Fix tests (#3707)
* 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>
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@@ -1,4 +1,4 @@
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#nullable enable
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#nullable enable
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using System;
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using System.Diagnostics.CodeAnalysis;
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using System.Threading.Tasks;
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@@ -20,6 +20,8 @@ namespace Content.Server.GameObjects.Components
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{
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public override string Name => "Anchorable";
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[ComponentDependency] private PhysicsComponent? _physicsComponent = default!;
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[ViewVariables]
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[DataField("tool")]
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public ToolQuality Tool { get; private set; } = ToolQuality.Anchoring;
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@@ -31,6 +33,12 @@ namespace Content.Server.GameObjects.Components
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[DataField("snap")]
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public bool Snap { get; private set; }
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public override void Initialize()
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{
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base.Initialize();
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Owner.EnsureComponent<PhysicsComponent>(out _physicsComponent);
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}
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/// <summary>
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/// Checks if a tool can change the anchored status.
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/// </summary>
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@@ -38,14 +46,14 @@ namespace Content.Server.GameObjects.Components
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/// <param name="utilizing">The tool being used, can be null if forcing it</param>
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/// <param name="force">Whether or not to check if the tool is valid</param>
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/// <returns>true if it is valid, false otherwise</returns>
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private async Task<bool> Valid(IEntity user, IEntity? utilizing, [NotNullWhen(true)] bool force = false)
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private async Task<bool> Valid(IEntity? user, IEntity? utilizing, [NotNullWhen(true)] bool force = false)
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{
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if (!Owner.HasComponent<IPhysBody>())
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{
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return false;
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}
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if (!force)
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if (user != null && !force)
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{
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if (utilizing == null ||
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!utilizing.TryGetComponent(out ToolComponent? tool) ||
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@@ -65,15 +73,17 @@ namespace Content.Server.GameObjects.Components
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/// <param name="utilizing">The tool being used, if any</param>
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/// <param name="force">Whether or not to ignore valid tool checks</param>
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/// <returns>true if anchored, false otherwise</returns>
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public async Task<bool> TryAnchor(IEntity user, IEntity? utilizing = null, bool force = false)
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public async Task<bool> TryAnchor(IEntity? user, IEntity? utilizing = null, bool force = false)
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{
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if (!(await Valid(user, utilizing, force)))
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{
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return false;
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}
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var physics = Owner.GetComponent<IPhysBody>();
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physics.BodyType = BodyType.Static;
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if (_physicsComponent == null)
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return false;
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_physicsComponent.BodyType = BodyType.Static;
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// Snap rotation to cardinal (multiple of 90)
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var rot = Owner.Transform.LocalRotation;
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@@ -100,15 +110,17 @@ namespace Content.Server.GameObjects.Components
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/// <param name="utilizing">The tool being used, if any</param>
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/// <param name="force">Whether or not to ignore valid tool checks</param>
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/// <returns>true if unanchored, false otherwise</returns>
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public async Task<bool> TryUnAnchor(IEntity user, IEntity? utilizing = null, bool force = false)
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public async Task<bool> TryUnAnchor(IEntity? user, IEntity? utilizing = null, bool force = false)
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{
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if (!(await Valid(user, utilizing, force)))
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{
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return false;
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}
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var physics = Owner.GetComponent<IPhysBody>();
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physics.BodyType = BodyType.Dynamic;
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if (_physicsComponent == null)
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return false;
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_physicsComponent.BodyType = BodyType.Dynamic;
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return true;
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}
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@@ -120,24 +132,16 @@ namespace Content.Server.GameObjects.Components
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/// <param name="utilizing">The tool being used, if any</param>
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/// <param name="force">Whether or not to ignore valid tool checks</param>
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/// <returns>true if toggled, false otherwise</returns>
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private async Task<bool> TryToggleAnchor(IEntity user, IEntity? utilizing = null, bool force = false)
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public async Task<bool> TryToggleAnchor(IEntity? user, IEntity? utilizing = null, bool force = false)
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{
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if (!Owner.TryGetComponent(out IPhysBody? physics))
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{
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if (_physicsComponent == null)
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return false;
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}
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return physics.BodyType == BodyType.Static ?
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return _physicsComponent.BodyType == BodyType.Static ?
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await TryUnAnchor(user, utilizing, force) :
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await TryAnchor(user, utilizing, force);
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}
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public override void Initialize()
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{
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base.Initialize();
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Owner.EnsureComponent<PhysicsComponent>();
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}
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async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
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{
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return await TryToggleAnchor(eventArgs.User, eventArgs.Using);
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