CompFactory updates (#37559)
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@@ -11,7 +11,6 @@ namespace Content.Shared.StatusEffect
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public sealed class StatusEffectsSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IComponentFactory _componentFactory = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly AlertsSystem _alertsSystem = default!;
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private List<EntityUid> _toRemove = new();
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@@ -119,7 +118,7 @@ namespace Content.Shared.StatusEffect
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return true;
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EntityManager.AddComponent<T>(uid);
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status.ActiveEffects[key].RelevantComponent = _componentFactory.GetComponentName<T>();
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status.ActiveEffects[key].RelevantComponent = Factory.GetComponentName<T>();
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return true;
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}
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@@ -133,9 +132,9 @@ namespace Content.Shared.StatusEffect
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if (TryAddStatusEffect(uid, key, time, refresh, status))
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{
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// If they already have the comp, we just won't bother updating anything.
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if (!EntityManager.HasComponent(uid, _componentFactory.GetRegistration(component).Type))
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if (!EntityManager.HasComponent(uid, Factory.GetRegistration(component).Type))
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{
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var newComponent = (Component) _componentFactory.GetComponent(component);
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var newComponent = (Component) Factory.GetComponent(component);
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EntityManager.AddComponent(uid, newComponent);
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status.ActiveEffects[key].RelevantComponent = component;
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}
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@@ -271,7 +270,7 @@ namespace Content.Shared.StatusEffect
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// There are cases where a status effect component might be server-only, so TryGetRegistration...
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if (remComp
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&& state.RelevantComponent != null
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&& _componentFactory.TryGetRegistration(state.RelevantComponent, out var registration))
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&& Factory.TryGetRegistration(state.RelevantComponent, out var registration))
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{
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var type = registration.Type;
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EntityManager.RemoveComponent(uid, type);
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