Add a test that puts all components on an entity and checks for no exceptions (#1815)
* 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
This commit is contained in:
@@ -1,4 +1,5 @@
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using Content.Server.GameObjects.EntitySystems.AI;
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#nullable enable
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using Content.Server.GameObjects.EntitySystems.AI;
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using Content.Shared.GameObjects.Components.Movement;
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using Robust.Server.AI;
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using Robust.Shared.GameObjects;
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@@ -14,23 +15,23 @@ namespace Content.Server.GameObjects.Components.Movement
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[RegisterComponent, ComponentReference(typeof(IMoverComponent))]
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public class AiControllerComponent : Component, IMoverComponent
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{
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private string _logicName;
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private string? _logicName;
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private float _visionRadius;
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public override string Name => "AiController";
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[ViewVariables(VVAccess.ReadWrite)]
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public string LogicName
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public string? LogicName
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{
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get => _logicName;
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set
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{
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_logicName = value;
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Processor = null;
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Processor = null!;
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}
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}
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public AiLogicProcessor Processor { get; set; }
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public AiLogicProcessor? Processor { get; set; }
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[ViewVariables(VVAccess.ReadWrite)]
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public float VisionRadius
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@@ -45,9 +46,8 @@ namespace Content.Server.GameObjects.Components.Movement
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base.Initialize();
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// This component requires a collidable component.
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if (!Owner.HasComponent<ICollidableComponent>())
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Owner.AddComponent<CollidableComponent>();
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Owner.EnsureComponent<CollidableComponent>();
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EntitySystem.Get<AiSystem>().ProcessorInitialize(this);
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}
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@@ -74,7 +74,7 @@ namespace Content.Server.GameObjects.Components.Movement
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{
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get
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{
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if (Owner.TryGetComponent(out MovementSpeedModifierComponent component))
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if (Owner.TryGetComponent(out MovementSpeedModifierComponent? component))
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{
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return component.CurrentWalkSpeed;
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}
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@@ -91,7 +91,7 @@ namespace Content.Server.GameObjects.Components.Movement
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{
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get
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{
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if (Owner.TryGetComponent(out MovementSpeedModifierComponent component))
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if (Owner.TryGetComponent(out MovementSpeedModifierComponent? component))
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{
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return component.CurrentSprintSpeed;
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}
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@@ -24,10 +24,8 @@ namespace Content.Server.GameObjects.Components.Movement
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[ComponentReference(typeof(IClimbable))]
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public class ClimbableComponent : SharedClimbableComponent, IDragDropOn
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{
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#pragma warning disable 649
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[Dependency] private readonly IServerNotifyManager _notifyManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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#pragma warning restore 649
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/// <summary>
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/// The range from which this entity can be climbed.
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@@ -81,7 +79,7 @@ namespace Content.Server.GameObjects.Components.Movement
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var bodyManager = eventArgs.User.GetComponent<BodyManagerComponent>();
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if (bodyManager.GetBodyPartsOfType(Shared.GameObjects.Components.Body.BodyPartType.Leg).Count == 0 ||
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bodyManager.GetBodyPartsOfType(Shared.GameObjects.Components.Body.BodyPartType.Foot).Count == 0)
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bodyManager.GetBodyPartsOfType(Shared.GameObjects.Components.Body.BodyPartType.Foot).Count == 0)
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{
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_notifyManager.PopupMessage(eventArgs.User, eventArgs.User, Loc.GetString("You are unable to climb!"));
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@@ -102,10 +100,10 @@ namespace Content.Server.GameObjects.Components.Movement
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}
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else // user is dragging some other entity onto a climbable
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{
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if (eventArgs.Target == null || !eventArgs.Dropped.HasComponent<ClimbingComponent>())
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if (eventArgs.Target == null || !eventArgs.Dropped.HasComponent<ClimbingComponent>())
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{
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_notifyManager.PopupMessage(eventArgs.User, eventArgs.User, Loc.GetString("You can't do that!"));
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return false;
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}
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@@ -1,4 +1,5 @@
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using System;
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#nullable enable
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using System;
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using System.Collections.Generic;
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using Content.Shared.GameObjects.Components.Movement;
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using Robust.Server.GameObjects;
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@@ -18,9 +19,7 @@ namespace Content.Server.GameObjects.Components.Movement
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[RegisterComponent]
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public class ServerPortalComponent : SharedPortalComponent
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{
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#pragma warning disable 649
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[Dependency] private readonly IServerEntityManager _serverEntityManager;
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#pragma warning restore 649
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[Dependency] private readonly IServerEntityManager _serverEntityManager = default!;
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// Potential improvements: Different sounds,
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// Add Gateways
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@@ -28,15 +27,14 @@ namespace Content.Server.GameObjects.Components.Movement
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// Put portal above most other things layer-wise
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// Add telefragging (get entities on connecting portal and force brute damage)
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private AppearanceComponent _appearanceComponent;
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private IEntity _connectingTeleporter;
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private IEntity? _connectingTeleporter;
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private PortalState _state = PortalState.Pending;
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[ViewVariables(VVAccess.ReadWrite)] private float _individualPortalCooldown;
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[ViewVariables] private float _overallPortalCooldown;
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[ViewVariables] private bool _onCooldown;
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[ViewVariables] private string _departureSound;
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[ViewVariables] private string _arrivalSound;
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public List<IEntity> immuneEntities = new List<IEntity>(); // K
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[ViewVariables] private string _departureSound = "";
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[ViewVariables] private string _arrivalSound = "";
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public readonly List<IEntity> ImmuneEntities = new List<IEntity>(); // K
