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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@@ -1,27 +1,13 @@
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using Content.Server.GameObjects.Components.Interactable;
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using JetBrains.Annotations;
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using Microsoft.CodeAnalysis.CSharp.Syntax;
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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 System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace Content.Server.GameObjects.EntitySystems
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{
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class RadioSystem : EntitySystem
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internal sealed class RadioSystem : EntitySystem
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{
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private List<string> _messages;
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public override void Initialize()
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{
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base.Initialize();
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EntityQuery = new TypeEntityQuery(typeof(RadioComponent));
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_messages = new List<string>();
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}
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private readonly List<string> _messages = new List<string>();
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public void SpreadMessage(IEntity source, string message)
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{
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@@ -32,10 +18,9 @@ namespace Content.Server.GameObjects.EntitySystems
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_messages.Add(message);
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foreach (var radioEntity in RelevantEntities)
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foreach (var radio in ComponentManager.EntityQuery<RadioComponent>())
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{
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var radio = radioEntity.GetComponent<RadioComponent>();
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if (radioEntity == source || !radio.RadioOn)
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if (radio.Owner == source || !radio.RadioOn)
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{
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continue;
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}
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