removes componentdependencies (#6160)
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@@ -58,9 +58,6 @@ namespace Content.Server.Singularity.Components
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}
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}
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[ComponentDependency] private readonly PhysicsComponent? _collidableComponent = default;
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[ComponentDependency] private readonly PointLightComponent? _pointLightComponent = default;
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private Tuple<Direction, ContainmentFieldConnection>? _connection1;
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private Tuple<Direction, ContainmentFieldConnection>? _connection2;
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@@ -69,7 +66,7 @@ namespace Content.Server.Singularity.Components
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public void OnAnchoredChanged()
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{
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if(_collidableComponent?.BodyType != BodyType.Static)
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if(_entMan.TryGetComponent<PhysicsComponent>(Owner, out var physicsComponent) && physicsComponent.BodyType != BodyType.Static)
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{
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_connection1?.Item2.Dispose();
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_connection2?.Item2.Dispose();
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@@ -91,7 +88,7 @@ namespace Content.Server.Singularity.Components
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private bool TryGenerateFieldConnection([NotNullWhen(true)] ref Tuple<Direction, ContainmentFieldConnection>? propertyFieldTuple)
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{
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if (propertyFieldTuple != null) return false;
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if(_collidableComponent?.BodyType != BodyType.Static) return false;
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if(_entMan.TryGetComponent<PhysicsComponent>(Owner, out var physicsComponent) && physicsComponent.BodyType != BodyType.Static) return false;
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foreach (var direction in new[] {Direction.North, Direction.East, Direction.South, Direction.West})
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{
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@@ -166,10 +163,10 @@ namespace Content.Server.Singularity.Components
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public void UpdateConnectionLights()
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{
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if (_pointLightComponent != null)
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if (_entMan.TryGetComponent<PointLightComponent>(Owner, out var pointLightComponent))
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{
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bool hasAnyConnection = (_connection1 != null) || (_connection2 != null);
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_pointLightComponent.Enabled = hasAnyConnection;
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pointLightComponent.Enabled = hasAnyConnection;
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}
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}
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@@ -13,10 +13,6 @@ namespace Content.Server.Singularity.Components
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[RegisterComponent]
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public class EmitterComponent : Component
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{
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[ComponentDependency] public readonly AppearanceComponent? Appearance = default;
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[ComponentDependency] public readonly AccessReaderComponent? AccessReader = default;
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[ComponentDependency] public readonly PowerConsumerComponent? PowerConsumer = default;
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public override string Name => "Emitter";
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public CancellationTokenSource? TimerCancel;
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@@ -16,6 +16,7 @@ namespace Content.Server.Singularity.Components
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public class RadiationCollectorComponent : Component, IInteractHand, IRadiationAct
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IEntityManager _entMan = default!;
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public override string Name => "RadiationCollector";
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private bool _enabled;
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@@ -32,8 +33,6 @@ namespace Content.Server.Singularity.Components
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}
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}
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[ComponentDependency] private readonly BatteryComponent? _batteryComponent = default!;
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bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
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{
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var curTime = _gameTiming.CurTime;
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@@ -66,9 +65,9 @@ namespace Content.Server.Singularity.Components
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// But the previous logic would also make the radiation collectors never ever stop providing energy.
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// And since frameTime was used there, I'm assuming that this is what the intent was.
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// This still won't stop things being potentially hilarously unbalanced though.
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if (_batteryComponent != null)
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if (_entMan.TryGetComponent<BatteryComponent>(Owner, out var batteryComponent))
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{
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_batteryComponent!.CurrentCharge += frameTime * radiation.RadsPerSecond * 3000f;
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batteryComponent.CurrentCharge += frameTime * radiation.RadsPerSecond * 3000f;
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}
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}
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