ICommonSession, HashSet<int>> _beingBuilt = new();
@@ -170,7 +172,7 @@ namespace Content.Server.Construction
if (!materialStep.EntityValid(entity, out var stack))
continue;
var splitStack = Get<StackSystem>().Split(entity.Uid, stack, materialStep.Amount, user.ToCoordinates());
var splitStack = _stackSystem.Split(entity.Uid, stack, materialStep.Amount, user.ToCoordinates());
if (splitStack == null)
continue;
@@ -226,8 +228,6 @@ namespace Content.Server.Construction
return null;
}
var doAfterSystem = Get<DoAfterSystem>();
var doAfterArgs = new DoAfterEventArgs(user, doAfterTime)
{
BreakOnDamage = true,
@@ -237,7 +237,7 @@ namespace Content.Server.Construction
NeedHand = false,
};
if (await doAfterSystem.WaitDoAfter(doAfterArgs) == DoAfterStatus.Cancelled)
if (await _doAfterSystem.WaitDoAfter(doAfterArgs) == DoAfterStatus.Cancelled)
{
FailCleanup();
return null;