Use EntityQuery for mob state system resolves (#29021)

This commit is contained in:
DrSmugleaf
2024-06-16 04:20:54 -07:00
committed by GitHub
parent 9348a5cea6
commit 32e1d1a3b5
2 changed files with 12 additions and 13 deletions

View File

@@ -16,7 +16,8 @@ public partial class MobStateSystem
/// <returns>If the entity can be set to that MobState</returns>
public bool HasState(EntityUid entity, MobState mobState, MobStateComponent? component = null)
{
return Resolve(entity, ref component, false) && component.AllowedStates.Contains(mobState);
return _mobStateQuery.Resolve(entity, ref component, false) &&
component.AllowedStates.Contains(mobState);
}
/// <summary>
@@ -27,7 +28,7 @@ public partial class MobStateSystem
/// <param name="origin">Entity that caused the state update (if applicable)</param>
public void UpdateMobState(EntityUid entity, MobStateComponent? component = null, EntityUid? origin = null)
{
if (!Resolve(entity, ref component))
if (!_mobStateQuery.Resolve(entity, ref component))
return;
var ev = new UpdateMobStateEvent {Target = entity, Component = component, Origin = origin};
@@ -46,7 +47,7 @@ public partial class MobStateSystem
public void ChangeMobState(EntityUid entity, MobState mobState, MobStateComponent? component = null,
EntityUid? origin = null)
{
if (!Resolve(entity, ref component))
if (!_mobStateQuery.Resolve(entity, ref component))
return;
ChangeState(entity, component, mobState, origin: origin);

View File

@@ -2,7 +2,6 @@ using Content.Shared.ActionBlocker;
using Content.Shared.Administration.Logs;
using Content.Shared.Mobs.Components;
using Content.Shared.Standing;
using Robust.Shared.GameStates;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Timing;
@@ -20,9 +19,12 @@ public partial class MobStateSystem : EntitySystem
[Dependency] private readonly IGameTiming _timing = default!;
private ISawmill _sawmill = default!;
private EntityQuery<MobStateComponent> _mobStateQuery;
public override void Initialize()
{
_sawmill = _logManager.GetSawmill("MobState");
_mobStateQuery = GetEntityQuery<MobStateComponent>();
base.Initialize();
SubscribeEvents();
}
@@ -37,7 +39,7 @@ public partial class MobStateSystem : EntitySystem
/// <returns>If the entity is alive</returns>
public bool IsAlive(EntityUid target, MobStateComponent? component = null)
{
if (!Resolve(target, ref component, false))
if (!_mobStateQuery.Resolve(target, ref component, false))
return false;
return component.CurrentState == MobState.Alive;
}
@@ -50,7 +52,7 @@ public partial class MobStateSystem : EntitySystem
/// <returns>If the entity is Critical</returns>
public bool IsCritical(EntityUid target, MobStateComponent? component = null)
{
if (!Resolve(target, ref component, false))
if (!_mobStateQuery.Resolve(target, ref component, false))
return false;
return component.CurrentState == MobState.Critical;
}
@@ -63,7 +65,7 @@ public partial class MobStateSystem : EntitySystem
/// <returns>If the entity is Dead</returns>
public bool IsDead(EntityUid target, MobStateComponent? component = null)
{
if (!Resolve(target, ref component, false))
if (!_mobStateQuery.Resolve(target, ref component, false))
return false;
return component.CurrentState == MobState.Dead;
}
@@ -76,7 +78,7 @@ public partial class MobStateSystem : EntitySystem
/// <returns>If the entity is Critical or Dead</returns>
public bool IsIncapacitated(EntityUid target, MobStateComponent? component = null)
{
if (!Resolve(target, ref component, false))
if (!_mobStateQuery.Resolve(target, ref component, false))
return false;
return component.CurrentState is MobState.Critical or MobState.Dead;
}
@@ -89,14 +91,10 @@ public partial class MobStateSystem : EntitySystem
/// <returns>If the entity is in an Invalid State</returns>
public bool IsInvalidState(EntityUid target, MobStateComponent? component = null)
{
if (!Resolve(target, ref component, false))
if (!_mobStateQuery.Resolve(target, ref component, false))
return false;
return component.CurrentState is MobState.Invalid;
}
#endregion
#region Private Implementation
#endregion
}