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[ViewVariables(VVAccess.ReadWrite)] private float _aliveTime;
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public override void ExposeData(ObjectSerializer serializer)
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@@ -52,12 +50,6 @@ namespace Content.Server.GameObjects.Components.Movement
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serializer.DataField(ref _arrivalSound, "arrival_sound", "/Audio/Effects/teleport_arrival.ogg");
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}
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public override void Initialize()
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{
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base.Initialize();
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_appearanceComponent = Owner.GetComponent<AppearanceComponent>();
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}
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public override void OnAdd()
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{
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// This will blow up an entity it's attached to
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@@ -74,13 +66,6 @@ namespace Content.Server.GameObjects.Components.Movement
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}
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}
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public override void OnRemove()
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{
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_appearanceComponent = null;
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base.OnRemove();
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}
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public bool CanBeConnected()
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{
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if (_connectingTeleporter == null)
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@@ -108,23 +93,24 @@ namespace Content.Server.GameObjects.Components.Movement
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}
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_state = targetState;
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if (_appearanceComponent != null)
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if (Owner.TryGetComponent(out AppearanceComponent? appearance))
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{
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_appearanceComponent.SetData(PortalVisuals.State, _state);
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appearance.SetData(PortalVisuals.State, _state);
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}
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}
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private void releaseCooldown(IEntity entity)
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private void ReleaseCooldown(IEntity entity)
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{
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if (immuneEntities.Contains(entity))
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if (ImmuneEntities.Contains(entity))
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{
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immuneEntities.Remove(entity);
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ImmuneEntities.Remove(entity);
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}
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if (_connectingTeleporter != null &&
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_connectingTeleporter.TryGetComponent<ServerPortalComponent>(out var otherPortal))
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{
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otherPortal.immuneEntities.Remove(entity);
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otherPortal.ImmuneEntities.Remove(entity);
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}
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}
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@@ -142,7 +128,7 @@ namespace Content.Server.GameObjects.Components.Movement
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private bool IsEntityPortable(IEntity entity)
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{
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// TODO: Check if it's slotted etc. Otherwise the slot item itself gets ported.
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if (!immuneEntities.Contains(entity) && entity.HasComponent<TeleportableComponent>())
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if (!ImmuneEntities.Contains(entity) && entity.HasComponent<TeleportableComponent>())
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{
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return true;
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}
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@@ -192,7 +178,7 @@ namespace Content.Server.GameObjects.Components.Movement
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public void TryPortalEntity(IEntity entity)
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{
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if (immuneEntities.Contains(entity) || _connectingTeleporter == null)
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if (ImmuneEntities.Contains(entity) || _connectingTeleporter == null)
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{
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return;
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}
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@@ -208,9 +194,9 @@ namespace Content.Server.GameObjects.Components.Movement
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soundPlayer.PlayAtCoords(_arrivalSound, entity.Transform.GridPosition);
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TryChangeState(PortalState.RecentlyTeleported);
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// To stop spam teleporting. Could potentially look at adding a timer to flush this from the portal
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immuneEntities.Add(entity);
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_connectingTeleporter.GetComponent<ServerPortalComponent>().immuneEntities.Add(entity);
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Timer.Spawn(TimeSpan.FromSeconds(_individualPortalCooldown), () => releaseCooldown(entity));
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ImmuneEntities.Add(entity);
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_connectingTeleporter.GetComponent<ServerPortalComponent>().ImmuneEntities.Add(entity);
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Timer.Spawn(TimeSpan.FromSeconds(_individualPortalCooldown), () => ReleaseCooldown(entity));
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StartCooldown();
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}
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}
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@@ -1,4 +1,5 @@
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using System;
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#nullable enable
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using System;
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using System.Linq;
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using Content.Shared.GameObjects.Components.Movement;
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using Content.Shared.Interfaces.GameObjects.Components;
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@@ -24,11 +25,10 @@ namespace Content.Server.GameObjects.Components.Movement
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[RegisterComponent]
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public class ServerTeleporterComponent : Component, IAfterInteract
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{
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#pragma warning disable 649
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[Dependency] private readonly IMapManager _mapManager;
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[Dependency] private readonly IServerEntityManager _serverEntityManager;
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[Dependency] private readonly IRobustRandom _spreadRandom;
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#pragma warning restore 649
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IServerEntityManager _serverEntityManager = default!;
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[Dependency] private readonly IRobustRandom _spreadRandom = default!;
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// TODO: Look at MapManager.Map for Beacons to get all entities on grid
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public ItemTeleporterState State => _state;
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@@ -39,15 +39,13 @@ namespace Content.Server.GameObjects.Components.Movement
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[ViewVariables] private int _range;
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[ViewVariables] private ItemTeleporterState _state;
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[ViewVariables] private TeleporterType _teleporterType;
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[ViewVariables] private string _departureSound;
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[ViewVariables] private string _arrivalSound;
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[ViewVariables] private string _cooldownSound;
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[ViewVariables] private string _departureSound = "";
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[ViewVariables] private string _arrivalSound = "";
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[ViewVariables] private string? _cooldownSound;
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// If the direct OR random teleport will try to avoid hitting collidables
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[ViewVariables] private bool _avoidCollidable;
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[ViewVariables] private float _portalAliveTime;
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private AppearanceComponent _appearanceComponent;
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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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@@ -63,22 +61,20 @@ namespace Content.Server.GameObjects.Components.Movement
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serializer.DataField(ref _portalAliveTime, "portal_alive_time", 5.0f); // TODO: Change this to 0 before PR?
