* 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
223 lines
6.6 KiB
C#
223 lines
6.6 KiB
C#
#nullable enable
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Damage;
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using Content.Server.GameObjects.Components.Interactable;
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using Content.Server.GameObjects.Components.Power.ApcNetComponents;
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using Content.Server.Interfaces;
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using Content.Shared.GameObjects.Components.Gravity;
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using Content.Shared.GameObjects.Components.Interactable;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.Components.UserInterface;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Serialization;
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namespace Content.Server.GameObjects.Components.Gravity
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{
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[RegisterComponent]
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public class GravityGeneratorComponent : SharedGravityGeneratorComponent, IInteractUsing, IBreakAct, IInteractHand
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{
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private bool _switchedOn;
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private bool _intact;
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private GravityGeneratorStatus _status;
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public bool Powered => !Owner.TryGetComponent(out PowerReceiverComponent? receiver) || receiver.Powered;
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public bool SwitchedOn => _switchedOn;
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public bool Intact => _intact;
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public GravityGeneratorStatus Status => _status;
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public bool NeedsUpdate
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{
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get
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{
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switch (_status)
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{
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case GravityGeneratorStatus.On:
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return !(Powered && SwitchedOn && Intact);
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case GravityGeneratorStatus.Off:
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return SwitchedOn || !(Powered && Intact);
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case GravityGeneratorStatus.Unpowered:
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return SwitchedOn || Powered || !Intact;
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case GravityGeneratorStatus.Broken:
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return SwitchedOn || Powered || Intact;
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default:
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return true; // This _should_ be unreachable
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}
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}
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}
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public override string Name => "GravityGenerator";
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private BoundUserInterface? UserInterface =>
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Owner.TryGetComponent(out ServerUserInterfaceComponent? ui) &&
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ui.TryGetBoundUserInterface(GravityGeneratorUiKey.Key, out var boundUi)
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? boundUi
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: null;
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public override void Initialize()
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{
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base.Initialize();
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if (UserInterface != null)
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{
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UserInterface.OnReceiveMessage += HandleUIMessage;
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}
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_switchedOn = true;
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_intact = true;
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_status = GravityGeneratorStatus.On;
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UpdateState();
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _switchedOn, "switched_on", true);
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serializer.DataField(ref _intact, "intact", true);
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}
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bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
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{
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if (!eventArgs.User.TryGetComponent<IActorComponent>(out var actor))
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return false;
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if (Status != GravityGeneratorStatus.Off && Status != GravityGeneratorStatus.On)
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{
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return false;
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}
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OpenUserInterface(actor.playerSession);
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return true;
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}
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public async Task<bool> InteractUsing(InteractUsingEventArgs eventArgs)
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{
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if (!eventArgs.Using.TryGetComponent(out WelderComponent? tool))
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return false;
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if (!await tool.UseTool(eventArgs.User, Owner, 2f, ToolQuality.Welding, 5f))
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return false;
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// Repair generator
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var breakable = Owner.GetComponent<BreakableComponent>();
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breakable.FixAllDamage();
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_intact = true;
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var notifyManager = IoCManager.Resolve<IServerNotifyManager>();
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notifyManager.PopupMessage(Owner, eventArgs.User, Loc.GetString("You repair {0:theName} with {1:theName}", Owner, eventArgs.Using));
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return true;
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}
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public void OnBreak(BreakageEventArgs eventArgs)
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{
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_intact = false;
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_switchedOn = false;
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}
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public void UpdateState()
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{
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if (!Intact)
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{
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MakeBroken();
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}
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else if (!Powered)
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{
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MakeUnpowered();
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}
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else if (!SwitchedOn)
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{
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MakeOff();
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}
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else
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{
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MakeOn();
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}
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}
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private void HandleUIMessage(ServerBoundUserInterfaceMessage message)
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{
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switch (message.Message)
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{
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case GeneratorStatusRequestMessage _:
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UserInterface?.SetState(new GeneratorState(Status == GravityGeneratorStatus.On));
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break;
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case SwitchGeneratorMessage msg:
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_switchedOn = msg.On;
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UpdateState();
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break;
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default:
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break;
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}
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}
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private void OpenUserInterface(IPlayerSession playerSession)
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{
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UserInterface?.Open(playerSession);
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}
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private void MakeBroken()
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{
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_status = GravityGeneratorStatus.Broken;
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if (Owner.TryGetComponent(out SpriteComponent? sprite))
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{
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sprite.LayerSetState(0, "broken");
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sprite.LayerSetVisible(1, false);
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}
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}
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private void MakeUnpowered()
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{
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_status = GravityGeneratorStatus.Unpowered;
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if (Owner.TryGetComponent(out SpriteComponent? sprite))
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{
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sprite.LayerSetState(0, "off");
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sprite.LayerSetVisible(1, false);
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}
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}
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private void MakeOff()
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{
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_status = GravityGeneratorStatus.Off;
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if (Owner.TryGetComponent(out SpriteComponent? sprite))
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{
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sprite.LayerSetState(0, "off");
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sprite.LayerSetVisible(1, false);
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}
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}
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private void MakeOn()
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{
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_status = GravityGeneratorStatus.On;
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if (Owner.TryGetComponent(out SpriteComponent? sprite))
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{
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sprite.LayerSetState(0, "on");
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sprite.LayerSetVisible(1, true);
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}
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}
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}
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public enum GravityGeneratorStatus
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{
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Broken,
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Unpowered,
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Off,
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On
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}
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}
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