* 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>
95 lines
2.5 KiB
C#
95 lines
2.5 KiB
C#
using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Conveyor;
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using Content.Shared.GameObjects.Components.Conveyor;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects.Systems;
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namespace Content.Server.GameObjects.EntitySystems
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{
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[UsedImplicitly]
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internal sealed class ConveyorSystem : EntitySystem
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{
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public override void Update(float frameTime)
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{
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foreach (var comp in ComponentManager.EntityQuery<ConveyorComponent>())
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{
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comp.Update(frameTime);
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}
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}
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}
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public class ConveyorGroup
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{
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private readonly HashSet<ConveyorComponent> _conveyors;
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private readonly HashSet<ConveyorSwitchComponent> _switches;
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public ConveyorGroup()
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{
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_conveyors = new HashSet<ConveyorComponent>(0);
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_switches = new HashSet<ConveyorSwitchComponent>(0);
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State = ConveyorState.Off;
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}
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public IReadOnlyCollection<ConveyorComponent> Conveyors => _conveyors;
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public IReadOnlyCollection<ConveyorSwitchComponent> Switches => _switches;
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public ConveyorState State { get; private set; }
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public void AddConveyor(ConveyorComponent conveyor)
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{
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_conveyors.Add(conveyor);
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conveyor.Sync(this);
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}
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public void RemoveConveyor(ConveyorComponent conveyor)
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{
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_conveyors.Remove(conveyor);
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}
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public void AddSwitch(ConveyorSwitchComponent conveyorSwitch)
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{
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_switches.Add(conveyorSwitch);
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if (_switches.Count == 1)
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{
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SetState(conveyorSwitch);
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}
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conveyorSwitch.Sync(this);
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}
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public void RemoveSwitch(ConveyorSwitchComponent conveyorSwitch)
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{
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_switches.Remove(conveyorSwitch);
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}
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public void SetState(ConveyorSwitchComponent conveyorSwitch)
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{
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var state = conveyorSwitch.State;
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if (state == ConveyorState.Loose)
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{
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if (_switches.Count > 0)
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{
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return;
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}
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state = ConveyorState.Off;
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}
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State = state;
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foreach (var conveyor in Conveyors)
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{
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conveyor.Sync(this);
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}
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foreach (var connectedSwitch in _switches)
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{
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connectedSwitch.Sync(this);
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}
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}
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}
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}
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