Rename IEntity.GetComponents to GetAllComponents. (#68)

* Rename IEntity.GetComponents to GetAllComponents.

This is to avoid confusion.
A single s to distinguish it from GetComponent() is quite hard to miss.

* Update submodule.
This commit is contained in:
Pieter-Jan Briers
2018-05-10 19:21:15 +02:00
committed by GitHub
parent 205a4fc530
commit 20cf3a6a9b
5 changed files with 23 additions and 23 deletions

View File

@@ -119,7 +119,7 @@ namespace Content.Server.GameObjects
void RecalculateComponentThresholds()
{
foreach (IOnDamageBehavior onDamageBehaviorComponent in Owner.GetComponents<IOnDamageBehavior>())
foreach (IOnDamageBehavior onDamageBehaviorComponent in Owner.GetAllComponents<IOnDamageBehavior>())
{
AddThresholdsFrom(onDamageBehaviorComponent);
}

View File

@@ -8,11 +8,11 @@ namespace Content.Server.GameObjects
public class ItemComponent : StoreableComponent, EntitySystems.IAttackHand
{
public override string Name => "Item";
public void RemovedFromSlot()
{
foreach (var component in Owner.GetComponents<ISpriteRenderableComponent>())
foreach (var component in Owner.GetAllComponents<ISpriteRenderableComponent>())
{
component.Visible = true;
}
@@ -20,7 +20,7 @@ namespace Content.Server.GameObjects
public void EquippedToSlot(ContainerSlot slot)
{
foreach (var component in Owner.GetComponents<ISpriteRenderableComponent>())
foreach (var component in Owner.GetAllComponents<ISpriteRenderableComponent>())
{
component.Visible = false;
}

View File

@@ -48,16 +48,16 @@ namespace Content.Server.GameObjects.EntitySystems
StringBuilder fullexaminetext = new StringBuilder("This is " + examined.Name);
//Add an entity description if one is declared
if(!string.IsNullOrEmpty(examined.Description))
if (!string.IsNullOrEmpty(examined.Description))
{
fullexaminetext.Append(Environment.NewLine + examined.Description);
}
//Add component statuses from components that report one
foreach (var examinecomponents in examined.GetComponents<IExamine>())
foreach (var examinecomponents in examined.GetAllComponents<IExamine>())
{
string componentdescription = examinecomponents.Examine();
if(!string.IsNullOrEmpty(componentdescription))
if (!string.IsNullOrEmpty(componentdescription))
{
fullexaminetext.Append(Environment.NewLine + componentdescription);
}

