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() void RecalculateComponentThresholds()
{ {
foreach (IOnDamageBehavior onDamageBehaviorComponent in Owner.GetComponents<IOnDamageBehavior>()) foreach (IOnDamageBehavior onDamageBehaviorComponent in Owner.GetAllComponents<IOnDamageBehavior>())
{ {
AddThresholdsFrom(onDamageBehaviorComponent); AddThresholdsFrom(onDamageBehaviorComponent);
} }

View File

@@ -12,7 +12,7 @@ namespace Content.Server.GameObjects
public void RemovedFromSlot() public void RemovedFromSlot()
{ {
foreach (var component in Owner.GetComponents<ISpriteRenderableComponent>()) foreach (var component in Owner.GetAllComponents<ISpriteRenderableComponent>())
{ {
component.Visible = true; component.Visible = true;
} }
@@ -20,7 +20,7 @@ namespace Content.Server.GameObjects
public void EquippedToSlot(ContainerSlot slot) public void EquippedToSlot(ContainerSlot slot)
{ {
foreach (var component in Owner.GetComponents<ISpriteRenderableComponent>()) foreach (var component in Owner.GetAllComponents<ISpriteRenderableComponent>())
{ {
component.Visible = false; component.Visible = false;
} }

View File

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

View File

@@ -129,7 +129,7 @@ namespace Content.Server.GameObjects.EntitySystems
InteractAfterattack(player, item, msg.Coordinates); InteractAfterattack(player, item, msg.Coordinates);
return; return;
} }
else if(attacked == null) else if (attacked == null)
{ {
return; return;
} }
@@ -156,7 +156,7 @@ namespace Content.Server.GameObjects.EntitySystems
var distance = (playerTransform.WorldPosition - attacked.GetComponent<IServerTransformComponent>().WorldPosition).LengthSquared; var distance = (playerTransform.WorldPosition - attacked.GetComponent<IServerTransformComponent>().WorldPosition).LengthSquared;
if (distance > INTERACTION_RANGE_SQUARED) if (distance > INTERACTION_RANGE_SQUARED)
{ {
if(item != null) if (item != null)
{ {
RangedInteraction(player, item, attacked, msg.Coordinates); RangedInteraction(player, item, attacked, msg.Coordinates);
return; return;
@@ -194,7 +194,7 @@ namespace Content.Server.GameObjects.EntitySystems
/// <param name="clicklocation"></param> /// <param name="clicklocation"></param>
public static void InteractAfterattack(IEntity user, IEntity weapon, LocalCoordinates clicklocation) 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++) for (var i = 0; i < afterattacks.Count; i++)
{ {
@@ -211,9 +211,9 @@ namespace Content.Server.GameObjects.EntitySystems
/// <param name="attacked"></param> /// <param name="attacked"></param>
public static void Interaction(IEntity user, IEntity weapon, IEntity attacked, LocalCoordinates clicklocation) 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 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 //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++) for (var i = 0; i < afterattacks.Count; i++)
{ {
@@ -241,7 +241,7 @@ namespace Content.Server.GameObjects.EntitySystems
/// <param name="attacked"></param> /// <param name="attacked"></param>
public static void Interaction(IEntity user, IEntity attacked) 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++) for (var i = 0; i < interactables.Count; i++)
{ {
@@ -262,7 +262,7 @@ namespace Content.Server.GameObjects.EntitySystems
/// <param name="used"></param> /// <param name="used"></param>
public static void TryUseInteraction(IEntity user, IEntity used) 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); UseInteraction(user, used);
} }
@@ -276,7 +276,7 @@ namespace Content.Server.GameObjects.EntitySystems
/// <param name="attacked"></param> /// <param name="attacked"></param>
public static void UseInteraction(IEntity user, IEntity used) 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 //Try to use item on any components which have the interface
for (var i = 0; i < usables.Count; i++) for (var i = 0; i < usables.Count; i++)
@@ -297,7 +297,7 @@ namespace Content.Server.GameObjects.EntitySystems
/// <param name="attacked"></param> /// <param name="attacked"></param>
public static void RangedInteraction(IEntity user, IEntity weapon, IEntity attacked, LocalCoordinates clicklocation) 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 //See if we have a ranged attack interaction
for (var i = 0; i < rangedusables.Count; i++) 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 //See if we have a ranged attack interaction
for (var i = 0; i < afterattacks.Count; i++) for (var i = 0; i < afterattacks.Count; i++)

2
engine

Submodule engine updated: cb469c4f86...1375da7f70