Split entity lookups from entity manager (#3747)
* Split entity lookups from entity manager * IoC instead * IoC refactor * Fix bad resolve * Remove EntityManager EntityLookup * Update submodule Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
This commit is contained in:
@@ -5,6 +5,7 @@ using Content.Server.GameObjects.Components.Conveyor;
|
||||
using Content.Server.GameObjects.Components.Recycling;
|
||||
using Content.Shared.GameObjects.Components.Movement;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Physics.Controllers;
|
||||
@@ -39,7 +40,7 @@ namespace Content.Server.Physics.Controllers
|
||||
return;
|
||||
}
|
||||
|
||||
var intersecting = EntityManager.GetEntitiesIntersecting(comp.Owner, true);
|
||||
var intersecting = IoCManager.Resolve<IEntityLookup>().GetEntitiesIntersecting(comp.Owner, true);
|
||||
var direction = comp.GetAngle().ToVec();
|
||||
Vector2? ownerPos = null;
|
||||
|
||||
@@ -99,11 +100,12 @@ namespace Content.Server.Physics.Controllers
|
||||
var direction = Vector2.UnitX;
|
||||
Vector2? ownerPos = null;
|
||||
|
||||
// TODO: I know it sucks but conveyors need a refactor
|
||||
for (var i = comp.Intersecting.Count - 1; i >= 0; i--)
|
||||
{
|
||||
var entity = comp.Intersecting[i];
|
||||
|
||||
if (entity.Deleted || !comp.CanMove(entity) || !EntityManager.IsIntersecting(comp.Owner, entity))
|
||||
if (entity.Deleted || !comp.CanMove(entity) || !IoCManager.Resolve<IEntityLookup>().IsIntersecting(comp.Owner, entity))
|
||||
{
|
||||
comp.Intersecting.RemoveAt(i);
|
||||
continue;
|
||||
|
||||
Reference in New Issue
Block a user