Replace obsolete EntityWhitelist IsValid usages (#28465)

* Replace obsolete whitelist is valid with whitelist system

* Consistency

* Fix logic

* Bork

* I figured out how to get whitelists on the client lol

* test fail

* woops

* HELP ME FUNCTIONS

* Fix errors

* simplify

---------

Co-authored-by: plykiya <plykiya@protonmail.com>
This commit is contained in:
Plykiya
2024-06-01 20:10:24 -07:00
committed by GitHub
parent dce68e48e8
commit d6ba166d3b
31 changed files with 186 additions and 56 deletions

View File

@@ -6,6 +6,7 @@ using Content.Shared.DragDrop;
using Content.Shared.Emag.Systems;
using Content.Shared.Item;
using Content.Shared.Throwing;
using Content.Shared.Whitelist;
using Robust.Shared.Audio;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Events;
@@ -25,6 +26,7 @@ public abstract class SharedDisposalUnitSystem : EntitySystem
[Dependency] protected readonly IGameTiming GameTiming = default!;
[Dependency] protected readonly MetaDataSystem Metadata = default!;
[Dependency] protected readonly SharedJointSystem Joints = default!;
[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
protected static TimeSpan ExitAttemptDelay = TimeSpan.FromSeconds(0.5);
@@ -113,10 +115,8 @@ public abstract class SharedDisposalUnitSystem : EntitySystem
if (!storable && !HasComp<BodyComponent>(entity))
return false;
if (component.Blacklist?.IsValid(entity, EntityManager) == true)
return false;
if (component.Whitelist != null && component.Whitelist?.IsValid(entity, EntityManager) != true)
if (_whitelistSystem.IsBlacklistPass(component.Blacklist, entity) ||
_whitelistSystem.IsWhitelistFail(component.Whitelist, entity))
return false;
if (TryComp<PhysicsComponent>(entity, out var physics) && (physics.CanCollide) || storable)