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.Linq;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.GUI;
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@@ -38,14 +39,11 @@ namespace Content.Server.GameObjects.Components.Chemistry
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[ComponentReference(typeof(IInteractUsing))]
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public class ReagentDispenserComponent : SharedReagentDispenserComponent, IActivate, IInteractUsing, ISolutionChange
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{
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#pragma warning disable 649
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[Dependency] private readonly IServerNotifyManager _notifyManager;
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[Dependency] private readonly ILocalizationManager _localizationManager;
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#pragma warning restore 649
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[Dependency] private readonly IServerNotifyManager _notifyManager = default!;
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[Dependency] private readonly ILocalizationManager _localizationManager = default!;
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[ViewVariables] private BoundUserInterface _userInterface;
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[ViewVariables] private ContainerSlot _beakerContainer;
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[ViewVariables] private string _packPrototypeId;
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[ViewVariables] private ContainerSlot _beakerContainer = default!;
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[ViewVariables] private string _packPrototypeId = "";
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[ViewVariables] private bool HasBeaker => _beakerContainer.ContainedEntity != null;
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[ViewVariables] private ReagentUnit _dispenseAmount = ReagentUnit.New(10);
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@@ -53,9 +51,14 @@ namespace Content.Server.GameObjects.Components.Chemistry
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[ViewVariables]
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private SolutionComponent Solution => _beakerContainer.ContainedEntity.GetComponent<SolutionComponent>();
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private PowerReceiverComponent _powerReceiver;
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private bool Powered => _powerReceiver.Powered;
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private bool Powered => !Owner.TryGetComponent(out PowerReceiverComponent? receiver) || receiver.Powered;
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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(ReagentDispenserUiKey.Key, out var boundUi)
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? boundUi
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: null;
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/// <summary>
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/// Shows the serializer how to save/load this components yaml prototype.
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@@ -75,14 +78,19 @@ namespace Content.Server.GameObjects.Components.Chemistry
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public override void Initialize()
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{
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base.Initialize();
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_userInterface = Owner.GetComponent<ServerUserInterfaceComponent>()
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.GetBoundUserInterface(ReagentDispenserUiKey.Key);
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_userInterface.OnReceiveMessage += OnUiReceiveMessage;
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if (UserInterface != null)
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{
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UserInterface.OnReceiveMessage += OnUiReceiveMessage;
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}
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_beakerContainer =
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ContainerManagerComponent.Ensure<ContainerSlot>($"{Name}-reagentContainerContainer", Owner);
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_powerReceiver = Owner.GetComponent<PowerReceiverComponent>();
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_powerReceiver.OnPowerStateChanged += OnPowerChanged;
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if (Owner.TryGetComponent(out PowerReceiverComponent? receiver))
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{
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receiver.OnPowerStateChanged += OnPowerChanged;
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}
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InitializeFromPrototype();
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UpdateUserInterface();
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@@ -108,7 +116,7 @@ namespace Content.Server.GameObjects.Components.Chemistry
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}
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}
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private void OnPowerChanged(object sender, PowerStateEventArgs e)
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private void OnPowerChanged(object? sender, PowerStateEventArgs e)
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{
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UpdateUserInterface();
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}
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@@ -120,6 +128,11 @@ namespace Content.Server.GameObjects.Components.Chemistry
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/// <param name="obj">A user interface message from the client.</param>
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private void OnUiReceiveMessage(ServerBoundUserInterfaceMessage obj)
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{
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if (obj.Session.AttachedEntity == null)
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{
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return;
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}
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var msg = (UiButtonPressedMessage) obj.Message;
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var needsPower = msg.Button switch
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{
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@@ -175,7 +188,7 @@ namespace Content.Server.GameObjects.Components.Chemistry
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/// </summary>
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/// <param name="playerEntity">The player entity.</param>
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/// <returns>Returns true if the entity can use the dispenser, and false if it cannot.</returns>
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private bool PlayerCanUseDispenser(IEntity playerEntity, bool needsPower = true)
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private bool PlayerCanUseDispenser(IEntity? playerEntity, bool needsPower = true)
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{
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//Need player entity to check if they are still able to use the dispenser
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if (playerEntity == null)
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@@ -211,7 +224,7 @@ namespace Content.Server.GameObjects.Components.Chemistry
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private void UpdateUserInterface()
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{
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var state = GetUserInterfaceState();
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_userInterface.SetState(state);
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UserInterface?.SetState(state);
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}
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/// <summary>
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@@ -265,12 +278,12 @@ namespace Content.Server.GameObjects.Components.Chemistry
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/// <param name="args">Data relevant to the event such as the actor which triggered it.</param>
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void IActivate.Activate(ActivateEventArgs args)
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{
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if (!args.User.TryGetComponent(out IActorComponent actor))
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if (!args.User.TryGetComponent(out IActorComponent? actor))
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{
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return;
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}
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if (!args.User.TryGetComponent(out IHandsComponent hands))
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if (!args.User.TryGetComponent(out IHandsComponent? hands))
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{
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_notifyManager.PopupMessage(Owner.Transform.GridPosition, args.User,
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_localizationManager.GetString("You have no hands."));
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@@ -280,7 +293,7 @@ namespace Content.Server.GameObjects.Components.Chemistry
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var activeHandEntity = hands.GetActiveHand?.Owner;
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if (activeHandEntity == null)
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{
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_userInterface.Open(actor.playerSession);
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UserInterface?.Open(actor.playerSession);
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}
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}
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@@ -293,13 +306,20 @@ namespace Content.Server.GameObjects.Components.Chemistry
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/// <returns></returns>
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async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs args)
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{
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if (!args.User.TryGetComponent(out IHandsComponent hands))
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if (!args.User.TryGetComponent(out IHandsComponent? hands))
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{
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_notifyManager.PopupMessage(Owner.Transform.GridPosition, args.User,
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_localizationManager.GetString("You have no hands."));
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return true;
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}
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if (hands.GetActiveHand == null)
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{
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_notifyManager.PopupMessage(Owner.Transform.GridPosition, args.User,
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Loc.GetString("You have nothing on your hand."));
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return false;
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}
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var activeHandEntity = hands.GetActiveHand.Owner;
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if (activeHandEntity.TryGetComponent<SolutionComponent>(out var solution))
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{
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