CollidableComponent and ICollideableComponent namespace was changed in the engine.

Minor code cleanup.
This commit is contained in:
Acruid
2020-01-11 14:12:20 -08:00
parent 51f7f14c08
commit 32103979ed
15 changed files with 32 additions and 28 deletions

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@@ -5,7 +5,7 @@ using Content.Server.GameObjects.EntitySystems;
using Content.Server.Interfaces.Chat; using Content.Server.Interfaces.Chat;
using Content.Shared.Physics; using Content.Shared.Physics;
using Robust.Server.AI; using Robust.Server.AI;
using Robust.Server.GameObjects; using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.Physics; using Robust.Shared.Interfaces.Physics;
using Robust.Shared.Interfaces.Timing; using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC; using Robust.Shared.IoC;

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@@ -4,6 +4,7 @@ using Content.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects.Components.Doors; using Content.Shared.GameObjects.Components.Doors;
using Robust.Server.GameObjects; using Robust.Server.GameObjects;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Network; using Robust.Shared.Interfaces.Network;
using Robust.Shared.Maths; using Robust.Shared.Maths;

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@@ -8,8 +8,8 @@ using Robust.Server.GameObjects;
using Robust.Server.GameObjects.Components.Container; using Robust.Server.GameObjects.Components.Container;
using Robust.Server.Interfaces.GameObjects; using Robust.Server.Interfaces.GameObjects;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.Interfaces.Network; using Robust.Shared.Interfaces.Network;
using Robust.Shared.Maths; using Robust.Shared.Maths;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;

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@@ -1,4 +1,4 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using Content.Server.GameObjects.EntitySystems; using Content.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects; using Content.Shared.GameObjects;
@@ -81,7 +81,7 @@ namespace Content.Server.GameObjects.Components.Medical
_userInterface.SetState(newState); _userInterface.SetState(newState);
} }
private MedicalScannerStatus GetStatusFromDamageState(DamageState damageState) private MedicalScannerStatus GetStatusFromDamageState(IDamageState damageState)
{ {
switch (damageState) switch (damageState)
{ {

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@@ -1,6 +1,7 @@
using Content.Server.GameObjects.EntitySystems; using Content.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects.Components.Mobs; using Content.Shared.GameObjects.Components.Mobs;
using Robust.Server.GameObjects; using Robust.Server.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.Interfaces.GameObjects;
namespace Content.Server.GameObjects namespace Content.Server.GameObjects
@@ -8,7 +9,7 @@ namespace Content.Server.GameObjects
/// <summary> /// <summary>
/// Defines the blocking effect of each damage state, and what effects to apply upon entering or exiting the state /// Defines the blocking effect of each damage state, and what effects to apply upon entering or exiting the state
/// </summary> /// </summary>
public interface DamageState : IActionBlocker public interface IDamageState : IActionBlocker
{ {
void EnterState(IEntity entity); void EnterState(IEntity entity);
@@ -20,7 +21,7 @@ namespace Content.Server.GameObjects
/// <summary> /// <summary>
/// Standard state that a species is at with no damage or negative effect /// Standard state that a species is at with no damage or negative effect
/// </summary> /// </summary>
public struct NormalState : DamageState public struct NormalState : IDamageState
{ {
public void EnterState(IEntity entity) public void EnterState(IEntity entity)
{ {
@@ -71,7 +72,7 @@ namespace Content.Server.GameObjects
/// <summary> /// <summary>
/// A state in which you are disabled from acting due to damage /// A state in which you are disabled from acting due to damage
/// </summary> /// </summary>
public struct CriticalState : DamageState public struct CriticalState : IDamageState
{ {
public void EnterState(IEntity entity) public void EnterState(IEntity entity)
{ {
@@ -122,7 +123,7 @@ namespace Content.Server.GameObjects
/// <summary> /// <summary>
/// A damage state which will allow ghosting out of mobs /// A damage state which will allow ghosting out of mobs
/// </summary> /// </summary>
public struct DeadState : DamageState public struct DeadState : IDamageState
{ {
public void EnterState(IEntity entity) public void EnterState(IEntity entity)
{ {

