Fix mechanism events not being called properly, add test (#2279)

* Add mechanism events when added/removed to/from body/parts

* Change old usages

* Add TODO

* Remove BodyExtensions and IHasBody

* Remove unnecessary extensions and fix wrong event call in mechanism behavior component

* Complete test and fix event calls
This commit is contained in:
DrSmugleaf
2020-10-17 12:26:39 +02:00
committed by GitHub
parent 05a78f117d
commit 101fa9e466
25 changed files with 365 additions and 154 deletions

View File

@@ -3,26 +3,29 @@ using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Shared.GameObjects.Components.Body.Behavior;
using Robust.Shared.Interfaces.GameObjects;
using Content.Shared.GameObjects.Components.Body.Part;
namespace Content.Shared.GameObjects.Components.Body.Mechanism
{
public static class MechanismExtensions
{
public static bool HasMechanismBehavior<T>(this IEntity entity) where T : IMechanismBehavior
public static bool HasMechanismBehavior<T>(this IBody body)
{
// TODO BODY optimize
return entity.TryGetBody(out var body) &&
body.Parts.Values.Any(p => p.Mechanisms.Any(m => m.Owner.HasComponent<T>()));
return body.Parts.Values.Any(p => p.HasMechanismBehavior<T>());
}
public static IEnumerable<IMechanismBehavior> GetMechanismBehaviors(this IEntity entity)
public static bool HasMechanismBehavior<T>(this IBodyPart part)
{
if (!entity.TryGetBody(out var body))
{
yield break;
}
return part.Mechanisms.Any(m => m.Owner.HasComponent<T>());
}
public static bool HasMechanismBehavior<T>(this IMechanism mechanism)
{
return mechanism.Owner.HasComponent<T>();
}
public static IEnumerable<IMechanismBehavior> GetMechanismBehaviors(this IBody body)
{
foreach (var part in body.Parts.Values)
foreach (var mechanism in part.Mechanisms)
foreach (var behavior in mechanism.Owner.GetAllComponents<IMechanismBehavior>())
@@ -31,10 +34,10 @@ namespace Content.Shared.GameObjects.Components.Body.Mechanism
}
}
public static bool TryGetMechanismBehaviors(this IEntity entity,
public static bool TryGetMechanismBehaviors(this IBody body,
[NotNullWhen(true)] out List<IMechanismBehavior>? behaviors)
{
behaviors = entity.GetMechanismBehaviors().ToList();
behaviors = body.GetMechanismBehaviors().ToList();
if (behaviors.Count == 0)
{
@@ -45,13 +48,8 @@ namespace Content.Shared.GameObjects.Components.Body.Mechanism
return true;
}
public static IEnumerable<T> GetMechanismBehaviors<T>(this IEntity entity) where T : class, IMechanismBehavior
public static IEnumerable<T> GetMechanismBehaviors<T>(this IBody body) where T : class, IMechanismBehavior
{
if (!entity.TryGetBody(out var body))
{
yield break;
}
foreach (var part in body.Parts.Values)
foreach (var mechanism in part.Mechanisms)
{
@@ -62,7 +60,7 @@ namespace Content.Shared.GameObjects.Components.Body.Mechanism
}
}
public static bool TryGetMechanismBehaviors<T>(this IEntity entity, [NotNullWhen(true)] out List<T>? behaviors)
public static bool TryGetMechanismBehaviors<T>(this IBody entity, [NotNullWhen(true)] out List<T>? behaviors)
where T : class, IMechanismBehavior
{
behaviors = entity.GetMechanismBehaviors<T>().ToList();