Replace IEntityManager resolves in systems for cached EntityManager

This commit is contained in:
Vera Aguilera Puerto
2021-12-08 13:00:43 +01:00
parent 2699540526
commit c8b65be747
98 changed files with 338 additions and 338 deletions

View File

@@ -77,8 +77,8 @@ namespace Content.Server.Weapon.Melee
if (curTime < comp.CooldownEnd || !args.Target.IsValid())
return;
var location = IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(args.User).Coordinates;
var diff = args.ClickLocation.ToMapPos(IoCManager.Resolve<IEntityManager>()) - location.ToMapPos(IoCManager.Resolve<IEntityManager>());
var location = EntityManager.GetComponent<TransformComponent>(args.User).Coordinates;
var diff = args.ClickLocation.ToMapPos(EntityManager) - location.ToMapPos(EntityManager);
var angle = Angle.FromWorldVec(diff);
if (args.Target is {Valid: true} target)
@@ -132,12 +132,12 @@ namespace Content.Server.Weapon.Melee
return;
}
var location = IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(args.User).Coordinates;
var diff = args.ClickLocation.ToMapPos(IoCManager.Resolve<IEntityManager>()) - location.ToMapPos(IoCManager.Resolve<IEntityManager>());
var location = EntityManager.GetComponent<TransformComponent>(args.User).Coordinates;
var diff = args.ClickLocation.ToMapPos(EntityManager) - location.ToMapPos(EntityManager);
var angle = Angle.FromWorldVec(diff);
// This should really be improved. GetEntitiesInArc uses pos instead of bounding boxes.
var entities = ArcRayCast(IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(args.User).WorldPosition, angle, comp.ArcWidth, comp.Range, IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(owner).MapID, args.User);
var entities = ArcRayCast(EntityManager.GetComponent<TransformComponent>(args.User).WorldPosition, angle, comp.ArcWidth, comp.Range, EntityManager.GetComponent<TransformComponent>(owner).MapID, args.User);
var hitEntities = new List<EntityUid>();
foreach (var entity in entities)
@@ -160,11 +160,11 @@ namespace Content.Server.Weapon.Melee
{
if (entities.Count != 0)
{
SoundSystem.Play(Filter.Pvs(owner), comp.HitSound.GetSound(), IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(entities.First()).Coordinates);
SoundSystem.Play(Filter.Pvs(owner), comp.HitSound.GetSound(), EntityManager.GetComponent<TransformComponent>(entities.First()).Coordinates);
}
else
{
SoundSystem.Play(Filter.Pvs(owner), comp.MissSound.GetSound(), IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(args.User).Coordinates);
SoundSystem.Play(Filter.Pvs(owner), comp.MissSound.GetSound(), EntityManager.GetComponent<TransformComponent>(args.User).Coordinates);
}
foreach (var entity in hitEntities)
@@ -211,8 +211,8 @@ namespace Content.Server.Weapon.Melee
if (!args.Target.HasValue)
return;
var location = IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(args.User).Coordinates;
var diff = args.ClickLocation.ToMapPos(IoCManager.Resolve<IEntityManager>()) - location.ToMapPos(IoCManager.Resolve<IEntityManager>());
var location = EntityManager.GetComponent<TransformComponent>(args.User).Coordinates;
var diff = args.ClickLocation.ToMapPos(EntityManager) - location.ToMapPos(EntityManager);
var angle = Angle.FromWorldVec(diff);
var hitEvent = new MeleeInteractEvent(args.Target.Value, args.User);
@@ -260,10 +260,10 @@ namespace Content.Server.Weapon.Melee
var hitBloodstreams = new List<BloodstreamComponent>();
foreach (var entity in args.HitEntities)
{
if ((!IoCManager.Resolve<IEntityManager>().EntityExists(entity) ? EntityLifeStage.Deleted : IoCManager.Resolve<IEntityManager>().GetComponent<MetaDataComponent>(entity).EntityLifeStage) >= EntityLifeStage.Deleted)
if ((!EntityManager.EntityExists(entity) ? EntityLifeStage.Deleted : EntityManager.GetComponent<MetaDataComponent>(entity).EntityLifeStage) >= EntityLifeStage.Deleted)
continue;
if (IoCManager.Resolve<IEntityManager>().TryGetComponent<BloodstreamComponent?>(entity, out var bloodstream))
if (EntityManager.TryGetComponent<BloodstreamComponent?>(entity, out var bloodstream))
hitBloodstreams.Add(bloodstream);
}