removes componentdependencies (#6160)

This commit is contained in:
Paul Ritter
2022-01-15 03:26:37 +01:00
committed by GitHub
parent 46405ec165
commit 9e1607722d
33 changed files with 257 additions and 274 deletions

View File

@@ -16,6 +16,7 @@ namespace Content.Server.Singularity.Components
public class RadiationCollectorComponent : Component, IInteractHand, IRadiationAct
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IEntityManager _entMan = default!;
public override string Name => "RadiationCollector";
private bool _enabled;
@@ -32,8 +33,6 @@ namespace Content.Server.Singularity.Components
}
}
[ComponentDependency] private readonly BatteryComponent? _batteryComponent = default!;
bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
{
var curTime = _gameTiming.CurTime;
@@ -66,9 +65,9 @@ namespace Content.Server.Singularity.Components
// But the previous logic would also make the radiation collectors never ever stop providing energy.
// And since frameTime was used there, I'm assuming that this is what the intent was.
// This still won't stop things being potentially hilarously unbalanced though.
if (_batteryComponent != null)
if (_entMan.TryGetComponent<BatteryComponent>(Owner, out var batteryComponent))
{
_batteryComponent!.CurrentCharge += frameTime * radiation.RadsPerSecond * 3000f;
batteryComponent.CurrentCharge += frameTime * radiation.RadsPerSecond * 3000f;
}
}