* Code cleanup for radio jammer * More Entity<T> for the people, and fix an accidental variable reuse
42 lines
1.3 KiB
C#
42 lines
1.3 KiB
C#
using Content.Shared.DeviceNetwork.Components;
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using Content.Shared.DeviceNetwork.Systems;
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using Robust.Server.GameObjects;
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namespace Content.Server.DeviceNetwork.Systems;
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/// <inheritdoc/>
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public sealed class DeviceNetworkJammerSystem : SharedDeviceNetworkJammerSystem
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{
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[Dependency] private readonly TransformSystem _transform = default!;
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[Dependency] private readonly SharedDeviceNetworkJammerSystem _jammer = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<TransformComponent, BeforePacketSentEvent>(BeforePacketSent);
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}
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private void BeforePacketSent(Entity<TransformComponent> xform, ref BeforePacketSentEvent ev)
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{
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if (ev.Cancelled)
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return;
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var query = EntityQueryEnumerator<DeviceNetworkJammerComponent, TransformComponent>();
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while (query.MoveNext(out var uid, out var jammerComp, out var jammerXform))
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{
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if (!_jammer.GetJammableNetworks((uid, jammerComp)).Contains(ev.NetworkId))
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continue;
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if (_transform.InRange(jammerXform.Coordinates, ev.SenderTransform.Coordinates, jammerComp.Range)
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|| _transform.InRange(jammerXform.Coordinates, xform.Comp.Coordinates, jammerComp.Range))
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{
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ev.Cancel();
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return;
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}
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}
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}
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}
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