Remove 700 usages of Component.Owner (#21100)

This commit is contained in:
DrSmugleaf
2023-10-19 12:34:31 -07:00
committed by GitHub
parent 5825ffb95c
commit f560f88eb5
261 changed files with 2291 additions and 2036 deletions

View File

@@ -1,5 +1,5 @@
using Content.Server.Electrocution;
using Content.Server.Emp;
using Content.Server.Emp;
using Content.Server.Lightning;
using Content.Server.Power.Components;
using Content.Shared.Anomaly.Components;
@@ -31,9 +31,8 @@ public sealed class ElectricityAnomalySystem : EntitySystem
{
var range = component.MaxElectrocuteRange * args.Stability;
var xform = Transform(uid);
foreach (var comp in _lookup.GetComponentsInRange<MobStateComponent>(xform.MapPosition, range))
foreach (var (ent, comp) in _lookup.GetEntitiesInRange<MobStateComponent>(xform.MapPosition, range))
{
var ent = comp.Owner;
_lightning.ShootLightning(uid, ent);
}
}
@@ -66,14 +65,13 @@ public sealed class ElectricityAnomalySystem : EntitySystem
{
base.Update(frameTime);
foreach (var (elec, anom, xform) in EntityQuery<ElectricityAnomalyComponent, AnomalyComponent, TransformComponent>())
var query = EntityQueryEnumerator<ElectricityAnomalyComponent, AnomalyComponent, TransformComponent>();
while (query.MoveNext(out var uid, out var elec, out var anom, out var xform))
{
if (_timing.CurTime < elec.NextSecond)
continue;
elec.NextSecond = _timing.CurTime + TimeSpan.FromSeconds(1);
var owner = xform.Owner;
if (!_random.Prob(elec.PassiveElectrocutionChance * anom.Stability))
continue;
@@ -81,11 +79,9 @@ public sealed class ElectricityAnomalySystem : EntitySystem
var damage = (int) (elec.MaxElectrocuteDamage * anom.Severity);
var duration = elec.MaxElectrocuteDuration * anom.Severity;
foreach (var comp in _lookup.GetComponentsInRange<StatusEffectsComponent>(xform.MapPosition, range))
foreach (var (ent, comp) in _lookup.GetEntitiesInRange<StatusEffectsComponent>(xform.MapPosition, range))
{
var ent = comp.Owner;
_electrocution.TryDoElectrocution(ent, owner, damage, duration, true, statusEffects: comp, ignoreInsulation: true);
_electrocution.TryDoElectrocution(ent, uid, damage, duration, true, statusEffects: comp, ignoreInsulation: true);
}
}
}