Remove combat mode component reference (#15206)
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@@ -1,6 +1,6 @@
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using Content.Server.CombatMode;
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using Content.Server.NPC.Components;
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using Content.Server.NPC.Events;
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using Content.Shared.CombatMode;
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using Content.Shared.NPC;
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using Content.Shared.Weapons.Melee;
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using Robust.Shared.Map;
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@@ -69,7 +69,7 @@ public sealed partial class NPCCombatSystem
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{
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if (TryComp<CombatModeComponent>(uid, out var combatMode))
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{
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combatMode.IsInCombatMode = false;
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_combat.SetInCombatMode(uid, false, combatMode);
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}
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_steering.Unregister(component.Owner);
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@@ -79,7 +79,7 @@ public sealed partial class NPCCombatSystem
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{
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if (TryComp<CombatModeComponent>(uid, out var combatMode))
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{
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combatMode.IsInCombatMode = true;
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_combat.SetInCombatMode(uid, true, combatMode);
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}
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// TODO: Cleanup later, just looking for parity for now.
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@@ -8,6 +8,7 @@ namespace Content.Server.NPC.Systems;
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public sealed partial class NPCCombatSystem
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{
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[Dependency] private readonly SharedCombatModeSystem _combat = default!;
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[Dependency] private readonly RotateToFaceSystem _rotate = default!;
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// TODO: Don't predict for hitscan
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@@ -26,9 +27,9 @@ public sealed partial class NPCCombatSystem
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private void OnRangedStartup(EntityUid uid, NPCRangedCombatComponent component, ComponentStartup args)
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{
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if (TryComp<SharedCombatModeComponent>(uid, out var combat))
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if (TryComp<CombatModeComponent>(uid, out var combat))
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{
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combat.IsInCombatMode = true;
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_combat.SetInCombatMode(uid, true, combat);
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}
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else
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{
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@@ -38,9 +39,9 @@ public sealed partial class NPCCombatSystem
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private void OnRangedShutdown(EntityUid uid, NPCRangedCombatComponent component, ComponentShutdown args)
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{
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if (TryComp<SharedCombatModeComponent>(uid, out var combat))
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if (TryComp<CombatModeComponent>(uid, out var combat))
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{
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combat.IsInCombatMode = false;
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_combat.SetInCombatMode(uid, false, combat);
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}
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}
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@@ -48,7 +49,7 @@ public sealed partial class NPCCombatSystem
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{
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var bodyQuery = GetEntityQuery<PhysicsComponent>();
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var xformQuery = GetEntityQuery<TransformComponent>();
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var combatQuery = GetEntityQuery<SharedCombatModeComponent>();
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var combatQuery = GetEntityQuery<CombatModeComponent>();
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var query = EntityQueryEnumerator<NPCRangedCombatComponent, TransformComponent>();
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while (query.MoveNext(out var uid, out var comp, out var xform))
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@@ -73,7 +74,7 @@ public sealed partial class NPCCombatSystem
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if (combatQuery.TryGetComponent(uid, out var combatMode))
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{
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combatMode.IsInCombatMode = true;
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_combat.SetInCombatMode(uid, true, combatMode);
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}
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if (!_gun.TryGetGun(uid, out var gunUid, out var gun))
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@@ -1,7 +1,7 @@
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using Content.Server.CombatMode;
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using Content.Server.Destructible;
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using Content.Server.NPC.Components;
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using Content.Server.NPC.Pathfinding;
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using Content.Shared.CombatMode;
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using Content.Shared.Doors.Components;
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using Content.Shared.NPC;
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using Robust.Shared.Physics;
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@@ -115,7 +115,7 @@ public sealed partial class NPCSteeringSystem
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{
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if (_melee.TryGetWeapon(uid, out var meleeUid, out var meleeWeapon) && meleeWeapon.NextAttack <= _timing.CurTime && TryComp<CombatModeComponent>(uid, out var combatMode))
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{
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combatMode.IsInCombatMode = true;
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_combat.SetInCombatMode(uid, true, combatMode);
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var destructibleQuery = GetEntityQuery<DestructibleComponent>();
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// TODO: This is a hack around grilles and windows.
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@@ -131,7 +131,7 @@ public sealed partial class NPCSteeringSystem
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}
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}
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combatMode.IsInCombatMode = false;
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_combat.SetInCombatMode(uid, false, combatMode);
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if (obstacleEnts.Count == 0)
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return SteeringObstacleStatus.Completed;
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@@ -7,6 +7,7 @@ using Content.Server.NPC.Components;
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using Content.Server.NPC.Events;
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using Content.Server.NPC.Pathfinding;
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using Content.Shared.CCVar;
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using Content.Shared.CombatMode;
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using Content.Shared.Interaction;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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@@ -55,6 +56,7 @@ namespace Content.Server.NPC.Systems
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[Dependency] private readonly SharedMoverController _mover = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly SharedCombatModeSystem _combat = default!;
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/// <summary>
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/// Enabled antistuck detection so if an NPC is in the same spot for a while it will re-path.
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