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@@ -27,7 +27,7 @@ namespace Content.Server.GameObjects
/// <summary> /// <summary>
/// Map of ALL POSSIBLE damage states to the threshold enum value that will trigger them, normal state wont be triggered by this value but is a default that is fell back onto /// Map of ALL POSSIBLE damage states to the threshold enum value that will trigger them, normal state wont be triggered by this value but is a default that is fell back onto
/// </summary> /// </summary>
public static Dictionary<ThresholdType, DamageState> StateThresholdMap = new Dictionary<ThresholdType, DamageState>() public static Dictionary<ThresholdType, IDamageState> StateThresholdMap = new Dictionary<ThresholdType, IDamageState>()
{ {
{ ThresholdType.None, new NormalState() }, { ThresholdType.None, new NormalState() },
{ ThresholdType.Critical, new CriticalState() }, { ThresholdType.Critical, new CriticalState() },

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@@ -20,7 +20,7 @@ namespace Content.Server.GameObjects
/// <summary> /// <summary>
/// Damagestates are reached by reaching a certain damage threshold, they will block actions after being reached /// Damagestates are reached by reaching a certain damage threshold, they will block actions after being reached
/// </summary> /// </summary>
public DamageState CurrentDamageState { get; private set; } = new NormalState(); public IDamageState CurrentDamageState { get; private set; } = new NormalState();
/// <summary> /// <summary>
/// Damage state enum for current health, set only via change damage state //TODO: SETTER /// Damage state enum for current health, set only via change damage state //TODO: SETTER

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@@ -1,10 +1,11 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using Content.Shared.GameObjects.Components.Movement; using Content.Shared.GameObjects.Components.Movement;
using Robust.Server.GameObjects; using Robust.Server.GameObjects;
using Robust.Server.GameObjects.EntitySystems; using Robust.Server.GameObjects.EntitySystems;
using Robust.Server.Interfaces.GameObjects; using Robust.Server.Interfaces.GameObjects;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC; using Robust.Shared.IoC;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;

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@@ -1,4 +1,4 @@
using System; using System;
using System.Linq; using System.Linq;
using Content.Server.GameObjects.EntitySystems; using Content.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects.Components.Movement; using Content.Shared.GameObjects.Components.Movement;
@@ -6,6 +6,7 @@ using Robust.Server.GameObjects;
using Robust.Server.GameObjects.EntitySystems; using Robust.Server.GameObjects.EntitySystems;
using Robust.Server.Interfaces.GameObjects; using Robust.Server.Interfaces.GameObjects;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map; using Robust.Shared.Interfaces.Map;
using Robust.Shared.Interfaces.Random; using Robust.Shared.Interfaces.Random;

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@@ -2,14 +2,11 @@
using Content.Server.Interfaces.GameObjects.Components.Movement; using Content.Server.Interfaces.GameObjects.Components.Movement;
using Robust.Server.GameObjects; using Robust.Server.GameObjects;
using Robust.Server.GameObjects.Components.Container; using Robust.Server.GameObjects.Components.Container;
using Robust.Server.Interfaces.GameObjects;
using Robust.Server.Interfaces.Player;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.Interfaces.Map; using Robust.Shared.Interfaces.Map;
using Robust.Shared.Interfaces.Network; using Robust.Shared.Interfaces.Network;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC; using Robust.Shared.IoC;
using Robust.Shared.Log; using Robust.Shared.Log;
using Robust.Shared.Map; using Robust.Shared.Map;
@@ -20,11 +17,12 @@ namespace Content.Server.GameObjects.Components.Movement
{ {
[RegisterComponent] [RegisterComponent]
[ComponentReference(typeof(IMoverComponent))] [ComponentReference(typeof(IMoverComponent))]
class ShuttleControllerComponent : Component, IMoverComponent internal class ShuttleControllerComponent : Component, IMoverComponent
{ {
[Dependency] IMapManager mapManager; #pragma warning disable 649
[Dependency] IEntityManager entityManager; [Dependency] private readonly IMapManager _mapManager;
[Dependency] IGameTiming gameTiming; [Dependency] private readonly IEntityManager _entityManager;
#pragma warning restore 649
private bool _movingUp; private bool _movingUp;
private bool _movingDown; private bool _movingDown;
@@ -37,7 +35,7 @@ namespace Content.Server.GameObjects.Components.Movement
public float WalkMoveSpeed { get; set; } = 8; public float WalkMoveSpeed { get; set; } = 8;
public float SprintMoveSpeed { get; set; } public float SprintMoveSpeed { get; set; }
public bool Sprinting { get; set; } public bool Sprinting { get; set; }
public Vector2 VelocityDir { get; } public Vector2 VelocityDir { get; } = Vector2.Zero;
public GridCoordinates LastPosition { get; set; } public GridCoordinates LastPosition { get; set; }
public float StepSoundDistance { get; set; } public float StepSoundDistance { get; set; }
@@ -45,7 +43,7 @@ namespace Content.Server.GameObjects.Components.Movement
{ {
var gridId = Owner.Transform.GridID; var gridId = Owner.Transform.GridID;
if (mapManager.TryGetGrid(gridId, out var grid) && entityManager.TryGetEntity(grid.GridEntityId, out var gridEntity)) if (_mapManager.TryGetGrid(gridId, out var grid) && _entityManager.TryGetEntity(grid.GridEntityId, out var gridEntity))
{ {
//TODO: Switch to shuttle component //TODO: Switch to shuttle component
if (!gridEntity.TryGetComponent(out PhysicsComponent physComp)) if (!gridEntity.TryGetComponent(out PhysicsComponent physComp))

