Add test for adding each component individually to an entity (#1870)
* Add test for adding each component individually to entities * Put one-to-one test before all-at-once test
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@@ -1,4 +1,5 @@
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using Content.Server.GameObjects.Components.Chemistry;
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#nullable enable
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using Content.Server.GameObjects.Components.Chemistry;
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using Content.Server.Utility;
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using Content.Shared.Chemistry;
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using Content.Shared.Interfaces;
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@@ -7,6 +8,7 @@ using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Robust.Shared.Serialization;
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namespace Content.Server.GameObjects.Components.Fluids
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@@ -18,16 +20,23 @@ namespace Content.Server.GameObjects.Components.Fluids
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public class MopComponent : Component, IAfterInteract
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{
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public override string Name => "Mop";
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internal SolutionComponent Contents => _contents;
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private SolutionComponent _contents;
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public SolutionComponent? Contents => Owner.GetComponentOrNull<SolutionComponent>();
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public ReagentUnit MaxVolume
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{
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get => _contents.MaxVolume;
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set => _contents.MaxVolume = value;
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get => Owner.GetComponentOrNull<SolutionComponent>()?.MaxVolume ?? ReagentUnit.Zero;
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set
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{
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if (Owner.TryGetComponent(out SolutionComponent? solution))
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{
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solution.MaxVolume = value;
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}
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}
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}
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public ReagentUnit CurrentVolume => _contents.CurrentVolume;
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public ReagentUnit CurrentVolume =>
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Owner.GetComponentOrNull<SolutionComponent>()?.CurrentVolume ?? ReagentUnit.Zero;
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// Currently there's a separate amount for pickup and dropoff so
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// Picking up a puddle requires multiple clicks
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@@ -36,7 +45,7 @@ namespace Content.Server.GameObjects.Components.Fluids
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public ReagentUnit PickupAmount => _pickupAmount;
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private ReagentUnit _pickupAmount;
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private string _pickupSound;
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private string _pickupSound = "";
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/// <inheritdoc />
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public override void ExposeData(ObjectSerializer serializer)
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@@ -49,12 +58,16 @@ namespace Content.Server.GameObjects.Components.Fluids
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public override void Initialize()
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{
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base.Initialize();
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_contents = Owner.GetComponent<SolutionComponent>();
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if (!Owner.EnsureComponent(out SolutionComponent _))
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{
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Logger.Warning($"Entity {Owner.Name} at {Owner.Transform.MapPosition} didn't have a {nameof(SolutionComponent)}");
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}
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}
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void IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
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{
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if (!Owner.TryGetComponent(out SolutionComponent? contents)) return;
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if (!InteractionChecks.InRangeUnobstructed(eventArgs)) return;
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if (CurrentVolume <= 0)
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@@ -66,12 +79,12 @@ namespace Content.Server.GameObjects.Components.Fluids
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if (eventArgs.Target == null)
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{
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// Drop the liquid on the mop on to the ground
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SpillHelper.SpillAt(eventArgs.ClickLocation, _contents.SplitSolution(CurrentVolume), "PuddleSmear");
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SpillHelper.SpillAt(eventArgs.ClickLocation, contents.SplitSolution(CurrentVolume), "PuddleSmear");
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return;
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}
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if (!eventArgs.Target.TryGetComponent(out PuddleComponent puddleComponent))
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if (!eventArgs.Target.TryGetComponent(out PuddleComponent? puddleComponent))
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{
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return;
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}
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@@ -102,23 +115,22 @@ namespace Content.Server.GameObjects.Components.Fluids
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if (puddleCleaned) //After cleaning the puddle, make a new puddle with solution from the mop as a "wet floor". Then evaporate it slowly.
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{
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SpillHelper.SpillAt(eventArgs.ClickLocation, _contents.SplitSolution(transferAmount), "PuddleSmear");
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SpillHelper.SpillAt(eventArgs.ClickLocation, contents.SplitSolution(transferAmount), "PuddleSmear");
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}
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else
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{
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_contents.SplitSolution(transferAmount);
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contents.SplitSolution(transferAmount);
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}
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// Give some visual feedback shit's happening (for anyone who can't hear sound)
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Owner.PopupMessage(eventArgs.User, Loc.GetString("Swish"));
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if (_pickupSound == null)
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if (string.IsNullOrWhiteSpace(_pickupSound))
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{
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return;
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}
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EntitySystem.Get<AudioSystem>().PlayFromEntity(_pickupSound, Owner);
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}
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}
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}
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