Split entity lookups from entity manager (#3747)

* Split entity lookups from entity manager

* IoC instead

* IoC refactor

* Fix bad resolve

* Remove EntityManager EntityLookup

* Update submodule

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
This commit is contained in:
metalgearsloth
2021-04-06 13:31:07 +10:00
committed by GitHub
parent 677706b117
commit 67f9e9cb5e
24 changed files with 50 additions and 44 deletions

View File

@@ -80,7 +80,7 @@ namespace Content.Server.GameObjects.EntitySystems
}
}
foreach (var near in EntityManager.GetEntitiesInRange(user!, 2f, true))
foreach (var near in IoCManager.Resolve<IEntityLookup>().GetEntitiesInRange(user!, 2f, true))
{
yield return near;
}

View File

@@ -2,6 +2,7 @@ using Content.Server.GameObjects.Components.StationEvents;
using Content.Shared.Interfaces.GameObjects.Components;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
namespace Content.Server.GameObjects.EntitySystems.StationEvents
@@ -40,6 +41,8 @@ namespace Content.Server.GameObjects.EntitySystems.StationEvents
{
base.Update(frameTime);
var lookupSystem = IoCManager.Resolve<IEntityLookup>();
foreach (var comp in ComponentManager.EntityQuery<RadiationPulseComponent>(true))
{
comp.Update(frameTime);
@@ -47,7 +50,7 @@ namespace Content.Server.GameObjects.EntitySystems.StationEvents
if (ent.Deleted) continue;
foreach (var entity in EntityManager.GetEntitiesInRange(ent.Transform.Coordinates, comp.Range, true))
foreach (var entity in lookupSystem.GetEntitiesInRange(ent.Transform.Coordinates, comp.Range, true))
{
if (entity.Deleted) continue;