Cleanup more SpriteComponent warnings (part 2) (#37527)

* Cleanup warnings in MagazineVisualsSpriteTest

* Cleanup warnings in WiresVisualizerSystem

* Cleanup warnings in GunSystem.SpentAmmo

* Cleanup warnings in GunSystem

* Cleanup warnings in GunSystem.ChamberMagazine

* Cleanup warnings in MeleeWeaponSystem.Effects

* Cleanup warnings in ToggleableLightVisualsSystem

* Cleanup warnings in StatusIconOverlay

* Cleanup warnings in SpriteFadeSystem

* Cleanup warnings in PdaVisualizerSystem

* Cleanup warnings in EnvelopeSystem

* Cleanup warnings in MechSystem

* Cleanup warnings in MappingOverlay

* Cleanup warnings in LockVisualizerSystem

* Cleanup warnings in DragDropSystem

* Cleanup warnings in GhostSystem

* Cleanup warnings in TriggerSystem.Proximity

* Cleanup warnings in DragonSystem

* Cleanup warnings in PortableScrubberVisualsSystem

* File-scoped namespace for PortableScrubberVisualsSystem
This commit is contained in:
Tayrtahn
2025-05-16 23:29:03 -04:00
committed by GitHub
parent 33f111c090
commit bd22361a6a
20 changed files with 108 additions and 92 deletions

View File

@@ -1,9 +1,7 @@
using System.Collections.Generic;
using Content.Client.Weapons.Ranged.Components;
using Content.Shared.Prototypes;
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Prototypes;
namespace Content.IntegrationTests.Tests;
@@ -16,10 +14,11 @@ public sealed class MagazineVisualsSpriteTest
[Test]
public async Task MagazineVisualsSpritesExist()
{
await using var pair = await PoolManager.GetServerClient();
await using var pair = await PoolManager.GetServerClient(new PoolSettings { Connected = true });
var client = pair.Client;
var toTest = new List<(int, string)>();
var protos = pair.GetPrototypesWithComponent<MagazineVisualsComponent>();
var spriteSys = client.System<SpriteSystem>();
await client.WaitAssertion(() =>
{
@@ -36,9 +35,9 @@ public sealed class MagazineVisualsSpriteTest
@$"{proto.ID} has MagazineVisualsComponent but no AppearanceComponent.");
toTest.Clear();
if (sprite.LayerMapTryGet(GunVisualLayers.Mag, out var magLayerId))
if (spriteSys.LayerMapTryGet((uid, sprite), GunVisualLayers.Mag, out var magLayerId, false))
toTest.Add((magLayerId, ""));
if (sprite.LayerMapTryGet(GunVisualLayers.MagUnshaded, out var magUnshadedLayerId))
if (spriteSys.LayerMapTryGet((uid, sprite), GunVisualLayers.MagUnshaded, out var magUnshadedLayerId, false))
toTest.Add((magUnshadedLayerId, "-unshaded"));
Assert.That(
@@ -49,7 +48,7 @@ public sealed class MagazineVisualsSpriteTest
var start = visuals.ZeroVisible ? 0 : 1;
foreach (var (id, midfix) in toTest)
{
Assert.That(sprite.TryGetLayer(id, out var layer));
Assert.That(spriteSys.TryGetLayer((uid, sprite), id, out var layer, false));
var rsi = layer.ActualRsi;
for (var i = start; i < visuals.MagSteps; i++)
{