Use ActorComponent instead of IActorComponent or BasicActorComponent. (#3966)

This commit is contained in:
Vera Aguilera Puerto
2021-05-12 13:42:18 +02:00
committed by GitHub
parent 3319dc0599
commit 462cddf860
65 changed files with 220 additions and 220 deletions

View File

@@ -56,7 +56,7 @@ namespace Content.Server.GameObjects.Components.Body.Surgery
return false;
}
if (!eventArgs.User.TryGetComponent(out IActorComponent? actor))
if (!eventArgs.User.TryGetComponent(out ActorComponent? actor))
{
return false;
}
@@ -81,8 +81,8 @@ namespace Content.Server.GameObjects.Components.Body.Surgery
if (_optionsCache.Count > 0)
{
OpenSurgeryUI(actor.playerSession);
UpdateSurgeryUIBodyPartRequest(actor.playerSession, toSend);
OpenSurgeryUI(actor.PlayerSession);
UpdateSurgeryUIBodyPartRequest(actor.PlayerSession, toSend);
PerformerCache = eventArgs.User; // Also, cache the data.
BodyCache = body;
}
@@ -131,8 +131,8 @@ namespace Content.Server.GameObjects.Components.Body.Surgery
if (_optionsCache.Count > 0 && PerformerCache != null)
{
OpenSurgeryUI(PerformerCache.GetComponent<BasicActorComponent>().playerSession);
UpdateSurgeryUIMechanismRequest(PerformerCache.GetComponent<BasicActorComponent>().playerSession,
OpenSurgeryUI(PerformerCache.GetComponent<ActorComponent>().PlayerSession);
UpdateSurgeryUIMechanismRequest(PerformerCache.GetComponent<ActorComponent>().PlayerSession,
toSend);
_callbackCache = callback;
}
@@ -214,12 +214,12 @@ namespace Content.Server.GameObjects.Components.Body.Surgery
private void HandleReceiveBodyPart(int key)
{
if (PerformerCache == null ||
!PerformerCache.TryGetComponent(out IActorComponent? actor))
!PerformerCache.TryGetComponent(out ActorComponent? actor))
{
return;
}
CloseSurgeryUI(actor.playerSession);
CloseSurgeryUI(actor.PlayerSession);
// TODO: sanity checks to see whether user is in range, user is still able-bodied, target is still the same, etc etc
if (!_optionsCache.TryGetValue(key, out var targetObject) ||
BodyCache == null)
@@ -248,13 +248,13 @@ namespace Content.Server.GameObjects.Components.Body.Surgery
!_optionsCache.TryGetValue(key, out var targetObject) ||
targetObject is not MechanismComponent target ||
PerformerCache == null ||
!PerformerCache.TryGetComponent(out IActorComponent? actor))
!PerformerCache.TryGetComponent(out ActorComponent? actor))
{
NotUsefulAnymorePopup();
return;
}
CloseSurgeryUI(actor.playerSession);
CloseSurgeryUI(actor.PlayerSession);
_callbackCache?.Invoke(target, BodyCache, this, PerformerCache);
}