fix magnet trigger for artifacts (#21213)
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@@ -6,7 +6,7 @@ using Content.Shared.Clothing;
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namespace Content.Server.Xenoarchaeology.XenoArtifacts.Triggers.Systems;
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/// <summary>
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/// This handles...
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/// This handles artifacts that are activated by magnets, both salvage and magboots.
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/// </summary>
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public sealed class ArtifactMagnetTriggerSystem : EntitySystem
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{
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@@ -22,20 +22,20 @@ public sealed class ArtifactMagnetTriggerSystem : EntitySystem
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{
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base.Update(frameTime);
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var artifactQuery = EntityQuery<ArtifactMagnetTriggerComponent, TransformComponent>().ToHashSet();
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if (!artifactQuery.Any())
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if (!EntityQuery<ArtifactMagnetTriggerComponent>().Any())
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return;
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List<EntityUid> toActivate = new();
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//assume that there's more instruments than artifacts
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var query = EntityQueryEnumerator<MagbootsComponent, TransformComponent>();
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while (query.MoveNext(out var uid, out var magboot, out var magXform))
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while (query.MoveNext(out _, out var magboot, out var magXform))
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{
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if (!magboot.On)
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continue;
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foreach (var (trigger, xform) in artifactQuery)
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var artiQuery = EntityQueryEnumerator<ArtifactMagnetTriggerComponent, TransformComponent>();
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while (artiQuery.MoveNext(out var artifactUid, out var trigger, out var xform))
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{
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if (!magXform.Coordinates.TryDistance(EntityManager, xform.Coordinates, out var distance))
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continue;
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@@ -43,7 +43,7 @@ public sealed class ArtifactMagnetTriggerSystem : EntitySystem
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if (distance > trigger.Range)
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continue;
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toActivate.Add(uid);
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toActivate.Add(artifactUid);
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}
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}
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