* First pass

* Fix access and rename banananium to bananium

* Fix captialization of CookTimeInfoLabel

* Fix InteractUsing calls

* Remove unused [Dependency]

* Replace obsolete references to Anchored with BodyType

* Assign default value to shoving someone in disposals

* Fix naming

* Replace Initialize TryGetComponents with EnsureComponent

* Rework AnchorableComponent

* Fix singularity component

* Replace obsolete usages of Angle.South

* Fix efcore warning

* Fix container tests

* Fix DebugPressurePump invalid PressurePump yaml

* Fix getting pathfinding region of grid 0

* Fix atmos plaque missing layer and add info message when it happens

* Fix AiSteeringSystem steering in an invalid grid in entity test

* Make content able to choose which log level leads to test failures

* Revert container test fix for Acruid

* Fix sprite, pipe and saving errors
Make EntityTest print all errors instead of stopping on the first

* Reorder singularity visualizer

* Disable pvs for container occlusion adn simple predict reconcile, they use entities other than map ones

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
ShadowCommander
2021-03-31 12:41:23 -07:00
committed by GitHub
parent 0d1f6abb3b
commit 7a842f7c22
64 changed files with 496 additions and 249 deletions

View File

@@ -1,4 +1,4 @@
#nullable enable
#nullable enable
using System;
using System.Diagnostics.CodeAnalysis;
using System.Threading.Tasks;
@@ -20,6 +20,8 @@ namespace Content.Server.GameObjects.Components
{
public override string Name => "Anchorable";
[ComponentDependency] private PhysicsComponent? _physicsComponent = default!;
[ViewVariables]
[DataField("tool")]
public ToolQuality Tool { get; private set; } = ToolQuality.Anchoring;
@@ -31,6 +33,12 @@ namespace Content.Server.GameObjects.Components
[DataField("snap")]
public bool Snap { get; private set; }
public override void Initialize()
{
base.Initialize();
Owner.EnsureComponent<PhysicsComponent>(out _physicsComponent);
}
/// <summary>
/// Checks if a tool can change the anchored status.
/// </summary>
@@ -38,14 +46,14 @@ namespace Content.Server.GameObjects.Components
/// <param name="utilizing">The tool being used, can be null if forcing it</param>
/// <param name="force">Whether or not to check if the tool is valid</param>
/// <returns>true if it is valid, false otherwise</returns>
private async Task<bool> Valid(IEntity user, IEntity? utilizing, [NotNullWhen(true)] bool force = false)
private async Task<bool> Valid(IEntity? user, IEntity? utilizing, [NotNullWhen(true)] bool force = false)
{
if (!Owner.HasComponent<IPhysBody>())
{
return false;
}
if (!force)
if (user != null && !force)
{
if (utilizing == null ||
!utilizing.TryGetComponent(out ToolComponent? tool) ||
@@ -65,15 +73,17 @@ namespace Content.Server.GameObjects.Components
/// <param name="utilizing">The tool being used, if any</param>
/// <param name="force">Whether or not to ignore valid tool checks</param>
/// <returns>true if anchored, false otherwise</returns>
public async Task<bool> TryAnchor(IEntity user, IEntity? utilizing = null, bool force = false)
public async Task<bool> TryAnchor(IEntity? user, IEntity? utilizing = null, bool force = false)
{
if (!(await Valid(user, utilizing, force)))
{
return false;
}
var physics = Owner.GetComponent<IPhysBody>();
physics.BodyType = BodyType.Static;
if (_physicsComponent == null)
return false;
_physicsComponent.BodyType = BodyType.Static;
// Snap rotation to cardinal (multiple of 90)
var rot = Owner.Transform.LocalRotation;
@@ -100,15 +110,17 @@ namespace Content.Server.GameObjects.Components
/// <param name="utilizing">The tool being used, if any</param>
/// <param name="force">Whether or not to ignore valid tool checks</param>
/// <returns>true if unanchored, false otherwise</returns>
public async Task<bool> TryUnAnchor(IEntity user, IEntity? utilizing = null, bool force = false)
public async Task<bool> TryUnAnchor(IEntity? user, IEntity? utilizing = null, bool force = false)
{
if (!(await Valid(user, utilizing, force)))
{
return false;
}
var physics = Owner.GetComponent<IPhysBody>();
physics.BodyType = BodyType.Dynamic;
if (_physicsComponent == null)
return false;
_physicsComponent.BodyType = BodyType.Dynamic;
return true;
}
@@ -120,24 +132,16 @@ namespace Content.Server.GameObjects.Components
/// <param name="utilizing">The tool being used, if any</param>
/// <param name="force">Whether or not to ignore valid tool checks</param>
/// <returns>true if toggled, false otherwise</returns>
private async Task<bool> TryToggleAnchor(IEntity user, IEntity? utilizing = null, bool force = false)
public async Task<bool> TryToggleAnchor(IEntity? user, IEntity? utilizing = null, bool force = false)
{
if (!Owner.TryGetComponent(out IPhysBody? physics))
{
if (_physicsComponent == null)
return false;
}
return physics.BodyType == BodyType.Static ?
return _physicsComponent.BodyType == BodyType.Static ?
await TryUnAnchor(user, utilizing, force) :
await TryAnchor(user, utilizing, force);
}
public override void Initialize()
{
base.Initialize();
Owner.EnsureComponent<PhysicsComponent>();
}
async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
{
return await TryToggleAnchor(eventArgs.User, eventArgs.Using);