Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
42 lines
1.4 KiB
C#
42 lines
1.4 KiB
C#
using Content.Server.GameObjects.Components.Power.ApcNetComponents;
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using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using System.Collections.Generic;
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using Robust.Shared.IoC;
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using Robust.Server.Interfaces.Timing;
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namespace Content.Server.Interfaces.GameObjects.Components.Interaction
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{
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public sealed class ApcSystem : EntitySystem
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{
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#pragma warning disable 649
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[Dependency] private readonly IPauseManager _pauseManager;
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#pragma warning restore 649
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public override void Initialize()
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{
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EntityQuery = new TypeEntityQuery(typeof(ApcComponent));
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}
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public override void Update(float frameTime)
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{
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var uniqueApcNets = new HashSet<IApcNet>(); //could be improved by maintaining set instead of getting collection every frame
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foreach (var entity in RelevantEntities)
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{
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if (_pauseManager.IsEntityPaused(entity))
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{
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continue;
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}
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var apc = entity.GetComponent<ApcComponent>();
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uniqueApcNets.Add(apc.Net);
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entity.GetComponent<ApcComponent>().Update();
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}
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foreach (var apcNet in uniqueApcNets)
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{
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apcNet.Update(frameTime);
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}
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}
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}
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}
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