* Change EntityQuery to not retrieve paused by default * GetAllComponents Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
45 lines
1.7 KiB
C#
45 lines
1.7 KiB
C#
using Content.Server.GameObjects.Components.Fluids;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects.Components.Transform;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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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 PuddleSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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var mapManager = IoCManager.Resolve<IMapManager>();
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mapManager.TileChanged += HandleTileChanged;
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}
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public override void Shutdown()
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{
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base.Shutdown();
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var mapManager = IoCManager.Resolve<IMapManager>();
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mapManager.TileChanged -= HandleTileChanged;
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}
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private void HandleTileChanged(object sender, TileChangedEventArgs eventArgs)
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{
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// If this gets hammered you could probably queue up all the tile changes every tick but I doubt that would ever happen.
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foreach (var (puddle, snapGrid) in ComponentManager.EntityQuery<PuddleComponent, SnapGridComponent>(true))
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{
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// If the tile becomes space then delete it (potentially change by design)
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if (eventArgs.NewTile.GridIndex == puddle.Owner.Transform.GridID &&
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snapGrid.Position == eventArgs.NewTile.GridIndices &&
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eventArgs.NewTile.Tile.IsEmpty)
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{
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puddle.Owner.Delete();
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break; // Currently it's one puddle per tile, if that changes remove this
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}
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}
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}
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}
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}
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