Refactor standing to be ECS (#4142)

* Refactor standing to be ECS

E C S B A B Y

* DONE

* FIX IT FIX IT FIX IT

* IsDown event

* Change to methods

* Fixes

* Address some reviews

* Last of the Mohicans

* Final fixes

* Fix tests
This commit is contained in:
metalgearsloth
2021-06-27 19:02:46 +10:00
committed by GitHub
parent 97f4f0a9bd
commit 50cc526ebd
30 changed files with 328 additions and 268 deletions

View File

@@ -5,14 +5,13 @@ using Content.Server.Alert;
using Content.Server.Hands.Components;
using Content.Server.MobState.States;
using Content.Server.Pulling;
using Content.Server.Standing;
using Content.Server.Stunnable.Components;
using Content.Shared.ActionBlocker;
using Content.Shared.Alert;
using Content.Shared.Buckle.Components;
using Content.Shared.Interaction.Events;
using Content.Shared.Interaction.Helpers;
using Content.Shared.Notification.Managers;
using Content.Shared.Standing;
using Content.Shared.Verbs;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
@@ -130,12 +129,12 @@ namespace Content.Server.Buckle.Components
ownTransform.WorldRotation = strapTransform.WorldRotation;
break;
case StrapPosition.Stand:
EntitySystem.Get<StandingStateSystem>().Standing(Owner);
EntitySystem.Get<StandingStateSystem>().Stand(Owner);
ownTransform.WorldRotation = strapTransform.WorldRotation;
break;
case StrapPosition.Down:
EntitySystem.Get<StandingStateSystem>().Down(Owner, force: true);
ownTransform.WorldRotation = Angle.South;
EntitySystem.Get<StandingStateSystem>().Down(Owner, false, false);
ownTransform.LocalRotation = Angle.Zero;
break;
}
@@ -343,7 +342,7 @@ namespace Content.Server.Buckle.Components
}
else
{
EntitySystem.Get<StandingStateSystem>().Standing(Owner);
EntitySystem.Get<StandingStateSystem>().Stand(Owner);
}
_mobState?.CurrentState?.EnterState(Owner);