Remove most usages of obsolete TransformComponent methods (#19571)
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@@ -18,6 +18,7 @@ namespace Content.Server.Solar.EntitySystems
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{
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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[Dependency] private readonly SharedPhysicsSystem _physicsSystem = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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/// <summary>
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/// Maximum panel angular velocity range - used to stop people rotating panels fast enough that the lag prevention becomes noticable
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@@ -111,7 +112,7 @@ namespace Content.Server.Solar.EntitySystems
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foreach (var (panel, xform) in EntityManager.EntityQuery<SolarPanelComponent, TransformComponent>())
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{
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TotalPanelPower += panel.MaxSupply * panel.Coverage;
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xform.WorldRotation = TargetPanelRotation;
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_transform.SetWorldRotation(xform, TargetPanelRotation);
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_updateQueue.Enqueue(panel);
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}
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}
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@@ -134,7 +135,7 @@ namespace Content.Server.Solar.EntitySystems
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// directly downwards (abs(theta) = pi) = coverage -1
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// as TowardsSun + = CCW,
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// panelRelativeToSun should - = CW
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var panelRelativeToSun = xform.WorldRotation - TowardsSun;
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var panelRelativeToSun = _transform.GetWorldRotation(xform) - TowardsSun;
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// essentially, given cos = X & sin = Y & Y is 'downwards',
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// then for the first 90 degrees of rotation in either direction,
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// this plots the lower-right quadrant of a circle.
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@@ -152,7 +153,7 @@ namespace Content.Server.Solar.EntitySystems
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if (coverage > 0)
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{
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// Determine if the solar panel is occluded, and zero out coverage if so.
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var ray = new CollisionRay(xform.WorldPosition, TowardsSun.ToWorldVec(), (int) CollisionGroup.Opaque);
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var ray = new CollisionRay(_transform.GetWorldPosition(xform), TowardsSun.ToWorldVec(), (int) CollisionGroup.Opaque);
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var rayCastResults = _physicsSystem.IntersectRayWithPredicate(
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xform.MapID,
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ray,
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