Replace resolve dependency with attribute in components (#1995)
* Replace resolve dependency with attribute in components * Add changes that went missing in translation
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@@ -12,13 +12,14 @@ namespace Content.Server.GameObjects.Components.Weapon
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[RegisterComponent]
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public sealed class FlashableComponent : SharedFlashableComponent
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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private double _duration;
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private TimeSpan _lastFlash;
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public void Flash(double duration)
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{
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var timing = IoCManager.Resolve<IGameTiming>();
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_lastFlash = timing.CurTime;
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_lastFlash = _gameTiming.CurTime;
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_duration = duration;
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Dirty();
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}
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@@ -26,6 +26,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Melee
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
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[Dependency] private readonly IPhysicsManager _physicsManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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public override string Name => "MeleeWeapon";
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private TimeSpan _lastAttackTime;
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@@ -85,7 +86,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Melee
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void IAttack.Attack(AttackEventArgs eventArgs)
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{
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var curTime = IoCManager.Resolve<IGameTiming>().CurTime;
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var curTime = _gameTiming.CurTime;
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var span = curTime - _lastAttackTime;
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if(span.TotalSeconds < _cooldownTime) {
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return;
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@@ -127,7 +128,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Melee
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sys.SendAnimation(Arc, angle, eventArgs.User, hitEntities);
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}
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_lastAttackTime = IoCManager.Resolve<IGameTiming>().CurTime;
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_lastAttackTime = _gameTiming.CurTime;
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if (Owner.TryGetComponent(out ItemCooldownComponent cooldown))
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{
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@@ -25,6 +25,8 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Ammunition
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[RegisterComponent]
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public class AmmoComponent : Component, IExamine
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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public override string Name => "Ammo";
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public BallisticCaliber Caliber => _caliber;
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private BallisticCaliber _caliber;
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@@ -135,7 +137,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Ammunition
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return;
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}
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var time = IoCManager.Resolve<IGameTiming>().CurTime;
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var time = _gameTiming.CurTime;
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var deathTime = time + TimeSpan.FromMilliseconds(200);
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// Offset the sprite so it actually looks like it's coming from the gun
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var offset = angle.ToVec().Normalized / 2;
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@@ -25,6 +25,8 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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[RegisterComponent]
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public sealed class RevolverBarrelComponent : ServerRangedBarrelComponent
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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public override string Name => "RevolverBarrel";
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public override uint? NetID => ContentNetIDs.REVOLVER_BARREL;
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@@ -176,7 +178,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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/// </summary>
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public void Spin()
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{
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var random = IoCManager.Resolve<IRobustRandom>().Next(_ammoSlots.Length - 1);
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var random = _random.Next(_ammoSlots.Length - 1);
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_currentSlot = random;
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if (_soundSpin != null)
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{
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@@ -32,6 +32,10 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged
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[RegisterComponent]
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public sealed class ServerRangedWeaponComponent : SharedRangedWeaponComponent, IHandSelected
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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private TimeSpan _lastFireTime;
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[ViewVariables(VVAccess.ReadWrite)]
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@@ -102,7 +106,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged
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if (msg.TargetGrid != GridId.Invalid)
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{
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// grid pos
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if (!IoCManager.Resolve<IMapManager>().TryGetGrid(msg.TargetGrid, out var grid))
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if (!_mapManager.TryGetGrid(msg.TargetGrid, out var grid))
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{
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// Client sent us a message with an invalid grid.
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break;
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@@ -147,7 +151,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged
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return;
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}
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var curTime = IoCManager.Resolve<IGameTiming>().CurTime;
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var curTime = _gameTiming.CurTime;
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var span = curTime - _lastFireTime;
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if (span.TotalSeconds < 1 / _barrel.FireRate)
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{
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@@ -158,7 +162,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged
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if (ClumsyCheck &&
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user.HasComponent<ClumsyComponent>() &&
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IoCManager.Resolve<IRobustRandom>().Prob(ClumsyExplodeChance))
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_random.Prob(ClumsyExplodeChance))
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{
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var soundSystem = EntitySystem.Get<AudioSystem>();
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soundSystem.PlayAtCoords("/Audio/Items/bikehorn.ogg",
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