View File

@@ -95,7 +95,7 @@ namespace Content.Server.GameObjects.EntitySystems
IEntity attacked = null;
if (msg.Uid.IsValid())
attacked = EntityManager.GetEntity(msg.Uid);
//Verify player has a transform component
if (!player.TryGetComponent<IServerTransformComponent>(out var playerTransform))
{
@@ -121,7 +121,7 @@ namespace Content.Server.GameObjects.EntitySystems
//TODO: Mob status code that allows or rejects interactions based on current mob status
//Check if client should be able to see that object to click on it in the first place, prevent using locaters by firing a laser or something
//Clicked on empty space behavior, try using ranged attack
if (attacked == null && item != null)
{
@@ -129,7 +129,7 @@ namespace Content.Server.GameObjects.EntitySystems
InteractAfterattack(player, item, msg.Coordinates);
return;
}
else if(attacked == null)
else if (attacked == null)
{
return;
}
@@ -156,14 +156,14 @@ namespace Content.Server.GameObjects.EntitySystems
var distance = (playerTransform.WorldPosition - attacked.GetComponent<IServerTransformComponent>().WorldPosition).LengthSquared;
if (distance > INTERACTION_RANGE_SQUARED)
{
if(item != null)
if (item != null)
{
RangedInteraction(player, item, attacked, msg.Coordinates);
return;
}
return; //Add some form of ranged attackhand here if you need it someday, or perhaps just ways to modify the range of attackhand
}
//We are close to the nearby object and the object isn't contained in our active hand
//ATTACKBY/AFTERATTACK: We will either use the item on the nearby object
if (item != null)
@@ -194,7 +194,7 @@ namespace Content.Server.GameObjects.EntitySystems
/// <param name="clicklocation"></param>
public static void InteractAfterattack(IEntity user, IEntity weapon, LocalCoordinates clicklocation)
{
List<IAfterAttack> afterattacks = weapon.GetComponents<IAfterAttack>().ToList();
List<IAfterAttack> afterattacks = weapon.GetAllComponents<IAfterAttack>().ToList();
for (var i = 0; i < afterattacks.Count; i++)
{
@@ -211,9 +211,9 @@ namespace Content.Server.GameObjects.EntitySystems
/// <param name="attacked"></param>
public static void Interaction(IEntity user, IEntity weapon, IEntity attacked, LocalCoordinates clicklocation)
{
List<IAttackby> interactables = attacked.GetComponents<IAttackby>().ToList();
List<IAttackby> interactables = attacked.GetAllComponents<IAttackby>().ToList();
for(var i = 0; i < interactables.Count; i++)
for (var i = 0; i < interactables.Count; i++)
{
if (interactables[i].Attackby(user, weapon)) //If an attackby returns a status completion we finish our attack
{
@@ -225,7 +225,7 @@ namespace Content.Server.GameObjects.EntitySystems
//If we aren't directly attacking the nearby object, lets see if our item has an after attack we can do
List<IAfterAttack> afterattacks = weapon.GetComponents<IAfterAttack>().ToList();
List<IAfterAttack> afterattacks = weapon.GetAllComponents<IAfterAttack>().ToList();
for (var i = 0; i < afterattacks.Count; i++)
{
@@ -241,7 +241,7 @@ namespace Content.Server.GameObjects.EntitySystems
/// <param name="attacked"></param>
public static void Interaction(IEntity user, IEntity attacked)
{
List<IAttackHand> interactables = attacked.GetComponents<IAttackHand>().ToList();
List<IAttackHand> interactables = attacked.GetAllComponents<IAttackHand>().ToList();
for (var i = 0; i < interactables.Count; i++)
{
@@ -262,7 +262,7 @@ namespace Content.Server.GameObjects.EntitySystems
/// <param name="used"></param>
public static void TryUseInteraction(IEntity user, IEntity used)
{
if(user != null && used != null && MobCanInteract(user))
if (user != null && used != null && MobCanInteract(user))
{
UseInteraction(user, used);
}
@@ -276,7 +276,7 @@ namespace Content.Server.GameObjects.EntitySystems
/// <param name="attacked"></param>
public static void UseInteraction(IEntity user, IEntity used)
{
List<IUse> usables = used.GetComponents<IUse>().ToList();
List<IUse> usables = used.GetAllComponents<IUse>().ToList();
//Try to use item on any components which have the interface
for (var i = 0; i < usables.Count; i++)
@@ -297,7 +297,7 @@ namespace Content.Server.GameObjects.EntitySystems
/// <param name="attacked"></param>
public static void RangedInteraction(IEntity user, IEntity weapon, IEntity attacked, LocalCoordinates clicklocation)
{
List<IRangedAttackby> rangedusables = attacked.GetComponents<IRangedAttackby>().ToList();
List<IRangedAttackby> rangedusables = attacked.GetAllComponents<IRangedAttackby>().ToList();
//See if we have a ranged attack interaction
for (var i = 0; i < rangedusables.Count; i++)
@@ -308,9 +308,9 @@ namespace Content.Server.GameObjects.EntitySystems
}
}
if(weapon != null)
if (weapon != null)
{
List<IAfterAttack> afterattacks = weapon.GetComponents<IAfterAttack>().ToList();
List<IAfterAttack> afterattacks = weapon.GetAllComponents<IAfterAttack>().ToList();
//See if we have a ranged attack interaction
for (var i = 0; i < afterattacks.Count; i++)

2
engine

Submodule engine updated: cb469c4f86...1375da7f70