Use EntityQuery for mob state system resolves (#29021)
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@@ -16,7 +16,8 @@ public partial class MobStateSystem
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/// <returns>If the entity can be set to that MobState</returns>
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public bool HasState(EntityUid entity, MobState mobState, MobStateComponent? component = null)
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{
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return Resolve(entity, ref component, false) && component.AllowedStates.Contains(mobState);
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return _mobStateQuery.Resolve(entity, ref component, false) &&
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component.AllowedStates.Contains(mobState);
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}
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/// <summary>
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@@ -27,7 +28,7 @@ public partial class MobStateSystem
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/// <param name="origin">Entity that caused the state update (if applicable)</param>
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public void UpdateMobState(EntityUid entity, MobStateComponent? component = null, EntityUid? origin = null)
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{
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if (!Resolve(entity, ref component))
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if (!_mobStateQuery.Resolve(entity, ref component))
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return;
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var ev = new UpdateMobStateEvent {Target = entity, Component = component, Origin = origin};
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@@ -46,7 +47,7 @@ public partial class MobStateSystem
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public void ChangeMobState(EntityUid entity, MobState mobState, MobStateComponent? component = null,
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EntityUid? origin = null)
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{
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if (!Resolve(entity, ref component))
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if (!_mobStateQuery.Resolve(entity, ref component))
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return;
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ChangeState(entity, component, mobState, origin: origin);
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@@ -2,7 +2,6 @@ using Content.Shared.ActionBlocker;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Standing;
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using Robust.Shared.GameStates;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Timing;
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@@ -20,9 +19,12 @@ public partial class MobStateSystem : EntitySystem
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[Dependency] private readonly IGameTiming _timing = default!;
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private ISawmill _sawmill = default!;
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private EntityQuery<MobStateComponent> _mobStateQuery;
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public override void Initialize()
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{
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_sawmill = _logManager.GetSawmill("MobState");
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_mobStateQuery = GetEntityQuery<MobStateComponent>();
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base.Initialize();
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SubscribeEvents();
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}
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@@ -37,7 +39,7 @@ public partial class MobStateSystem : EntitySystem
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/// <returns>If the entity is alive</returns>
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public bool IsAlive(EntityUid target, MobStateComponent? component = null)
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{
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if (!Resolve(target, ref component, false))
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if (!_mobStateQuery.Resolve(target, ref component, false))
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return false;
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return component.CurrentState == MobState.Alive;
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}
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@@ -50,7 +52,7 @@ public partial class MobStateSystem : EntitySystem
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/// <returns>If the entity is Critical</returns>
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public bool IsCritical(EntityUid target, MobStateComponent? component = null)
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{
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if (!Resolve(target, ref component, false))
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if (!_mobStateQuery.Resolve(target, ref component, false))
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return false;
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return component.CurrentState == MobState.Critical;
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}
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@@ -63,7 +65,7 @@ public partial class MobStateSystem : EntitySystem
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/// <returns>If the entity is Dead</returns>
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public bool IsDead(EntityUid target, MobStateComponent? component = null)
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{
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if (!Resolve(target, ref component, false))
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if (!_mobStateQuery.Resolve(target, ref component, false))
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return false;
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return component.CurrentState == MobState.Dead;
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}
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@@ -76,7 +78,7 @@ public partial class MobStateSystem : EntitySystem
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/// <returns>If the entity is Critical or Dead</returns>
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public bool IsIncapacitated(EntityUid target, MobStateComponent? component = null)
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{
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if (!Resolve(target, ref component, false))
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if (!_mobStateQuery.Resolve(target, ref component, false))
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return false;
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return component.CurrentState is MobState.Critical or MobState.Dead;
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}
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@@ -89,14 +91,10 @@ public partial class MobStateSystem : EntitySystem
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/// <returns>If the entity is in an Invalid State</returns>
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public bool IsInvalidState(EntityUid target, MobStateComponent? component = null)
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{
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if (!Resolve(target, ref component, false))
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if (!_mobStateQuery.Resolve(target, ref component, false))
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return false;
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return component.CurrentState is MobState.Invalid;
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}
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#endregion
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#region Private Implementation
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#endregion
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}
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