Nullability fixes.

This commit is contained in:
Pieter-Jan Briers
2020-08-20 16:48:00 +02:00
parent 3372ab050c
commit ed1a96e536
47 changed files with 159 additions and 158 deletions

View File

@@ -81,8 +81,8 @@ namespace Content.IntegrationTests.Tests.Disposal
var disposalTrunk = entityManager.SpawnEntity("DisposalTrunk", disposalUnit.Transform.MapPosition);
// Test for components existing
Assert.True(disposalUnit.TryGetComponent(out unit));
Assert.True(disposalTrunk.TryGetComponent(out entry));
Assert.True(disposalUnit.TryGetComponent(out unit!));
Assert.True(disposalTrunk.TryGetComponent(out entry!));
// Can't insert, unanchored and unpowered
var disposalUnitAnchorable = disposalUnit.GetComponent<AnchorableComponent>();
@@ -92,8 +92,8 @@ namespace Content.IntegrationTests.Tests.Disposal
// Anchor the disposal unit
await disposalUnitAnchorable.TryAnchor(human, null, true);
Assert.True(disposalUnit.TryGetComponent(out AnchorableComponent anchorableUnit));
Assert.True(await anchorableUnit.TryAnchor(human, wrench));
Assert.True(disposalUnit.TryGetComponent(out AnchorableComponent? anchorableUnit));
Assert.True(await anchorableUnit!.TryAnchor(human, wrench));
Assert.True(unit.Anchored);
// No power
@@ -118,8 +118,8 @@ namespace Content.IntegrationTests.Tests.Disposal
Flush(unit, false, entry, human, wrench);
// Remove power need
Assert.True(disposalUnit.TryGetComponent(out PowerReceiverComponent power));
power.NeedsPower = false;
Assert.True(disposalUnit.TryGetComponent(out PowerReceiverComponent? power));
power!.NeedsPower = false;
Assert.True(unit.Powered);
// Flush with a mob and an item

View File

@@ -41,13 +41,13 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.Movement
// Test for climb components existing
// Players and tables should have these in their prototypes.
Assert.True(human.TryGetComponent(out climbing), "Human has no climbing");
Assert.True(table.TryGetComponent(out climbable), "Table has no climbable");
Assert.True(human.TryGetComponent(out climbing!), "Human has no climbing");
Assert.True(table.TryGetComponent(out climbable!), "Table has no climbable");
// Now let's make the player enter a climbing transitioning state.
climbing.IsClimbing = true;
climbing.TryMoveTo(human.Transform.WorldPosition, table.Transform.WorldPosition);
human.TryGetComponent(out ICollidableComponent body);
var body = human.GetComponent<ICollidableComponent>();
Assert.True(body.HasController<ClimbController>(), "Player has no ClimbController");