address all reviews
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@@ -24,6 +24,7 @@ namespace Content.Server.GameObjects.Components.Atmos
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[Dependency] private readonly IEntityManager _entityManager = default!;
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private (GridId, MapIndices) _lastPosition;
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private AtmosphereSystem _atmosphereSystem = default!;
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public override string Name => "Airtight";
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@@ -79,6 +80,8 @@ namespace Content.Server.GameObjects.Components.Atmos
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{
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base.Initialize();
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_atmosphereSystem = EntitySystem.Get<AtmosphereSystem>();
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// Using the SnapGrid is critical for performance, and thus if it is absent the component
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// will not be airtight. A warning is much easier to track down than the object magically
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// not being airtight, so log one if the SnapGrid component is missing.
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@@ -140,7 +143,7 @@ namespace Content.Server.GameObjects.Components.Atmos
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UpdatePosition(_lastPosition.Item1, _lastPosition.Item2);
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if (_fixVacuum)
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EntitySystem.Get<AtmosphereSystem>().GetGridAtmosphere(_lastPosition.Item1)?.FixVacuum(_lastPosition.Item2);
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_atmosphereSystem.GetGridAtmosphere(_lastPosition.Item1)?.FixVacuum(_lastPosition.Item2);
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}
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private void OnTransformMove()
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@@ -162,7 +165,7 @@ namespace Content.Server.GameObjects.Components.Atmos
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private void UpdatePosition(GridId gridId, MapIndices pos)
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{
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var gridAtmos = EntitySystem.Get<AtmosphereSystem>().GetGridAtmosphere(gridId);
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var gridAtmos = _atmosphereSystem.GetGridAtmosphere(gridId);
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if (gridAtmos == null) return;
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@@ -6,6 +6,7 @@ using Content.Server.GameObjects.Components.Interactable;
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using Content.Server.Interfaces;
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using Content.Shared.GameObjects.Components.Doors;
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using Content.Shared.GameObjects.Components.Interactable;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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@@ -17,8 +18,6 @@ namespace Content.Server.GameObjects.Components.Atmos
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[RegisterComponent]
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public class FirelockComponent : ServerDoorComponent, IInteractUsing, ICollideBehavior
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{
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[Dependency] private IServerNotifyManager _notifyManager = default!;
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public override string Name => "Firelock";
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protected override TimeSpan CloseTimeOne => TimeSpan.FromSeconds(0.1f);
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@@ -87,7 +86,7 @@ namespace Content.Server.GameObjects.Components.Atmos
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if (State == DoorState.Closed)
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{
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if(holdingPressure)
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_notifyManager.PopupMessage(Owner, eventArgs.User, "A gush of air blows in your face... Maybe you should reconsider.");
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Owner.PopupMessage(eventArgs.User, "A gush of air blows in your face... Maybe you should reconsider.");
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}
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if (!await tool.UseTool(eventArgs.User, Owner, holdingPressure || holdingFire ? 1.5f : 0.25f, ToolQuality.Prying)) return false;
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@@ -16,6 +16,7 @@ using Robust.Shared.GameObjects.Components.Map;
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using Robust.Shared.GameObjects.Components.Transform;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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@@ -34,6 +35,7 @@ namespace Content.Server.GameObjects.Components.Atmos
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[Robust.Shared.IoC.Dependency] private ITileDefinitionManager _tileDefinitionManager = default!;
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[Robust.Shared.IoC.Dependency] private IServerEntityManager _serverEntityManager = default!;
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/// <summary>
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/// Check current execution time every n instances processed.
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/// </summary>
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