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.
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@@ -119,7 +119,7 @@ namespace Content.Server.GameObjects
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void RecalculateComponentThresholds()
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{
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foreach (IOnDamageBehavior onDamageBehaviorComponent in Owner.GetComponents<IOnDamageBehavior>())
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foreach (IOnDamageBehavior onDamageBehaviorComponent in Owner.GetAllComponents<IOnDamageBehavior>())
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{
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AddThresholdsFrom(onDamageBehaviorComponent);
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}
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@@ -8,11 +8,11 @@ namespace Content.Server.GameObjects
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public class ItemComponent : StoreableComponent, EntitySystems.IAttackHand
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{
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public override string Name => "Item";
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public void RemovedFromSlot()
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{
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foreach (var component in Owner.GetComponents<ISpriteRenderableComponent>())
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foreach (var component in Owner.GetAllComponents<ISpriteRenderableComponent>())
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{
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component.Visible = true;
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}
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@@ -20,7 +20,7 @@ namespace Content.Server.GameObjects
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public void EquippedToSlot(ContainerSlot slot)
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{
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foreach (var component in Owner.GetComponents<ISpriteRenderableComponent>())
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foreach (var component in Owner.GetAllComponents<ISpriteRenderableComponent>())
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{
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component.Visible = false;
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}
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@@ -48,16 +48,16 @@ namespace Content.Server.GameObjects.EntitySystems
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StringBuilder fullexaminetext = new StringBuilder("This is " + examined.Name);
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//Add an entity description if one is declared
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if(!string.IsNullOrEmpty(examined.Description))
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if (!string.IsNullOrEmpty(examined.Description))
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{
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fullexaminetext.Append(Environment.NewLine + examined.Description);
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}
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//Add component statuses from components that report one
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foreach (var examinecomponents in examined.GetComponents<IExamine>())
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foreach (var examinecomponents in examined.GetAllComponents<IExamine>())
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{
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string componentdescription = examinecomponents.Examine();
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if(!string.IsNullOrEmpty(componentdescription))
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if (!string.IsNullOrEmpty(componentdescription))
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{
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fullexaminetext.Append(Environment.NewLine + componentdescription);
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}
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@@ -95,7 +95,7 @@ namespace Content.Server.GameObjects.EntitySystems
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IEntity attacked = null;
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if (msg.Uid.IsValid())
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attacked = EntityManager.GetEntity(msg.Uid);
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//Verify player has a transform component
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if (!player.TryGetComponent<IServerTransformComponent>(out var playerTransform))
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{
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@@ -121,7 +121,7 @@ namespace Content.Server.GameObjects.EntitySystems
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//TODO: Mob status code that allows or rejects interactions based on current mob status
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//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
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//Clicked on empty space behavior, try using ranged attack
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if (attacked == null && item != null)
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{
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@@ -129,7 +129,7 @@ namespace Content.Server.GameObjects.EntitySystems
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InteractAfterattack(player, item, msg.Coordinates);
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return;
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}
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else if(attacked == null)
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else if (attacked == null)
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{
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return;
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}
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@@ -156,14 +156,14 @@ namespace Content.Server.GameObjects.EntitySystems
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var distance = (playerTransform.WorldPosition - attacked.GetComponent<IServerTransformComponent>().WorldPosition).LengthSquared;
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if (distance > INTERACTION_RANGE_SQUARED)
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{
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if(item != null)
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if (item != null)
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{
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RangedInteraction(player, item, attacked, msg.Coordinates);
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return;
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}
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return; //Add some form of ranged attackhand here if you need it someday, or perhaps just ways to modify the range of attackhand
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}
