Remove IPhysBody (#13297)

This commit is contained in:
metalgearsloth
2023-01-03 17:45:18 +11:00
committed by GitHub
parent 99eab08b6d
commit ab07944af8
18 changed files with 36 additions and 26 deletions

View File

@@ -7,6 +7,7 @@ using NUnit.Framework;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
namespace Content.IntegrationTests.Tests.Doors
{
@@ -114,7 +115,7 @@ namespace Content.IntegrationTests.Tests.Doors
var mapManager = server.ResolveDependency<IMapManager>();
var entityManager = server.ResolveDependency<IEntityManager>();
IPhysBody physBody = null;
PhysicsComponent physBody = null;
EntityUid physicsDummy = default;
EntityUid airlock = default;
DoorComponent doorComponent = null;
@@ -145,7 +146,7 @@ namespace Content.IntegrationTests.Tests.Doors
for (var i = 0; i < 240; i += 10)
{
// Keep the airlock awake so they collide
await server.WaitPost(() => entityManager.GetComponent<IPhysBody>(airlock).WakeBody());
await server.WaitPost(() => entityManager.GetComponent<PhysicsComponent>(airlock).WakeBody());
await server.WaitRunTicks(10);
await server.WaitIdleAsync();

View File

@@ -59,7 +59,7 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.Movement
// // Now let's make the player enter a climbing transitioning state.
// climbing.IsClimbing = true;
// EntitySystem.Get<ClimbSystem>().MoveEntityToward(human, table, climbing:climbing);
// var body = entityManager.GetComponent<IPhysBody>(human);
// var body = entityManager.GetComponent<PhysicsComponent>(human);
// // TODO: Check it's climbing
//
// // Force the player out of climb state. It should immediately remove the ClimbController.