Refactor actions to be entities with components (#19900)

This commit is contained in:
DrSmugleaf
2023-09-08 18:16:05 -07:00
committed by GitHub
parent e18f731b91
commit c71f97e3a2
210 changed files with 10693 additions and 11714 deletions

View File

@@ -2,9 +2,9 @@ using Content.Server.Actions;
using Content.Server.Bed.Components;
using Content.Server.Bed.Sleep;
using Content.Server.Body.Systems;
using Content.Server.Construction;
using Content.Server.Power.Components;
using Content.Server.Power.EntitySystems;
using Content.Shared.Actions.ActionTypes;
using Content.Shared.Bed;
using Content.Shared.Bed.Sleep;
using Content.Shared.Body.Components;
@@ -12,9 +12,7 @@ using Content.Shared.Buckle.Components;
using Content.Shared.Damage;
using Content.Shared.Emag.Components;
using Content.Shared.Emag.Systems;
using Content.Server.Construction;
using Content.Shared.Mobs.Systems;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
namespace Content.Server.Bed
@@ -23,7 +21,6 @@ namespace Content.Server.Bed
{
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
[Dependency] private readonly ActionsSystem _actionsSystem = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly SleepingSystem _sleepingSystem = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
@@ -42,18 +39,17 @@ namespace Content.Server.Bed
private void ManageUpdateList(EntityUid uid, HealOnBuckleComponent component, ref BuckleChangeEvent args)
{
_prototypeManager.TryIndex<InstantActionPrototype>("Sleep", out var sleepAction);
if (args.Buckling)
{
AddComp<HealOnBuckleHealingComponent>(uid);
component.NextHealTime = _timing.CurTime + TimeSpan.FromSeconds(component.HealTime);
if (sleepAction != null)
_actionsSystem.AddAction(args.BuckledEntity, new InstantAction(sleepAction), null);
component.SleepAction = Spawn(SleepingSystem.SleepActionId);
_actionsSystem.AddAction(args.BuckledEntity, component.SleepAction.Value, null);
return;
}
if (sleepAction != null)
_actionsSystem.RemoveAction(args.BuckledEntity, sleepAction);
if (component.SleepAction != null)
_actionsSystem.RemoveAction(args.BuckledEntity, component.SleepAction.Value);
_sleepingSystem.TryWaking(args.BuckledEntity);
RemComp<HealOnBuckleHealingComponent>(uid);