Merge pull request #865 from Zumorica/2020-04-28-tool-component
Tool refactor, multi tools
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@@ -1,8 +1,10 @@
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using System;
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using System.Linq;
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using Content.Server.GameObjects.Components.Interactable;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.Components.Timing;
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using Content.Server.Interfaces.GameObjects;
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using Content.Shared.GameObjects.Components.Interactable;
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using Content.Server.Utility;
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using Content.Shared.GameObjects.Components.Inventory;
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using Content.Shared.Input;
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@@ -1,22 +1,32 @@
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using Content.Server.GameObjects.Components.Interactable.Tools;
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using Robust.Shared.GameObjects;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.GameObjects.Components.Interactable;
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using Robust.Shared.GameObjects.Systems;
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namespace Content.Server.GameObjects.EntitySystems
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{
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class WelderSystem : EntitySystem
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/// <summary>
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/// Despite the name, it's only really used for the welder logic in tools. Go figure.
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/// </summary>
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public class WelderSystem : EntitySystem
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{
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public override void Initialize()
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private readonly HashSet<WelderComponent> _activeWelders = new HashSet<WelderComponent>();
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public bool Subscribe(WelderComponent welder)
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{
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EntityQuery = new TypeEntityQuery(typeof(WelderComponent));
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return _activeWelders.Add(welder);
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}
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public bool Unsubscribe(WelderComponent welder)
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{
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return _activeWelders.Remove(welder);
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}
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public override void Update(float frameTime)
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{
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foreach (var entity in RelevantEntities)
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foreach (var tool in _activeWelders.ToArray())
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{
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var comp = entity.GetComponent<WelderComponent>();
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comp.OnUpdate(frameTime);
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tool.OnUpdate(frameTime);
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}
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}
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}
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