Server EntitySystem cleanup (#1617)

* Server EntitySystem cleanup

I went after low-hanging fruit systems.

* Add / change to internal access modifiers to systems
* Use EntityQuery to get components instead
* Add sealed modifier to systems
* Remove unused imports
* Add jetbrains annotation for unused classes
* Removed some pragmas for dependencies

This should also fix a decent chunk of the server build warnings, at least the ones that matter.

* Also disposals

* Update Content.Server/GameObjects/EntitySystems/GravitySystem.cs

* Fix build

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
This commit is contained in:
metalgearsloth
2020-08-13 22:17:12 +10:00
committed by GitHub
parent f4bf71edfe
commit 619386a04a
36 changed files with 172 additions and 424 deletions

View File

@@ -1,13 +1,11 @@
using Content.Server.GameObjects.Components.Power;
using JetBrains.Annotations;
using Content.Shared.Physics;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Physics;
using Robust.Shared.Interfaces.Random;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.Physics;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using System;
@@ -19,12 +17,10 @@ namespace Content.Server.Interfaces.GameObjects.Components.Interaction
/// Responsible for maintaining the solar-panel sun angle and updating <see cref='SolarPanelComponent'/> coverage.
/// </summary>
[UsedImplicitly]
public class PowerSolarSystem : EntitySystem
internal sealed class PowerSolarSystem : EntitySystem
{
#pragma warning disable 649
[Dependency] private IGameTiming _gameTiming;
[Dependency] private IRobustRandom _robustRandom;
#pragma warning restore 649
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IRobustRandom _robustRandom = default!;
/// <summary>
/// The current sun angle.
@@ -75,7 +71,6 @@ namespace Content.Server.Interfaces.GameObjects.Components.Interaction
public override void Initialize()
{
EntityQuery = new TypeEntityQuery(typeof(SolarPanelComponent));
// Initialize the sun to something random
TowardsSun = MathHelper.TwoPi * _robustRandom.NextDouble();
SunAngularVelocity = Angle.FromDegrees(0.1 + ((_robustRandom.NextDouble() - 0.5) * 0.05));
@@ -91,12 +86,11 @@ namespace Content.Server.Interfaces.GameObjects.Components.Interaction
TotalPanelPower = 0;
foreach (var entity in RelevantEntities)
foreach (var panel in ComponentManager.EntityQuery<SolarPanelComponent>())
{
// There's supposed to be rotational logic here, but that implies putting it somewhere.
entity.Transform.WorldRotation = TargetPanelRotation;
var panel = entity.GetComponent<SolarPanelComponent>();
panel.Owner.Transform.WorldRotation = TargetPanelRotation;
if (panel.TimeOfNextCoverageUpdate < _gameTiming.CurTime)
{
// Setup the next coverage check.