Inline GetComponent
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@@ -15,6 +15,7 @@ using Robust.Client.UserInterface;
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using Robust.Server.Player;
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using Robust.Shared;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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@@ -71,7 +72,7 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.Mobs
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await server.WaitAssertion(() =>
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{
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var playerEnt = serverPlayerManager.Sessions.Single().AttachedEntity;
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var actionsComponent = playerEnt!.GetComponent<ServerActionsComponent>();
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var actionsComponent = IoCManager.Resolve<IEntityManager>().GetComponent<ServerActionsComponent>(playerEnt!.Uid);
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// player should begin with their innate actions granted
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innateActions.AddRange(actionsComponent.InnateActions);
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@@ -98,7 +99,7 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.Mobs
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{
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var local = clientPlayerMgr.LocalPlayer;
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var controlled = local!.ControlledEntity;
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var actionsComponent = controlled!.GetComponent<ClientActionsComponent>();
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var actionsComponent = IoCManager.Resolve<IEntityManager>().GetComponent<ClientActionsComponent>(controlled!.Uid);
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// we should have our innate actions and debug1.
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foreach (var innateAction in innateActions)
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@@ -153,7 +154,7 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.Mobs
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await server.WaitAssertion(() =>
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{
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var playerEnt = serverPlayerManager.Sessions.Single().AttachedEntity;
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var actionsComponent = playerEnt!.GetComponent<ServerActionsComponent>();
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var actionsComponent = IoCManager.Resolve<IEntityManager>().GetComponent<ServerActionsComponent>(playerEnt!.Uid);
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actionsComponent.Revoke(ActionType.DebugInstant);
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});
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@@ -164,7 +165,7 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.Mobs
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{
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var local = clientPlayerMgr.LocalPlayer;
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var controlled = local!.ControlledEntity;
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var actionsComponent = controlled!.GetComponent<ClientActionsComponent>();
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var actionsComponent = IoCManager.Resolve<IEntityManager>().GetComponent<ClientActionsComponent>(controlled!.Uid);
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// we should have our innate actions, but debug1 should be revoked
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foreach (var innateAction in innateActions)
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@@ -245,7 +246,7 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.Mobs
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await server.WaitAssertion(() =>
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{
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serverPlayerEnt = serverPlayerManager.Sessions.Single().AttachedEntity;
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serverActionsComponent = serverPlayerEnt!.GetComponent<ServerActionsComponent>();
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serverActionsComponent = IoCManager.Resolve<IEntityManager>().GetComponent<ServerActionsComponent>(serverPlayerEnt!.Uid);
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// spawn and give them an item that has actions
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serverFlashlight = serverEntManager.SpawnEntity("TestFlashlight",
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@@ -259,7 +260,7 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.Mobs
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// grant an extra item action, before pickup, initially disabled
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itemActions.GrantOrUpdate(ItemActionType.DebugToggle, false);
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serverPlayerEnt.GetComponent<HandsComponent>().PutInHand(serverFlashlight.GetComponent<ItemComponent>(), false);
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IoCManager.Resolve<IEntityManager>().GetComponent<HandsComponent>(serverPlayerEnt.Uid).PutInHand(IoCManager.Resolve<IEntityManager>().GetComponent<ItemComponent>(serverFlashlight.Uid), false);
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// grant an extra item action, after pickup, with a cooldown
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itemActions.GrantOrUpdate(ItemActionType.DebugInstant, cooldown: cooldown);
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@@ -285,7 +286,7 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.Mobs
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{
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var local = clientPlayerMgr.LocalPlayer;
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var controlled = local!.ControlledEntity;
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clientActionsComponent = controlled!.GetComponent<ClientActionsComponent>();
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clientActionsComponent = IoCManager.Resolve<IEntityManager>().GetComponent<ClientActionsComponent>(controlled!.Uid);
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var lightEntry = clientActionsComponent.ItemActionStates()
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.Where(entry => entry.Value.ContainsKey(ItemActionType.ToggleLight))
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@@ -333,7 +334,7 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.Mobs
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await server.WaitAssertion(() =>
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{
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// drop the item, and the item actions should go away
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serverPlayerEnt.GetComponent<HandsComponent>()
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IoCManager.Resolve<IEntityManager>().GetComponent<HandsComponent>(serverPlayerEnt.Uid)
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.TryDropEntity(serverFlashlight, serverPlayerEnt.Transform.Coordinates, false);
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Assert.That(serverActionsComponent.ItemActionStates().ContainsKey(serverFlashlight.Uid), Is.False);
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});
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@@ -351,7 +352,7 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.Mobs
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{
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// pick the item up again, the states should be back to what they were when dropped,
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// as the states "stick" with the item
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serverPlayerEnt.GetComponent<HandsComponent>().PutInHand(serverFlashlight.GetComponent<ItemComponent>(), false);
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IoCManager.Resolve<IEntityManager>().GetComponent<HandsComponent>(serverPlayerEnt.Uid).PutInHand(IoCManager.Resolve<IEntityManager>().GetComponent<ItemComponent>(serverFlashlight.Uid), false);
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Assert.That(serverActionsComponent.ItemActionStates().TryGetValue(serverFlashlight.Uid, out var lightStates));
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Assert.That(lightStates.TryGetValue(ItemActionType.ToggleLight, out var lightState));
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Assert.That(lightState.Equals(new ActionState(true, toggledOn: true)));
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