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//We are close to the nearby object and the object isn't contained in our active hand
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//ATTACKBY/AFTERATTACK: We will either use the item on the nearby object
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if (item != null)
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@@ -194,7 +194,7 @@ namespace Content.Server.GameObjects.EntitySystems
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/// <param name="clicklocation"></param>
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public static void InteractAfterattack(IEntity user, IEntity weapon, LocalCoordinates clicklocation)
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{
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List<IAfterAttack> afterattacks = weapon.GetComponents<IAfterAttack>().ToList();
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List<IAfterAttack> afterattacks = weapon.GetAllComponents<IAfterAttack>().ToList();
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for (var i = 0; i < afterattacks.Count; i++)
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{
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@@ -211,9 +211,9 @@ namespace Content.Server.GameObjects.EntitySystems
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/// <param name="attacked"></param>
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public static void Interaction(IEntity user, IEntity weapon, IEntity attacked, LocalCoordinates clicklocation)
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{
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List<IAttackby> interactables = attacked.GetComponents<IAttackby>().ToList();
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List<IAttackby> interactables = attacked.GetAllComponents<IAttackby>().ToList();
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for(var i = 0; i < interactables.Count; i++)
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for (var i = 0; i < interactables.Count; i++)
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{
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if (interactables[i].Attackby(user, weapon)) //If an attackby returns a status completion we finish our attack
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{
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@@ -225,7 +225,7 @@ namespace Content.Server.GameObjects.EntitySystems
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//If we aren't directly attacking the nearby object, lets see if our item has an after attack we can do
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List<IAfterAttack> afterattacks = weapon.GetComponents<IAfterAttack>().ToList();
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List<IAfterAttack> afterattacks = weapon.GetAllComponents<IAfterAttack>().ToList();
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for (var i = 0; i < afterattacks.Count; i++)
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{
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@@ -241,7 +241,7 @@ namespace Content.Server.GameObjects.EntitySystems
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/// <param name="attacked"></param>
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public static void Interaction(IEntity user, IEntity attacked)
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{
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List<IAttackHand> interactables = attacked.GetComponents<IAttackHand>().ToList();
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List<IAttackHand> interactables = attacked.GetAllComponents<IAttackHand>().ToList();
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for (var i = 0; i < interactables.Count; i++)
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{
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@@ -262,7 +262,7 @@ namespace Content.Server.GameObjects.EntitySystems
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/// <param name="used"></param>
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public static void TryUseInteraction(IEntity user, IEntity used)
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{
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if(user != null && used != null && MobCanInteract(user))
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if (user != null && used != null && MobCanInteract(user))
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{
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UseInteraction(user, used);
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}
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@@ -276,7 +276,7 @@ namespace Content.Server.GameObjects.EntitySystems
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/// <param name="attacked"></param>
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public static void UseInteraction(IEntity user, IEntity used)
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{
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List<IUse> usables = used.GetComponents<IUse>().ToList();
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List<IUse> usables = used.GetAllComponents<IUse>().ToList();
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//Try to use item on any components which have the interface
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for (var i = 0; i < usables.Count; i++)
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@@ -297,7 +297,7 @@ namespace Content.Server.GameObjects.EntitySystems
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/// <param name="attacked"></param>
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public static void RangedInteraction(IEntity user, IEntity weapon, IEntity attacked, LocalCoordinates clicklocation)
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{
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List<IRangedAttackby> rangedusables = attacked.GetComponents<IRangedAttackby>().ToList();
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List<IRangedAttackby> rangedusables = attacked.GetAllComponents<IRangedAttackby>().ToList();
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//See if we have a ranged attack interaction
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for (var i = 0; i < rangedusables.Count; i++)
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@@ -308,9 +308,9 @@ namespace Content.Server.GameObjects.EntitySystems
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}
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}
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if(weapon != null)
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if (weapon != null)
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{
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List<IAfterAttack> afterattacks = weapon.GetComponents<IAfterAttack>().ToList();
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List<IAfterAttack> afterattacks = weapon.GetAllComponents<IAfterAttack>().ToList();
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//See if we have a ranged attack interaction
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for (var i = 0; i < afterattacks.Count; i++)
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2
engine
2
engine
Submodule engine updated: cb469c4f86...1375da7f70
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