Salvage magnet revamp (#23119)
* Generic offering window * More work * weh * Parity * Progression meter * magnet * rona * PG asteroid work * code red * Asteroid spawnings * clams * a * Marker fixes * More fixes * Workings of biome asteroids * A * Fix this loading code * a * Fix masking * weh * Fixes * Magnet claiming * toe * petogue * magnet * Bunch of fixes * Fix default * Fixes * asteroids * Fix offerings * Localisation and a bunch of fixes * a * Fixes * Preliminary draft * Announcement fixes * Fixes and bump spawn rate * Fix asteroid spawns and UI * More fixes * Expeditions fix * fix * Gravity * Fix announcement rounding * a * Offset tweak * sus * jankass * Fix merge
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@@ -12,6 +12,8 @@ public sealed class ArtifactMagnetTriggerSystem : EntitySystem
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{
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[Dependency] private readonly ArtifactSystem _artifact = default!;
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private readonly List<EntityUid> _toActivate = new();
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/// <inheritdoc/>
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public override void Initialize()
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{
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@@ -25,7 +27,7 @@ public sealed class ArtifactMagnetTriggerSystem : EntitySystem
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if (!EntityQuery<ArtifactMagnetTriggerComponent>().Any())
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return;
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List<EntityUid> toActivate = new();
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_toActivate.Clear();
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//assume that there's more instruments than artifacts
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var query = EntityQueryEnumerator<MagbootsComponent, TransformComponent>();
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@@ -43,21 +45,20 @@ public sealed class ArtifactMagnetTriggerSystem : EntitySystem
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if (distance > trigger.Range)
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continue;
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toActivate.Add(artifactUid);
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_toActivate.Add(artifactUid);
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}
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}
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foreach (var a in toActivate)
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foreach (var a in _toActivate)
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{
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_artifact.TryActivateArtifact(a);
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}
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}
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private void OnMagnetActivated(SalvageMagnetActivatedEvent ev)
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private void OnMagnetActivated(ref SalvageMagnetActivatedEvent ev)
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{
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var magXform = Transform(ev.Magnet);
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var toActivate = new List<EntityUid>();
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var query = EntityQueryEnumerator<ArtifactMagnetTriggerComponent, TransformComponent>();
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while (query.MoveNext(out var uid, out var artifact, out var xform))
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{
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@@ -67,10 +68,10 @@ public sealed class ArtifactMagnetTriggerSystem : EntitySystem
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if (distance > artifact.Range)
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continue;
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toActivate.Add(uid);
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_toActivate.Add(uid);
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}
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foreach (var a in toActivate)
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foreach (var a in _toActivate)
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{
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_artifact.TryActivateArtifact(a);
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}
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