ECS and cleanup body system, merge body templates and presets into body prototypes (#11991)

Co-authored-by: Jezithyr <Jezithyr@gmail.com>
This commit is contained in:
DrSmugleaf
2022-10-23 00:46:28 +02:00
committed by GitHub
parent 9a38736c3c
commit f323fb7644
140 changed files with 2478 additions and 2571 deletions

View File

@@ -9,7 +9,6 @@ using Content.Shared.Disposal;
using NUnit.Framework;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Reflection;
namespace Content.IntegrationTests.Tests.Disposal
@@ -78,9 +77,7 @@ namespace Content.IntegrationTests.Tests.Disposal
id: HumanDummy
components:
- type: Body
template: HumanoidTemplate
preset: HumanPreset
centerSlot: torso
prototype: Human
- type: MobState
- type: Damageable
damageContainer: Biological
@@ -127,7 +124,8 @@ namespace Content.IntegrationTests.Tests.Disposal
[Test]
public async Task Test()
{
await using var pairTracker = await PoolManager.GetServerClient(new PoolSettings{NoClient = true, ExtraPrototypes = Prototypes});
await using var pairTracker = await PoolManager.GetServerClient(new PoolSettings
{NoClient = true, ExtraPrototypes = Prototypes});
var server = pairTracker.Pair.Server;
var testMap = await PoolManager.CreateTestMap(pairTracker);
@@ -147,7 +145,8 @@ namespace Content.IntegrationTests.Tests.Disposal
human = entityManager.SpawnEntity("HumanDummy", coordinates);
wrench = entityManager.SpawnEntity("WrenchDummy", coordinates);
disposalUnit = entityManager.SpawnEntity("DisposalUnitDummy", coordinates);
disposalTrunk = entityManager.SpawnEntity("DisposalTrunkDummy", IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(disposalUnit).MapPosition);
disposalTrunk = entityManager.SpawnEntity("DisposalTrunkDummy",
IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(disposalUnit).MapPosition);
// Test for components existing
ref DisposalUnitComponent? comp = ref unit!;
@@ -197,7 +196,7 @@ namespace Content.IntegrationTests.Tests.Disposal
// Remove power need
Assert.True(entityManager.TryGetComponent(disposalUnit, out ApcPowerReceiverComponent power));
power!.NeedsPower = false;
unit.Powered = true;//Power state changed event doesn't get fired smh
unit.Powered = true; //Power state changed event doesn't get fired smh
// Flush with a mob and an item
Flush(unit, true, human, wrench);