Remove 700 usages of Component.Owner (#21100)
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@@ -1,29 +1,26 @@
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using Content.Server.Shuttles.Components;
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using Content.Server.Station.Systems;
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using Content.Shared.Body.Components;
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using Content.Shared.Maps;
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using Content.Shared.Parallax;
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using Content.Shared.Shuttles.Systems;
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using Content.Shared.StatusEffect;
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using Robust.Shared.Audio;
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using Robust.Shared.Collections;
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using Robust.Shared.Map;
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using Robust.Shared.Player;
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using Robust.Shared.Utility;
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using System.Diagnostics.CodeAnalysis;
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using System.Numerics;
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using System.Linq;
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using System.Numerics;
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using Content.Server.Shuttles.Components;
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using Content.Server.Shuttles.Events;
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using Content.Server.Station.Systems;
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using Content.Shared.Body.Components;
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using Content.Shared.Buckle.Components;
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using Content.Shared.Doors.Components;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Maps;
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using Content.Shared.Parallax;
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using Content.Shared.Shuttles.Components;
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using Content.Shared.Throwing;
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using Content.Shared.Shuttles.Systems;
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using Content.Shared.StatusEffect;
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using JetBrains.Annotations;
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using Robust.Shared.Audio;
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using Robust.Shared.Collections;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Player;
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using Robust.Shared.Utility;
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namespace Content.Server.Shuttles.Systems;
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@@ -231,7 +228,7 @@ public sealed partial class ShuttleSystem
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component = AddComp<FTLComponent>(uid);
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component.State = FTLState.Starting;
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// TODO: Need BroadcastGrid to not be bad.
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SoundSystem.Play(_startupSound.GetSound(), Filter.Empty().AddInRange(Transform(uid).MapPosition, GetSoundRange(component.Owner)), _startupSound.Params);
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SoundSystem.Play(_startupSound.GetSound(), Filter.Empty().AddInRange(Transform(uid).MapPosition, GetSoundRange(uid)), _startupSound.Params);
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// Make sure the map is setup before we leave to avoid pop-in (e.g. parallax).
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SetupHyperspace();
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return true;
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@@ -608,16 +605,20 @@ public sealed partial class ShuttleSystem
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var iteration = 0;
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var lastCount = nearbyGrids.Count;
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var mapId = targetXform.MapID;
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var grids = new List<Entity<MapGridComponent>>();
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while (iteration < FTLProximityIterations)
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{
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foreach (var grid in _mapManager.FindGridsIntersecting(mapId, targetAABB))
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grids.Clear();
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_mapManager.FindGridsIntersecting(mapId, targetAABB, ref grids);
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foreach (var grid in grids)
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{
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if (!nearbyGrids.Add(grid.Owner))
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if (!nearbyGrids.Add(grid))
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continue;
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targetAABB = targetAABB.Union(_transform.GetWorldMatrix(grid.Owner, xformQuery)
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.TransformBox(Comp<MapGridComponent>(grid.Owner).LocalAABB));
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targetAABB = targetAABB.Union(_transform.GetWorldMatrix(grid, xformQuery)
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.TransformBox(Comp<MapGridComponent>(grid).LocalAABB));
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}
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// Can do proximity
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@@ -634,14 +635,15 @@ public sealed partial class ShuttleSystem
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if (iteration != FTLProximityIterations)
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continue;
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foreach (var grid in _mapManager.GetAllGrids())
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var query = AllEntityQuery<MapGridComponent>();
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while (query.MoveNext(out var uid, out var grid))
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{
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// Don't add anymore as it is irrelevant, but that doesn't mean we need to re-do existing work.
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if (nearbyGrids.Contains(grid.Owner))
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if (nearbyGrids.Contains(uid))
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continue;
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targetAABB = targetAABB.Union(_transform.GetWorldMatrix(grid.Owner, xformQuery)
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.TransformBox(Comp<MapGridComponent>(grid.Owner).LocalAABB));
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targetAABB = targetAABB.Union(_transform.GetWorldMatrix(uid, xformQuery)
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.TransformBox(Comp<MapGridComponent>(uid).LocalAABB));
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}
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break;
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