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.Threading.Tasks;
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Items.Storage;
@@ -24,19 +25,14 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
public abstract class BaseCharger : Component, IActivate, IInteractUsing
{
[ViewVariables]
private BatteryComponent _heldBattery;
private BatteryComponent? _heldBattery;
[ViewVariables]
private ContainerSlot _container;
[ViewVariables]
private PowerReceiverComponent _powerReceiver;
private ContainerSlot _container = default!;
[ViewVariables]
private CellChargerStatus _status;
private AppearanceComponent _appearanceComponent;
[ViewVariables]
private int _chargeRate;
@@ -53,16 +49,25 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
public override void Initialize()
{
base.Initialize();
_powerReceiver = Owner.GetComponent<PowerReceiverComponent>();
Owner.EnsureComponent<PowerReceiverComponent>();
_container = ContainerManagerComponent.Ensure<ContainerSlot>($"{Name}-powerCellContainer", Owner);
_appearanceComponent = Owner.GetComponent<AppearanceComponent>();
// Default state in the visualizer is OFF, so when this gets powered on during initialization it will generally show empty
_powerReceiver.OnPowerStateChanged += PowerUpdate;
if (Owner.TryGetComponent(out PowerReceiverComponent? receiver))
{
receiver.OnPowerStateChanged += PowerUpdate;
}
}
public override void OnRemove()
{
_powerReceiver.OnPowerStateChanged -= PowerUpdate;
if (Owner.TryGetComponent(out PowerReceiverComponent? receiver))
{
receiver.OnPowerStateChanged -= PowerUpdate;
}
_heldBattery = null;
base.OnRemove();
}
@@ -97,12 +102,12 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
_container.Remove(heldItem);
_heldBattery = null;
if (user.TryGetComponent(out HandsComponent handsComponent))
if (user.TryGetComponent(out HandsComponent? handsComponent))
{
handsComponent.PutInHandOrDrop(heldItem.GetComponent<ItemComponent>());
}
if (heldItem.TryGetComponent(out ServerBatteryBarrelComponent batteryBarrelComponent))
if (heldItem.TryGetComponent(out ServerBatteryBarrelComponent? batteryBarrelComponent))
{
batteryBarrelComponent.UpdateAppearance();
}
@@ -110,7 +115,7 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
UpdateStatus();
}
private void PowerUpdate(object sender, PowerStateEventArgs eventArgs)
private void PowerUpdate(object? sender, PowerStateEventArgs eventArgs)
{
UpdateStatus();
}
@@ -125,7 +130,7 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
data.Visibility = VerbVisibility.Invisible;
return;
}
if (!user.TryGetComponent(out HandsComponent handsComponent))
if (!user.TryGetComponent(out HandsComponent? handsComponent))
{
data.Visibility = VerbVisibility.Invisible;
return;
@@ -143,7 +148,7 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
protected override void Activate(IEntity user, BaseCharger component)
{
if (!user.TryGetComponent(out HandsComponent handsComponent))
if (!user.TryGetComponent(out HandsComponent? handsComponent))
{
return;
}
@@ -186,7 +191,8 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
private CellChargerStatus GetStatus()
{
if (!_powerReceiver.Powered)
if (Owner.TryGetComponent(out PowerReceiverComponent? receiver) &&
!receiver.Powered)
{
return CellChargerStatus.Off;
}
@@ -227,34 +233,39 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
{
// Not called UpdateAppearance just because it messes with the load
var status = GetStatus();
if (_status == status)
if (_status == status ||
!Owner.TryGetComponent(out PowerReceiverComponent? receiver))
{
return;
}
_status = status;
Owner.TryGetComponent(out AppearanceComponent? appearance);
switch (_status)
{
// Update load just in case
case CellChargerStatus.Off:
_powerReceiver.Load = 0;
_appearanceComponent?.SetData(CellVisual.Light, CellChargerStatus.Off);
receiver.Load = 0;
appearance?.SetData(CellVisual.Light, CellChargerStatus.Off);
break;
case CellChargerStatus.Empty:
_powerReceiver.Load = 0;
_appearanceComponent?.SetData(CellVisual.Light, CellChargerStatus.Empty); ;
receiver.Load = 0;
appearance?.SetData(CellVisual.Light, CellChargerStatus.Empty);
break;
case CellChargerStatus.Charging:
_powerReceiver.Load = (int) (_chargeRate / _transferEfficiency);
_appearanceComponent?.SetData(CellVisual.Light, CellChargerStatus.Charging);
receiver.Load = (int) (_chargeRate / _transferEfficiency);
appearance?.SetData(CellVisual.Light, CellChargerStatus.Charging);
break;
case CellChargerStatus.Charged:
_powerReceiver.Load = 0;
_appearanceComponent?.SetData(CellVisual.Light, CellChargerStatus.Charged);
receiver.Load = 0;
appearance?.SetData(CellVisual.Light, CellChargerStatus.Charged);
break;
default:
throw new ArgumentOutOfRangeException();
}
_appearanceComponent?.SetData(CellVisual.Occupied, _container.ContainedEntity != null);
appearance?.SetData(CellVisual.Occupied, _container.ContainedEntity != null);
}
public void OnUpdate(float frameTime) //todo: make single system for this
@@ -268,10 +279,17 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
private void TransferPower(float frameTime)
{
if (!_powerReceiver.Powered)
if (Owner.TryGetComponent(out PowerReceiverComponent? receiver) &&
!receiver.Powered)
{
return;
}
if (_heldBattery == null)
{
return;
}
_heldBattery.CurrentCharge += _chargeRate * frameTime;
// Just so the sprite won't be set to 99.99999% visibility
if (_heldBattery.MaxCharge - _heldBattery.CurrentCharge < 0.01)