Server EntitySystem cleanup (#1617)
* Server EntitySystem cleanup I went after low-hanging fruit systems. * Add / change to internal access modifiers to systems * Use EntityQuery to get components instead * Add sealed modifier to systems * Remove unused imports * Add jetbrains annotation for unused classes * Removed some pragmas for dependencies This should also fix a decent chunk of the server build warnings, at least the ones that matter. * Also disposals * Update Content.Server/GameObjects/EntitySystems/GravitySystem.cs * Fix build Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
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@@ -1,4 +1,3 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.GameObjects.Components.Gravity;
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@@ -6,9 +5,7 @@ using Content.Server.GameObjects.Components.Mobs;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.IoC;
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@@ -19,42 +16,34 @@ using Robust.Shared.Random;
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namespace Content.Server.Interfaces.GameObjects.Components.Interaction
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{
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[UsedImplicitly]
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public class GravitySystem: EntitySystem
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internal sealed class GravitySystem : EntitySystem
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{
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#pragma warning disable 649
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[Dependency] private readonly IMapManager _mapManager;
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[Dependency] private readonly IPlayerManager _playerManager;
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[Dependency] private readonly IRobustRandom _random;
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#pragma warning restore 649
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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private const float GravityKick = 100.0f;
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private const uint ShakeTimes = 10;
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private Dictionary<GridId, uint> _gridsToShake;
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private Dictionary<GridId, uint> _gridsToShake = new Dictionary<GridId, uint>();
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private float internalTimer = 0.0f;
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public override void Initialize()
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{
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EntityQuery = new TypeEntityQuery<GravityGeneratorComponent>();
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_gridsToShake = new Dictionary<GridId, uint>();
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}
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private float _internalTimer = 0.0f;
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public override void Update(float frameTime)
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{
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internalTimer += frameTime;
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_internalTimer += frameTime;
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var gridsWithGravity = new List<GridId>();
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foreach (var entity in RelevantEntities)
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foreach (var generator in ComponentManager.EntityQuery<GravityGeneratorComponent>())
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{
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var generator = entity.GetComponent<GravityGeneratorComponent>();
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if (generator.NeedsUpdate)
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{
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generator.UpdateState();
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}
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if (generator.Status == GravityGeneratorStatus.On)
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{
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gridsWithGravity.Add(entity.Transform.GridID);
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gridsWithGravity.Add(generator.Owner.Transform.GridID);
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}
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}
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@@ -71,10 +60,10 @@ namespace Content.Server.Interfaces.GameObjects.Components.Interaction
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}
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}
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if (internalTimer > 0.2f)
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if (_internalTimer > 0.2f)
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{
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ShakeGrids();
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internalTimer = 0.0f;
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_internalTimer = 0.0f;
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}
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}
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