Update trivial components to use auto comp states (#20539)

This commit is contained in:
DrSmugleaf
2023-09-28 16:20:29 -07:00
committed by GitHub
parent 14cfe44ece
commit a44fa86b68
158 changed files with 806 additions and 2866 deletions

View File

@@ -1,5 +1,4 @@
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Interaction.Components;
@@ -10,27 +9,13 @@ namespace Content.Shared.Interaction.Components;
///
/// Note that extreme caution should be taken when using this, as this will probably bypass many normal can-interact checks.
/// </summary>
[RegisterComponent, NetworkedComponent]
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(SharedInteractionSystem))]
public sealed partial class InteractionRelayComponent : Component
{
/// <summary>
/// The entity the interactions are being relayed to.
/// </summary>
[ViewVariables]
[ViewVariables, AutoNetworkedField]
public EntityUid? RelayEntity;
}
/// <summary>
/// Contains network state for <see cref="InteractionRelayComponent"/>
/// </summary>
[Serializable, NetSerializable]
public sealed class InteractionRelayComponentState : ComponentState
{
public NetEntity? RelayEntity;
public InteractionRelayComponentState(NetEntity? relayEntity)
{
RelayEntity = relayEntity;
}
}

View File

@@ -1,35 +1,15 @@
using Content.Shared.Interaction.Components;
using Robust.Shared.GameStates;
namespace Content.Shared.Interaction;
public abstract partial class SharedInteractionSystem
{
public void InitializeRelay()
{
SubscribeLocalEvent<InteractionRelayComponent, ComponentGetState>(OnGetState);
SubscribeLocalEvent<InteractionRelayComponent, ComponentHandleState>(OnHandleState);
}
private void OnGetState(EntityUid uid, InteractionRelayComponent component, ref ComponentGetState args)
{
args.State = new InteractionRelayComponentState(GetNetEntity(component.RelayEntity));
}
private void OnHandleState(EntityUid uid, InteractionRelayComponent component, ref ComponentHandleState args)
{
if (args.Current is not InteractionRelayComponentState state)
return;
component.RelayEntity = EnsureEntity<InteractionRelayComponent>(state.RelayEntity, uid);
}
public void SetRelay(EntityUid uid, EntityUid? relayEntity, InteractionRelayComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
component.RelayEntity = relayEntity;
Dirty(component);
Dirty(uid, component);
}
}

View File

@@ -1,4 +1,3 @@
using System.ComponentModel;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Shared.ActionBlocker;
@@ -7,7 +6,6 @@ using Content.Shared.Administration.Logs;
using Content.Shared.Administration.Managers;
using Content.Shared.CombatMode;
using Content.Shared.Database;
using Content.Shared.Ghost;
using Content.Shared.Hands;
using Content.Shared.Hands.Components;
using Content.Shared.Input;
@@ -28,7 +26,6 @@ using Content.Shared.Verbs;
using Content.Shared.Wall;
using JetBrains.Annotations;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.Input;
using Robust.Shared.Input.Binding;
using Robust.Shared.Map;
@@ -99,7 +96,6 @@ namespace Content.Shared.Interaction
new PointerInputCmdHandler(HandleTryPullObject))
.Register<SharedInteractionSystem>();
InitializeRelay();
InitializeBlocking();
}