AnchorableComponent light cleanup. (#4009)
* Remove awful commands * Unanchoring is a word. * Fix disposal tests.... * Slight anchorable cleanup
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@@ -8,6 +8,7 @@ using NUnit.Framework;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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namespace Content.IntegrationTests.Tests.Disposal
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{
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@@ -63,6 +64,8 @@ namespace Content.IntegrationTests.Tests.Disposal
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name: HumanDummy
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id: HumanDummy
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components:
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- type: Body
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- type: MobState
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- type: Damageable
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damagePrototype: biologicalDamageContainer
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@@ -70,6 +73,7 @@ namespace Content.IntegrationTests.Tests.Disposal
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name: WrenchDummy
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id: WrenchDummy
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components:
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- type: Item
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- type: Tool
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qualities:
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- Anchoring
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@@ -120,16 +124,13 @@ namespace Content.IntegrationTests.Tests.Disposal
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Assert.True(disposalTrunk.HasComponent<DisposalEntryComponent>());
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// Can't insert, unanchored and unpowered
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var disposalUnitAnchorable = disposalUnit.GetComponent<AnchorableComponent>();
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await disposalUnitAnchorable.TryUnAnchor(human, null, true);
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var physics = disposalUnit.GetComponent<IPhysBody>();
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physics.BodyType = BodyType.Dynamic;
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Assert.False(unit.Anchored);
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UnitInsertContains(unit, false, human, wrench, disposalUnit, disposalTrunk);
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// Anchor the disposal unit
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await disposalUnitAnchorable.TryAnchor(human, null, true);
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Assert.True(disposalUnit.TryGetComponent(out AnchorableComponent? anchorableUnit));
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Assert.True(await anchorableUnit!.TryAnchor(human, wrench));
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Assert.True(unit.Anchored);
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physics.BodyType = BodyType.Static;
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// No power
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Assert.False(unit.Powered);
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