StackSystem uses EntityUid for Split and Spawn
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@@ -30,10 +30,10 @@ namespace Content.Server.Construction
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return;
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// If the used entity doesn't have a tool, return early.
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if (!EntityManager.TryGetComponent(args.Used.Uid, out ToolComponent? usedTool))
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if (!EntityManager.TryGetComponent(args.UsedUid, out ToolComponent? usedTool))
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return;
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args.Handled = await TryToggleAnchor(uid, args.User.Uid, args.Used.Uid, anchorable, usingTool:usedTool);
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args.Handled = await TryToggleAnchor(uid, args.UserUid, args.UsedUid, anchorable, usingTool:usedTool);
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}
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/// <summary>
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@@ -91,7 +91,7 @@ namespace Content.Server.Construction.Components
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if (stack == null)
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throw new Exception($"Couldn't spawn stack of type {stackType}!");
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if (!partContainer.Insert(stack))
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if (!partContainer.Insert(Owner.EntityManager.GetEntity(stack)))
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throw new Exception($"Couldn't insert machine material of type {stackType} to machine with prototype {Owner.Prototype?.ID ?? "N/A"}");
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}
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@@ -319,7 +319,7 @@ namespace Content.Server.Construction.Components
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if (splitStack == null)
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return false;
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if(!_partContainer.Insert(splitStack))
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if(!_partContainer.Insert(Owner.EntityManager.GetEntity(splitStack.Value)))
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return false;
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_materialProgress[type] += needed;
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@@ -171,10 +171,10 @@ namespace Content.Server.Construction
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if (string.IsNullOrEmpty(materialStep.Store))
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{
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if (!container.Insert(splitStack))
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if (!container.Insert(EntityManager.GetEntity(splitStack.Value)))
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continue;
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}
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else if (!GetContainer(materialStep.Store).Insert(splitStack))
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else if (!GetContainer(materialStep.Store).Insert(EntityManager.GetEntity(splitStack.Value)))
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continue;
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handled = true;
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@@ -186,7 +186,7 @@ namespace Content.Server.Construction
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case ArbitraryInsertConstructionGraphStep arbitraryStep:
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foreach (var entity in EnumerateNearby(user))
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{
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if (!arbitraryStep.EntityValid(entity))
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if (!arbitraryStep.EntityValid(entity.Uid, EntityManager))
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continue;
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if (string.IsNullOrEmpty(arbitraryStep.Store))
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@@ -430,7 +430,7 @@ namespace Content.Server.Construction
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switch (step)
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{
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case EntityInsertConstructionGraphStep entityInsert:
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if (entityInsert.EntityValid(holding))
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if (entityInsert.EntityValid(holding.Uid, EntityManager))
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valid = true;
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break;
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case ToolConstructionGraphStep _:
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@@ -273,11 +273,11 @@ namespace Content.Server.Construction
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if (doAfterState == DoAfterState.Cancelled)
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return HandleResult.False;
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var insert = interactUsing.Used;
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var insert = interactUsing.UsedUid;
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// Since many things inherit this step, we delegate the "is this entity valid?" logic to them.
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// While this is very OOP and I find it icky, I must admit that it simplifies the code here a lot.
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if(!insertStep.EntityValid(insert))
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if(!insertStep.EntityValid(insert, EntityManager))
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return HandleResult.False;
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// If we're only testing whether this step would be handled by the given event, then we're done.
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@@ -312,7 +312,7 @@ namespace Content.Server.Construction
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// we split the stack in two and insert the split stack.
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if (insertStep is MaterialConstructionGraphStep materialInsertStep)
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{
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if (_stackSystem.Split(insert.Uid, materialInsertStep.Amount, interactUsing.User.Transform.Coordinates) is not { } stack)
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if (_stackSystem.Split(insert, materialInsertStep.Amount, EntityManager.GetComponent<TransformComponent>(interactUsing.UserUid).Coordinates) is not {} stack)
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return HandleResult.False;
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insert = stack;
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@@ -330,12 +330,12 @@ namespace Content.Server.Construction
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// The container doesn't necessarily need to exist, so we ensure it.
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_containerSystem.EnsureContainer<Container>(uid, store)
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.Insert(insert);
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.Insert(EntityManager.GetEntity(insert));
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}
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else
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{
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// If we don't store the item in a container on the entity, we just delete it right away.
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insert.Delete();
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EntityManager.DeleteEntity(insert);
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}
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// Step has been handled correctly, so we signal this.
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