Inline TryGetComponent completely, for real
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@@ -66,11 +66,13 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.ActionBlocking
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human.Transform.WorldPosition = otherHuman.Transform.WorldPosition;
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// Test for components existing
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Assert.True(human.TryGetComponent(out cuffed!), $"Human has no {nameof(CuffableComponent)}");
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Assert.True(human.TryGetComponent(out hands!), $"Human has no {nameof(HandsComponent)}");
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Assert.True(human.TryGetComponent(out SharedBodyComponent? _), $"Human has no {nameof(SharedBodyComponent)}");
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Assert.True(cuffs.TryGetComponent(out HandcuffComponent? _), $"Handcuff has no {nameof(HandcuffComponent)}");
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Assert.True(secondCuffs.TryGetComponent(out HandcuffComponent? _), $"Second handcuffs has no {nameof(HandcuffComponent)}");
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ref CuffableComponent? comp = ref cuffed!;
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Assert.True(IoCManager.Resolve<IEntityManager>().TryGetComponent(human.Uid, out comp), $"Human has no {nameof(CuffableComponent)}");
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ref HandsComponent? comp1 = ref hands!;
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Assert.True(IoCManager.Resolve<IEntityManager>().TryGetComponent(human.Uid, out comp1), $"Human has no {nameof(HandsComponent)}");
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Assert.True(IoCManager.Resolve<IEntityManager>().TryGetComponent(human.Uid, out SharedBodyComponent? _), $"Human has no {nameof(SharedBodyComponent)}");
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Assert.True(IoCManager.Resolve<IEntityManager>().TryGetComponent(cuffs.Uid, out HandcuffComponent? _), $"Handcuff has no {nameof(HandcuffComponent)}");
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Assert.True(IoCManager.Resolve<IEntityManager>().TryGetComponent(secondCuffs.Uid, out HandcuffComponent? _), $"Second handcuffs has no {nameof(HandcuffComponent)}");
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// Test to ensure cuffed players register the handcuffs
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cuffed.TryAddNewCuffs(human, cuffs);
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@@ -251,7 +251,7 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.Mobs
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// spawn and give them an item that has actions
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serverFlashlight = serverEntManager.SpawnEntity("TestFlashlight",
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new EntityCoordinates(serverPlayerEnt.Uid, (0, 0)));
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Assert.That(serverFlashlight.TryGetComponent<ItemActionsComponent>(out var itemActions));
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Assert.That(IoCManager.Resolve<IEntityManager>().TryGetComponent<ItemActionsComponent?>(serverFlashlight.Uid, out var itemActions));
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// we expect this only to have a toggle light action initially
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var actionConfigs = itemActions.ActionConfigs.ToList();
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Assert.That(actionConfigs.Count == 1);
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@@ -54,8 +54,9 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.Movement
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// Test for climb components existing
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// Players and tables should have these in their prototypes.
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Assert.That(human.TryGetComponent(out climbing!), "Human has no climbing");
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Assert.That(table.TryGetComponent(out ClimbableComponent? _), "Table has no climbable");
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ref ClimbingComponent? comp = ref climbing!;
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Assert.That(IoCManager.Resolve<IEntityManager>().TryGetComponent(human.Uid, out comp), "Human has no climbing");
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Assert.That(IoCManager.Resolve<IEntityManager>().TryGetComponent(table.Uid, out ClimbableComponent? _), "Table has no climbable");
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// Now let's make the player enter a climbing transitioning state.
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climbing.IsClimbing = true;
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