Add a test that puts all components on an entity and checks for no exceptions (#1815)
* Add test that puts all components on an entity and checks for no exceptions Also fix all the exceptions that happened because of this * Add comments to the test * Fix nullable errors * Fix more nullable errors * More nullable error fixes * Unignore basic actor component * Fix more nullable errors * NULLABLE ERROR * Add string interpolation * Merge if checks * Remove redundant pragma warning disable 649 * Address reviews * Remove null wrappers around TryGetComponent * Merge conflict fixes * APC battery component error fix * Fix power test * Fix atmos mapgrid usages
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@@ -1,4 +1,5 @@
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using System;
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#nullable enable
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using System;
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using System.Collections.Generic;
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using Content.Server.Body;
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using Content.Server.Body.Mechanisms;
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@@ -18,6 +19,8 @@ using Robust.Shared.IoC;
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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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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Body
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{
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@@ -30,9 +33,7 @@ namespace Content.Server.GameObjects.Components.Body
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[RegisterComponent]
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public class SurgeryToolComponent : Component, ISurgeon, IAfterInteract
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{
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#pragma warning disable 649
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[Dependency] private readonly ISharedNotifyManager _sharedNotifyManager;
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#pragma warning restore 649
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[Dependency] private readonly ISharedNotifyManager _sharedNotifyManager = default!;
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public override string Name => "SurgeryTool";
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public override uint? NetID => ContentNetIDs.SURGERY;
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@@ -41,17 +42,22 @@ namespace Content.Server.GameObjects.Components.Body
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private float _baseOperateTime;
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private BodyManagerComponent _bodyManagerComponentCache;
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private BodyManagerComponent? _bodyManagerComponentCache;
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private ISurgeon.MechanismRequestCallback _callbackCache;
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private ISurgeon.MechanismRequestCallback? _callbackCache;
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private int _idHash;
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private IEntity _performerCache;
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private IEntity? _performerCache;
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private SurgeryType _surgeryType;
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private BoundUserInterface _userInterface;
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[ViewVariables]
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private BoundUserInterface? UserInterface =>
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Owner.TryGetComponent(out ServerUserInterfaceComponent? ui) &&
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ui.TryGetBoundUserInterface(GenericSurgeryUiKey.Key, out var boundUi)
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? boundUi
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: null;
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void IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
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{
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@@ -60,7 +66,7 @@ namespace Content.Server.GameObjects.Components.Body
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return;
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}
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if (!eventArgs.User.TryGetComponent(out IActorComponent actor))
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if (!eventArgs.User.TryGetComponent(out IActorComponent? actor))
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{
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return;
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}
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@@ -73,7 +79,7 @@ namespace Content.Server.GameObjects.Components.Body
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_callbackCache = null;
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// Attempt surgery on a BodyManagerComponent by sending a list of operable BodyParts to the client to choose from
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if (eventArgs.Target.TryGetComponent(out BodyManagerComponent body))
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if (eventArgs.Target.TryGetComponent(out BodyManagerComponent? body))
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{
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// Create dictionary to send to client (text to be shown : data sent back if selected)
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var toSend = new Dictionary<string, int>();
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@@ -105,13 +111,7 @@ namespace Content.Server.GameObjects.Components.Body
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// Attempt surgery on a DroppedBodyPart - there's only one possible target so no need for selection UI
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_performerCache = eventArgs.User;
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if (droppedBodyPart.ContainedBodyPart == null)
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{
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// Throw error if the DroppedBodyPart has no data in it.
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Logger.Debug(
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"Surgery was attempted on an IEntity with a DroppedBodyPartComponent that doesn't have a BodyPart in it!");
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throw new InvalidOperationException("A DroppedBodyPartComponent exists without a BodyPart in it!");
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}
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DebugTools.AssertNotNull(droppedBodyPart.ContainedBodyPart);
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// If surgery can be performed...