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@@ -3,8 +3,8 @@ using Content.Server.GameObjects.Components.Mobs;
using Content.Shared.GameObjects; using Content.Shared.GameObjects;
using Robust.Server.GameObjects; using Robust.Server.GameObjects;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.Physics; using Robust.Shared.Physics;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables; using Robust.Shared.ViewVariables;

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@@ -5,14 +5,14 @@ using Content.Shared.GameObjects;
using Content.Shared.Physics; using Content.Shared.Physics;
using Robust.Server.GameObjects; using Robust.Server.GameObjects;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.IoC; using Robust.Shared.IoC;
namespace Content.Server.GameObjects.Components namespace Content.Server.GameObjects.Components
{ {
[RegisterComponent] [RegisterComponent]
class ThrownItemComponent : ProjectileComponent, ICollideBehavior internal class ThrownItemComponent : ProjectileComponent, ICollideBehavior
{ {
#pragma warning disable 649 #pragma warning disable 649
[Dependency] private readonly IEntitySystemManager _entitySystemManager; [Dependency] private readonly IEntitySystemManager _entitySystemManager;

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@@ -7,6 +7,7 @@ using JetBrains.Annotations;
using Robust.Server.GameObjects.EntitySystems; using Robust.Server.GameObjects.EntitySystems;
using Robust.Server.Interfaces.Player; using Robust.Server.Interfaces.Player;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.GameObjects.Systems; using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Input; using Robust.Shared.Input;
using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.Interfaces.GameObjects;
@@ -322,7 +323,7 @@ namespace Content.Server.GameObjects.EntitySystems
if (userEntity.TryGetComponent(out CombatModeComponent combatMode) && combatMode.IsInCombatMode) if (userEntity.TryGetComponent(out CombatModeComponent combatMode) && combatMode.IsInCombatMode)
{ {
DoAttack(userEntity, coords, uid); DoAttack(userEntity, coords);
} }
else else
{ {
@@ -747,7 +748,7 @@ namespace Content.Server.GameObjects.EntitySystems
} }
} }
private void DoAttack(IEntity player, GridCoordinates coordinates, EntityUid uid) private void DoAttack(IEntity player, GridCoordinates coordinates)
{ {
// Verify player is on the same map as the entity he clicked on // Verify player is on the same map as the entity he clicked on
if (_mapManager.GetGrid(coordinates.GridID).ParentMapId != player.Transform.MapID) if (_mapManager.GetGrid(coordinates.GridID).ParentMapId != player.Transform.MapID)

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@@ -10,6 +10,7 @@ using Robust.Server.GameObjects.EntitySystemMessages;
using Robust.Server.GameObjects.EntitySystems; using Robust.Server.GameObjects.EntitySystems;
using Robust.Server.Interfaces.Player; using Robust.Server.Interfaces.Player;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.GameObjects.Systems; using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Input; using Robust.Shared.Input;
using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.Interfaces.GameObjects;