Inline TryGetComponent completely, for real

This commit is contained in:
Vera Aguilera Puerto
2021-12-03 14:17:01 +01:00
parent 2ff4ec65d5
commit 69b270017b
425 changed files with 1143 additions and 995 deletions

View File

@@ -3,6 +3,7 @@ using Content.Server.Singularity.Components;
using Content.Shared.Singularity.Components;
using Content.Shared.Tag;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Physics.Dynamics;
namespace Content.Server.Singularity.EntitySystems
@@ -21,7 +22,7 @@ namespace Content.Server.Singularity.EntitySystems
private void HandleParticleCollide(EntityUid uid, ParticleProjectileComponent component, StartCollideEvent args)
{
if (args.OtherFixture.Body.Owner.TryGetComponent<SingularityGeneratorComponent>(out var singularityGeneratorComponent))
if (IoCManager.Resolve<IEntityManager>().TryGetComponent<SingularityGeneratorComponent?>(args.OtherFixture.Body.Owner.Uid, out var singularityGeneratorComponent))
{
singularityGeneratorComponent.Power += component.State switch
{

View File

@@ -44,7 +44,7 @@ namespace Content.Server.Singularity.EntitySystems
return;
}
if (component.Owner.TryGetComponent(out PhysicsComponent? phys) && phys.BodyType == BodyType.Static)
if (IoCManager.Resolve<IEntityManager>().TryGetComponent(component.Owner.Uid, out PhysicsComponent? phys) && phys.BodyType == BodyType.Static)
{
if (!component.IsOn)
{
@@ -168,7 +168,7 @@ namespace Content.Server.Singularity.EntitySystems
{
var projectile = IoCManager.Resolve<IEntityManager>().SpawnEntity(component.BoltType, component.Owner.Transform.Coordinates);
if (!projectile.TryGetComponent<PhysicsComponent>(out var physicsComponent))
if (!IoCManager.Resolve<IEntityManager>().TryGetComponent<PhysicsComponent?>(projectile.Uid, out var physicsComponent))
{
Logger.Error("Emitter tried firing a bolt, but it was spawned without a PhysicsComponent");
return;
@@ -176,7 +176,7 @@ namespace Content.Server.Singularity.EntitySystems
physicsComponent.BodyStatus = BodyStatus.InAir;
if (!projectile.TryGetComponent<ProjectileComponent>(out var projectileComponent))
if (!IoCManager.Resolve<IEntityManager>().TryGetComponent<ProjectileComponent?>(projectile.Uid, out var projectileComponent))
{
Logger.Error("Emitter tried firing a bolt, but it was spawned without a ProjectileComponent");
return;

View File

@@ -114,7 +114,7 @@ namespace Content.Server.Singularity.EntitySystems
if (CanDestroy(component, entity)) return;
// Singularity priority management / etc.
if (entity.TryGetComponent<ServerSingularityComponent>(out var otherSingulo))
if (IoCManager.Resolve<IEntityManager>().TryGetComponent<ServerSingularityComponent?>(entity.Uid, out var otherSingulo))
{
// MERGE
if (!otherSingulo.BeingDeletedByAnotherSingularity)
@@ -127,7 +127,7 @@ namespace Content.Server.Singularity.EntitySystems
IoCManager.Resolve<IEntityManager>().QueueDeleteEntity(entity.Uid);
if (entity.TryGetComponent<SinguloFoodComponent>(out var singuloFood))
if (IoCManager.Resolve<IEntityManager>().TryGetComponent<SinguloFoodComponent?>(entity.Uid, out var singuloFood))
component.Energy += singuloFood.Energy;
else
component.Energy++;
@@ -166,7 +166,7 @@ namespace Content.Server.Singularity.EntitySystems
{
// I tried having it so level 6 can de-anchor. BAD IDEA, MASSIVE LAG.
if (entity == component.Owner ||
!entity.TryGetComponent<PhysicsComponent>(out var collidableComponent) ||
!IoCManager.Resolve<IEntityManager>().TryGetComponent<PhysicsComponent?>(entity.Uid, out var collidableComponent) ||
collidableComponent.BodyType == BodyType.Static) continue;
if (!CanPull(entity)) continue;