Remove IStartCollide from singulo (#4313)
I accidentally glanced at the rest of singulo code and went blind.
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@@ -14,7 +14,7 @@ namespace Content.Server.Singularity.Components
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedSingularityComponent))]
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public class ServerSingularityComponent : SharedSingularityComponent, IStartCollide
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public class ServerSingularityComponent : SharedSingularityComponent
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{
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private SharedSingularitySystem _singularitySystem = default!;
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@@ -94,46 +94,6 @@ namespace Content.Server.Singularity.Components
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Energy -= EnergyDrain * seconds;
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}
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void IStartCollide.CollideWith(Fixture ourFixture, Fixture otherFixture, in Manifold manifold)
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{
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// If we're being deleted by another singularity, this call is probably for that singularity.
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// Even if not, just don't bother.
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if (BeingDeletedByAnotherSingularity)
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return;
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var otherEntity = otherFixture.Body.Owner;
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if (otherEntity.TryGetComponent<IMapGridComponent>(out var mapGridComponent))
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{
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foreach (var tile in mapGridComponent.Grid.GetTilesIntersecting(ourFixture.Body.GetWorldAABB()))
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{
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mapGridComponent.Grid.SetTile(tile.GridIndices, Robust.Shared.Map.Tile.Empty);
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Energy++;
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}
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return;
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}
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if (otherEntity.HasComponent<ContainmentFieldComponent>() ||
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(otherEntity.TryGetComponent<ContainmentFieldGeneratorComponent>(out var component) && component.CanRepell(Owner)))
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{
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return;
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}
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if (otherEntity.IsInContainer())
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return;
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// Singularity priority management / etc.
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if (otherEntity.TryGetComponent<ServerSingularityComponent>(out var otherSingulo))
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otherSingulo.BeingDeletedByAnotherSingularity = true;
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otherEntity.QueueDelete();
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if (otherEntity.TryGetComponent<SinguloFoodComponent>(out var singuloFood))
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Energy += singuloFood.Energy;
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else
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Energy++;
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}
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protected override void OnRemove()
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{
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_playingSound?.Stop();
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@@ -1,6 +1,9 @@
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using Content.Server.Singularity.Components;
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using Content.Shared.Singularity;
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using JetBrains.Annotations;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Physics.Dynamics;
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namespace Content.Server.Singularity.EntitySystems
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{
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@@ -10,6 +13,52 @@ namespace Content.Server.Singularity.EntitySystems
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private float _updateInterval = 1.0f;
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private float _accumulator;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ServerSingularityComponent, StartCollideEvent>(HandleCollide);
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}
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private void HandleCollide(EntityUid uid, ServerSingularityComponent component, StartCollideEvent args)
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{
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// If we're being deleted by another singularity, this call is probably for that singularity.
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// Even if not, just don't bother.
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if (component.BeingDeletedByAnotherSingularity)
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return;
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var otherEntity = args.OtherFixture.Body.Owner;
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if (otherEntity.TryGetComponent<IMapGridComponent>(out var mapGridComponent))
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{
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foreach (var tile in mapGridComponent.Grid.GetTilesIntersecting(args.OurFixture.Body.GetWorldAABB()))
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{
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mapGridComponent.Grid.SetTile(tile.GridIndices, Robust.Shared.Map.Tile.Empty);
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component.Energy++;
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}
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return;
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}
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if (otherEntity.HasComponent<ContainmentFieldComponent>() ||
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(otherEntity.TryGetComponent<ContainmentFieldGeneratorComponent>(out var containmentField) && containmentField.CanRepell(component.Owner)))
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{
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return;
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}
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if (otherEntity.IsInContainer())
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return;
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// Singularity priority management / etc.
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if (otherEntity.TryGetComponent<ServerSingularityComponent>(out var otherSingulo))
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otherSingulo.BeingDeletedByAnotherSingularity = true;
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otherEntity.QueueDelete();
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if (otherEntity.TryGetComponent<SinguloFoodComponent>(out var singuloFood))
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component.Energy += singuloFood.Energy;
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else
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component.Energy++;
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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