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}
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public override void OnRemove()
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{
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_appearanceComponent = null;
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base.OnRemove();
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}
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private void SetState(ItemTeleporterState newState)
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{
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if (!Owner.TryGetComponent(out AppearanceComponent? appearance))
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{
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return;
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}
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if (newState == ItemTeleporterState.Cooldown)
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{
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_appearanceComponent.SetData(TeleporterVisuals.VisualState, TeleporterVisualState.Charging);
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appearance.SetData(TeleporterVisuals.VisualState, TeleporterVisualState.Charging);
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}
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else
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{
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_appearanceComponent.SetData(TeleporterVisuals.VisualState, TeleporterVisualState.Ready);
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appearance.SetData(TeleporterVisuals.VisualState, TeleporterVisualState.Ready);
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}
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_state = newState;
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}
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@@ -149,12 +145,11 @@ namespace Content.Server.GameObjects.Components.Movement
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public override void Initialize()
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{
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_appearanceComponent = Owner.GetComponent<AppearanceComponent>();
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_state = ItemTeleporterState.Off;
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base.Initialize();
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_state = ItemTeleporterState.Off;
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}
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private bool emptySpace(IEntity user, Vector2 target)
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private bool EmptySpace(IEntity user, Vector2 target)
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{
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// TODO: Check the user's spot? Upside is no stacking TPs but downside is they can't unstuck themselves from walls.
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foreach (var entity in _serverEntityManager.GetEntitiesIntersecting(user.Transform.MapID, target))
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@@ -167,7 +162,7 @@ namespace Content.Server.GameObjects.Components.Movement
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return true;
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}
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private Vector2 randomEmptySpot(IEntity user, int range)
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private Vector2 RandomEmptySpot(IEntity user, int range)
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{
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Vector2 targetVector = user.Transform.GridPosition.Position;
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// Definitely a better way to do this
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@@ -176,7 +171,7 @@ namespace Content.Server.GameObjects.Components.Movement
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var randomRange = _spreadRandom.Next(0, range);
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var angle = Angle.FromDegrees(_spreadRandom.Next(0, 359));
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targetVector = user.Transform.GridPosition.Position + angle.ToVec() * randomRange;
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if (emptySpace(user, targetVector))
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if (EmptySpace(user, targetVector))
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{
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return targetVector;
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}
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@@ -200,7 +195,7 @@ namespace Content.Server.GameObjects.Components.Movement
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Vector2 targetVector;
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if (_avoidCollidable)
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{
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targetVector = randomEmptySpot(user, _range);
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targetVector = RandomEmptySpot(user, _range);
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}
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else
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{
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@@ -227,7 +222,7 @@ namespace Content.Server.GameObjects.Components.Movement
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public void Teleport(IEntity user, Vector2 vector)
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{
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// Messy maybe?
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GridCoordinates targetGrid = new GridCoordinates(vector, user.Transform.GridID);
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var targetGrid = new GridCoordinates(vector, user.Transform.GridID);
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var soundPlayer = EntitySystem.Get<AudioSystem>();
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// If portals use those, otherwise just move em over
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@@ -240,10 +235,11 @@ namespace Content.Server.GameObjects.Components.Movement
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// Arrival portal
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var arrivalPortal = _serverEntityManager.SpawnEntity("Portal", targetGrid);
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arrivalPortal.TryGetComponent<ServerPortalComponent>(out var arrivalComponent);
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// Connect. TODO: If the OnUpdate in ServerPortalComponent is changed this may need to change as well.
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arrivalComponent.TryConnectPortal(departurePortal);
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if (arrivalPortal.TryGetComponent<ServerPortalComponent>(out var arrivalComponent))
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{
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// Connect. TODO: If the OnUpdate in ServerPortalComponent is changed this may need to change as well.
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arrivalComponent.TryConnectPortal(departurePortal);
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}
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}
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else
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{
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@@ -22,10 +22,8 @@ namespace Content.Server.GameObjects.Components.Movement
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[ComponentReference(typeof(IMoverComponent))]
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internal class ShuttleControllerComponent : Component, IMoverComponent
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{
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#pragma warning disable 649
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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#pragma warning restore 649
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private bool _movingUp;
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private bool _movingDown;
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Reference in New Issue
Block a user