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
This commit is contained in:
DrSmugleaf
2020-08-22 22:29:20 +02:00
committed by GitHub
parent c8178550b8
commit b9196d0a10
84 changed files with 1790 additions and 1123 deletions

View File

@@ -1,4 +1,5 @@
using System;
#nullable enable
using System;
using System.Linq;
using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.Interfaces.GameObjects.Components;
@@ -24,11 +25,10 @@ namespace Content.Server.GameObjects.Components.Movement
[RegisterComponent]
public class ServerTeleporterComponent : Component, IAfterInteract
{
#pragma warning disable 649
[Dependency] private readonly IMapManager _mapManager;
[Dependency] private readonly IServerEntityManager _serverEntityManager;
[Dependency] private readonly IRobustRandom _spreadRandom;
#pragma warning restore 649
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IServerEntityManager _serverEntityManager = default!;
[Dependency] private readonly IRobustRandom _spreadRandom = default!;
// TODO: Look at MapManager.Map for Beacons to get all entities on grid
public ItemTeleporterState State => _state;
@@ -39,15 +39,13 @@ namespace Content.Server.GameObjects.Components.Movement
[ViewVariables] private int _range;
[ViewVariables] private ItemTeleporterState _state;
[ViewVariables] private TeleporterType _teleporterType;
[ViewVariables] private string _departureSound;
[ViewVariables] private string _arrivalSound;
[ViewVariables] private string _cooldownSound;
[ViewVariables] private string _departureSound = "";
[ViewVariables] private string _arrivalSound = "";
[ViewVariables] private string? _cooldownSound;
// If the direct OR random teleport will try to avoid hitting collidables
[ViewVariables] private bool _avoidCollidable;
[ViewVariables] private float _portalAliveTime;
private AppearanceComponent _appearanceComponent;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
@@ -63,22 +61,20 @@ namespace Content.Server.GameObjects.Components.Movement
serializer.DataField(ref _portalAliveTime, "portal_alive_time", 5.0f); // TODO: Change this to 0 before PR?
}
public override void OnRemove()
{
_appearanceComponent = null;
base.OnRemove();
}
private void SetState(ItemTeleporterState newState)
{
if (!Owner.TryGetComponent(out AppearanceComponent? appearance))
{
return;
}
if (newState == ItemTeleporterState.Cooldown)
{
_appearanceComponent.SetData(TeleporterVisuals.VisualState, TeleporterVisualState.Charging);
appearance.SetData(TeleporterVisuals.VisualState, TeleporterVisualState.Charging);
}
else
{
_appearanceComponent.SetData(TeleporterVisuals.VisualState, TeleporterVisualState.Ready);
appearance.SetData(TeleporterVisuals.VisualState, TeleporterVisualState.Ready);
}
_state = newState;
}
@@ -149,12 +145,11 @@ namespace Content.Server.GameObjects.Components.Movement
public override void Initialize()
{
_appearanceComponent = Owner.GetComponent<AppearanceComponent>();
_state = ItemTeleporterState.Off;
base.Initialize();
_state = ItemTeleporterState.Off;
}
private bool emptySpace(IEntity user, Vector2 target)
private bool EmptySpace(IEntity user, Vector2 target)
{
// TODO: Check the user's spot? Upside is no stacking TPs but downside is they can't unstuck themselves from walls.
foreach (var entity in _serverEntityManager.GetEntitiesIntersecting(user.Transform.MapID, target))
@@ -167,7 +162,7 @@ namespace Content.Server.GameObjects.Components.Movement
return true;
}
private Vector2 randomEmptySpot(IEntity user, int range)
private Vector2 RandomEmptySpot(IEntity user, int range)
{
Vector2 targetVector = user.Transform.GridPosition.Position;
// Definitely a better way to do this
@@ -176,7 +171,7 @@ namespace Content.Server.GameObjects.Components.Movement
var randomRange = _spreadRandom.Next(0, range);
var angle = Angle.FromDegrees(_spreadRandom.Next(0, 359));
targetVector = user.Transform.GridPosition.Position + angle.ToVec() * randomRange;
if (emptySpace(user, targetVector))
if (EmptySpace(user, targetVector))
{
return targetVector;
}
@@ -200,7 +195,7 @@ namespace Content.Server.GameObjects.Components.Movement
Vector2 targetVector;
if (_avoidCollidable)
{
targetVector = randomEmptySpot(user, _range);
targetVector = RandomEmptySpot(user, _range);
}
else
{
@@ -227,7 +222,7 @@ namespace Content.Server.GameObjects.Components.Movement
public void Teleport(IEntity user, Vector2 vector)
{
// Messy maybe?
GridCoordinates targetGrid = new GridCoordinates(vector, user.Transform.GridID);
var targetGrid = new GridCoordinates(vector, user.Transform.GridID);
var soundPlayer = EntitySystem.Get<AudioSystem>();
// If portals use those, otherwise just move em over
@@ -240,10 +235,11 @@ namespace Content.Server.GameObjects.Components.Movement
// Arrival portal
var arrivalPortal = _serverEntityManager.SpawnEntity("Portal", targetGrid);
arrivalPortal.TryGetComponent<ServerPortalComponent>(out var arrivalComponent);
// Connect. TODO: If the OnUpdate in ServerPortalComponent is changed this may need to change as well.
arrivalComponent.TryConnectPortal(departurePortal);
if (arrivalPortal.TryGetComponent<ServerPortalComponent>(out var arrivalComponent))
{
// Connect. TODO: If the OnUpdate in ServerPortalComponent is changed this may need to change as well.
arrivalComponent.TryConnectPortal(departurePortal);
}
}
else
{