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if (!droppedBodyPart.ContainedBodyPart.SurgeryCheck(_surgeryType))
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@@ -144,7 +144,7 @@ namespace Content.Server.GameObjects.Components.Body
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toSend.Add(mechanism.Name, _idHash++);
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}
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if (_optionsCache.Count > 0)
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if (_optionsCache.Count > 0 && _performerCache != null)
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{
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OpenSurgeryUI(_performerCache.GetComponent<BasicActorComponent>().playerSession);
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UpdateSurgeryUIMechanismRequest(_performerCache.GetComponent<BasicActorComponent>().playerSession,
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@@ -162,34 +162,35 @@ namespace Content.Server.GameObjects.Components.Body
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{
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base.Initialize();
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_userInterface = Owner.GetComponent<ServerUserInterfaceComponent>()
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.GetBoundUserInterface(GenericSurgeryUiKey.Key);
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_userInterface.OnReceiveMessage += UserInterfaceOnOnReceiveMessage;
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if (UserInterface != null)
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{
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UserInterface.OnReceiveMessage += UserInterfaceOnOnReceiveMessage;
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}
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}
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private void OpenSurgeryUI(IPlayerSession session)
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{
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_userInterface.Open(session);
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UserInterface?.Open(session);
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}
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private void UpdateSurgeryUIBodyPartRequest(IPlayerSession session, Dictionary<string, int> options)
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{
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_userInterface.SendMessage(new RequestBodyPartSurgeryUIMessage(options), session);
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UserInterface?.SendMessage(new RequestBodyPartSurgeryUIMessage(options), session);
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}
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private void UpdateSurgeryUIMechanismRequest(IPlayerSession session, Dictionary<string, int> options)
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{
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_userInterface.SendMessage(new RequestMechanismSurgeryUIMessage(options), session);
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UserInterface?.SendMessage(new RequestMechanismSurgeryUIMessage(options), session);
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}
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private void CloseSurgeryUI(IPlayerSession session)
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{
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_userInterface.Close(session);
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UserInterface?.Close(session);
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}
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private void CloseAllSurgeryUIs()
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{
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_userInterface.CloseAll();
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UserInterface?.CloseAll();
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}
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private void UserInterfaceOnOnReceiveMessage(ServerBoundUserInterfaceMessage message)
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@@ -211,14 +212,22 @@ namespace Content.Server.GameObjects.Components.Body
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/// </summary>
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private void HandleReceiveBodyPart(int key)
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{
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CloseSurgeryUI(_performerCache.GetComponent<BasicActorComponent>().playerSession);
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// TODO: sanity checks to see whether user is in range, user is still able-bodied, target is still the same, etc etc
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if (!_optionsCache.TryGetValue(key, out var targetObject))
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if (_performerCache == null ||
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!_performerCache.TryGetComponent(out IActorComponent? actor))
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{
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SendNoUsefulWayToUseAnymorePopup();
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return;
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}
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var target = targetObject as BodyPart;
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CloseSurgeryUI(actor.playerSession);
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// TODO: sanity checks to see whether user is in range, user is still able-bodied, target is still the same, etc etc
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if (!_optionsCache.TryGetValue(key, out var targetObject) ||
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_bodyManagerComponentCache == null)
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{
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SendNoUsefulWayToUseAnymorePopup();
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return;
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}
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var target = (BodyPart) targetObject!;
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if (!target.AttemptSurgery(_surgeryType, _bodyManagerComponentCache, this, _performerCache))
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{
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@@ -233,19 +242,27 @@ namespace Content.Server.GameObjects.Components.Body
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private void HandleReceiveMechanism(int key)
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{
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// TODO: sanity checks to see whether user is in range, user is still able-bodied, target is still the same, etc etc
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if (!_optionsCache.TryGetValue(key, out var targetObject))
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if (!_optionsCache.TryGetValue(key, out var targetObject) ||
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_performerCache == null ||
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!_performerCache.TryGetComponent(out IActorComponent? actor))
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{
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SendNoUsefulWayToUseAnymorePopup();
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return;
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}
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var target = targetObject as Mechanism;
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CloseSurgeryUI(_performerCache.GetComponent<BasicActorComponent>().playerSession);
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_callbackCache(target, _bodyManagerComponentCache, this, _performerCache);
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CloseSurgeryUI(actor.playerSession);
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_callbackCache?.Invoke(target, _bodyManagerComponentCache, this, _performerCache);
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}
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private void SendNoUsefulWayToUsePopup()
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{
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if (_bodyManagerComponentCache == null)
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{
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return;
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}
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_sharedNotifyManager.PopupMessage(
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_bodyManagerComponentCache.Owner,
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_performerCache,
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@@ -254,6 +271,11 @@ namespace Content.Server.GameObjects.Components.Body
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private void SendNoUsefulWayToUseAnymorePopup()
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{
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if (_bodyManagerComponentCache == null)
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{
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return;
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}
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_sharedNotifyManager.PopupMessage(
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_bodyManagerComponentCache.Owner,
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_performerCache,
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