Split entity lookups from entity manager (#3747)
* Split entity lookups from entity manager * IoC instead * IoC refactor * Fix bad resolve * Remove EntityManager EntityLookup * Update submodule Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
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@@ -7,6 +7,7 @@ using Content.Shared.GameObjects.Components.Storage;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Physics;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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@@ -102,11 +103,12 @@ namespace Content.Shared.GameObjects.Components.Disposal
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{
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if(_intersecting.Count == 0) return;
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// TODO: Yeah look this sucks but we'll fix it someday.
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for (var i = _intersecting.Count - 1; i >= 0; i--)
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{
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var entity = _intersecting[i];
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if (!Owner.EntityManager.IsIntersecting(entity, Owner))
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if (IoCManager.Resolve<IEntityLookup>().IsIntersecting(entity, Owner))
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_intersecting.RemoveAt(i);
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}
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}
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@@ -5,6 +5,7 @@ using System.Linq;
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using Content.Shared.Physics;
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using Content.Shared.Utility;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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@@ -25,8 +26,8 @@ namespace Content.Shared.GameObjects.Verbs
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contextEntities = null;
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var length = buffer ? 1.0f: 0.5f;
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var entities = EntityManager.GetEntitiesIntersecting(targetPos.MapId,
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Box2.CenteredAround(targetPos.Position, (length, length))).ToList();
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var entities = IoCManager.Resolve<IEntityLookup>().
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GetEntitiesIntersecting(targetPos.MapId, Box2.CenteredAround(targetPos.Position, (length, length))).ToList();
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if (entities.Count == 0)
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{
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