Inline TryGetComponent completely, for real
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@@ -129,7 +129,7 @@ namespace Content.Server.AI.Steering
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/// <exception cref="InvalidOperationException"></exception>
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public void Unregister(IEntity entity)
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{
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if (entity.TryGetComponent(out AiControllerComponent? controller))
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent(entity.Uid, out AiControllerComponent? controller))
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{
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controller.VelocityDir = Vector2.Zero;
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}
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@@ -249,7 +249,7 @@ namespace Content.Server.AI.Steering
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{
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// Main optimisation to be done below is the redundant calls and adding more variables
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if ((!IoCManager.Resolve<IEntityManager>().EntityExists(entity.Uid) ? EntityLifeStage.Deleted : IoCManager.Resolve<IEntityManager>().GetComponent<MetaDataComponent>(entity.Uid).EntityLifeStage) >= EntityLifeStage.Deleted ||
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!entity.TryGetComponent(out AiControllerComponent? controller) ||
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!IoCManager.Resolve<IEntityManager>().TryGetComponent(entity.Uid, out AiControllerComponent? controller) ||
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!EntitySystem.Get<ActionBlockerSystem>().CanMove(entity.Uid) ||
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!entity.Transform.GridID.IsValid())
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{
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@@ -420,7 +420,7 @@ namespace Content.Server.AI.Steering
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var startTile = gridManager.GetTileRef(entity.Transform.Coordinates);
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var endTile = gridManager.GetTileRef(steeringRequest.TargetGrid);
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var collisionMask = 0;
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if (entity.TryGetComponent(out IPhysBody? physics))
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent(entity.Uid, out IPhysBody? physics))
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{
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collisionMask = physics.CollisionMask;
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}
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@@ -606,7 +606,7 @@ namespace Content.Server.AI.Steering
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return Vector2.Zero;
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}
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if (target.TryGetComponent(out IPhysBody? physics))
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent(target.Uid, out IPhysBody? physics))
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{
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var targetDistance = (targetPos.Position - entityPos.Position);
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targetPos = targetPos.Offset(physics.LinearVelocity * targetDistance);
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@@ -624,7 +624,7 @@ namespace Content.Server.AI.Steering
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/// <returns></returns>
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private Vector2 CollisionAvoidance(IEntity entity, Vector2 direction, ICollection<IEntity> ignoredTargets)
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{
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if (direction == Vector2.Zero || !entity.TryGetComponent(out IPhysBody? physics))
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if (direction == Vector2.Zero || !IoCManager.Resolve<IEntityManager>().TryGetComponent(entity.Uid, out IPhysBody? physics))
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{
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return Vector2.Zero;
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}
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@@ -665,7 +665,7 @@ namespace Content.Server.AI.Steering
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// if we're moving in the same direction then ignore
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// So if 2 entities are moving towards each other and both detect a collision they'll both move in the same direction
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// i.e. towards the right
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if (physicsEntity.TryGetComponent(out IPhysBody? otherPhysics) &&
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent(physicsEntity.Uid, out IPhysBody? otherPhysics) &&
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Vector2.Dot(otherPhysics.LinearVelocity, direction) > 0)
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{
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continue;
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