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

@@ -2,7 +2,6 @@
using Content.Shared.Conveyor;
using Content.Shared.Gravity;
using Content.Shared.Movement.Systems;
using Robust.Shared.GameStates;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
@@ -26,8 +25,6 @@ public abstract class SharedConveyorController : VirtualController
public override void Initialize()
{
UpdatesAfter.Add(typeof(SharedMoverController));
SubscribeLocalEvent<ConveyorComponent, ComponentGetState>(OnConveyorGetState);
SubscribeLocalEvent<ConveyorComponent, ComponentHandleState>(OnConveyorHandleState);
SubscribeLocalEvent<ConveyorComponent, StartCollideEvent>(OnConveyorStartCollide);
SubscribeLocalEvent<ConveyorComponent, EndCollideEvent>(OnConveyorEndCollide);
@@ -35,22 +32,6 @@ public abstract class SharedConveyorController : VirtualController
base.Initialize();
}
private void OnConveyorGetState(EntityUid uid, ConveyorComponent component, ref ComponentGetState args)
{
args.State = new ConveyorComponentState(component.Angle, component.Speed, component.State, component.Powered);
}
private void OnConveyorHandleState(EntityUid uid, ConveyorComponent component, ref ComponentHandleState args)
{
if (args.Current is not ConveyorComponentState state)
return;
component.Powered = state.Powered;
component.Angle = state.Angle;
component.Speed = state.Speed;
component.State = state.State;
}
private void OnConveyorStartCollide(EntityUid uid, ConveyorComponent component, ref StartCollideEvent args)
{
var otherUid = args.OtherEntity;

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@@ -1,24 +1,14 @@
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Physics;
/// <summary>
/// Use this to allow a specific UID to prevent collides
/// </summary>
[RegisterComponent, NetworkedComponent]
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class PreventCollideComponent : Component
{
[AutoNetworkedField]
public EntityUid Uid;
}
[Serializable, NetSerializable]
public sealed class PreventCollideComponentState : ComponentState
{
public NetEntity Uid;
public PreventCollideComponentState(NetEntity netEntity)
{
Uid = netEntity;
}
}

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@@ -1,6 +1,4 @@
using Robust.Shared.GameStates;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Physics.Events;
using Robust.Shared.Physics.Events;
namespace Content.Shared.Physics;
@@ -10,24 +8,9 @@ public sealed class SharedPreventCollideSystem : EntitySystem
{
base.Initialize();
SubscribeLocalEvent<PreventCollideComponent, ComponentGetState>(OnGetState);
SubscribeLocalEvent<PreventCollideComponent, ComponentHandleState>(OnHandleState);
SubscribeLocalEvent<PreventCollideComponent, PreventCollideEvent>(OnPreventCollide);
}
private void OnGetState(EntityUid uid, PreventCollideComponent component, ref ComponentGetState args)
{
args.State = new PreventCollideComponentState(GetNetEntity(component.Uid));
}
private void OnHandleState(EntityUid uid, PreventCollideComponent component, ref ComponentHandleState args)
{
if (args.Current is not PreventCollideComponentState state)
return;
component.Uid = EnsureEntity<PreventCollideComponent>(state.Uid, uid);
}
private void OnPreventCollide(EntityUid uid, PreventCollideComponent component, ref PreventCollideEvent args)
{
if (component.Uid == args.OtherEntity)