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

@@ -24,17 +24,17 @@ namespace Content.Server.GameObjects.EntitySystems.AI
[Dependency] private readonly IReflectionManager _reflectionManager = default!;
private readonly Dictionary<string, Type> _processorTypes = new Dictionary<string, Type>();
/// <summary>
/// To avoid iterating over dead AI continuously they can wake and sleep themselves when necessary.
/// </summary>
private readonly HashSet<AiLogicProcessor> _awakeAi = new HashSet<AiLogicProcessor>();
// To avoid modifying awakeAi while iterating over it.
private readonly List<SleepAiMessage> _queuedSleepMessages = new List<SleepAiMessage>();
public bool IsAwake(AiLogicProcessor processor) => _awakeAi.Contains(processor);
/// <inheritdoc />
public override void Initialize()
{
@@ -66,9 +66,9 @@ namespace Content.Server.GameObjects.EntitySystems.AI
break;
}
}
_queuedSleepMessages.Clear();
foreach (var processor in _awakeAi)
{
processor.Update(frameTime);
@@ -87,7 +87,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI
/// <param name="controller"></param>
public void ProcessorInitialize(AiControllerComponent controller)
{
if (controller.Processor != null) return;
if (controller.Processor != null || controller.LogicName == null) return;
controller.Processor = CreateProcessor(controller.LogicName);
controller.Processor.SelfEntity = controller.Owner;
controller.Processor.Setup();