clean up weather systems (#28792)

* clean up weather systems

* Update WeatherComponent.cs

* Update SharedWeatherSystem.cs

* some fix

* Update SharedWeatherSystem.cs

* Update WeatherComponent.cs

* Update WeatherComponent.cs

* revert autoPause

* Update SharedWeatherSystem.cs
This commit is contained in:
Ed
2024-06-18 13:27:34 +03:00
committed by GitHub
parent 82c4db67bc
commit a1e66cfbb4
5 changed files with 28 additions and 37 deletions

View File

@@ -1,17 +1,16 @@
using System.Linq;
using Content.Server.Administration;
using Content.Shared.Administration;
using Content.Shared.Weather;
using Robust.Shared.Console;
using Robust.Shared.GameStates;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
namespace Content.Server.Weather;
public sealed class WeatherSystem : SharedWeatherSystem
{
[Dependency] private readonly IConsoleHost _console = default!;
[Dependency] private readonly SharedMapSystem _mapSystem = default!;
public override void Initialize()
{
@@ -30,7 +29,7 @@ public sealed class WeatherSystem : SharedWeatherSystem
}
[AdminCommand(AdminFlags.Fun)]
private void WeatherTwo(IConsoleShell shell, string argstr, string[] args)
private void WeatherTwo(IConsoleShell shell, string argStr, string[] args)
{
if (args.Length < 2)
{
@@ -60,7 +59,8 @@ public sealed class WeatherSystem : SharedWeatherSystem
var maxTime = TimeSpan.MaxValue;
// If it's already running then just fade out with how much time we're into the weather.
if (TryComp<WeatherComponent>(MapManager.GetMapEntityId(mapId), out var weatherComp) &&
if (_mapSystem.TryGetMap(mapId, out var mapUid) &&
TryComp<WeatherComponent>(mapUid, out var weatherComp) &&
weatherComp.Weather.TryGetValue(args[1], out var existing))
{
maxTime = curTime - existing.StartTime;