Fix tests (#3707)
* First pass * Fix access and rename banananium to bananium * Fix captialization of CookTimeInfoLabel * Fix InteractUsing calls * Remove unused [Dependency] * Replace obsolete references to Anchored with BodyType * Assign default value to shoving someone in disposals * Fix naming * Replace Initialize TryGetComponents with EnsureComponent * Rework AnchorableComponent * Fix singularity component * Replace obsolete usages of Angle.South * Fix efcore warning * Fix container tests * Fix DebugPressurePump invalid PressurePump yaml * Fix getting pathfinding region of grid 0 * Fix atmos plaque missing layer and add info message when it happens * Fix AiSteeringSystem steering in an invalid grid in entity test * Make content able to choose which log level leads to test failures * Revert container test fix for Acruid * Fix sprite, pipe and saving errors Make EntityTest print all errors instead of stopping on the first * Reorder singularity visualizer * Disable pvs for container occlusion adn simple predict reconcile, they use entities other than map ones Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
@@ -31,10 +31,10 @@ namespace Content.Server.GameObjects.Components.Items.RCD
|
||||
public override string Name => "RCD";
|
||||
private RcdMode _mode = 0; //What mode are we on? Can be floors, walls, deconstruct.
|
||||
private readonly RcdMode[] _modes = (RcdMode[]) Enum.GetValues(typeof(RcdMode));
|
||||
[ViewVariables(VVAccess.ReadWrite)] [DataField("maxAmmo")] public int maxAmmo = 5;
|
||||
[ViewVariables(VVAccess.ReadWrite)] [DataField("maxAmmo")] public int MaxAmmo = 5;
|
||||
public int _ammo; //How much "ammo" we have left. You can refill this with RCD ammo.
|
||||
[ViewVariables(VVAccess.ReadWrite)] [DataField("delay")] private float _delay = 2f;
|
||||
private DoAfterSystem doAfterSystem = default!;
|
||||
private DoAfterSystem _doAfterSystem = default!;
|
||||
|
||||
///Enum to store the different mode states for clarity.
|
||||
private enum RcdMode
|
||||
@@ -48,8 +48,8 @@ namespace Content.Server.GameObjects.Components.Items.RCD
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
_ammo = maxAmmo;
|
||||
doAfterSystem = EntitySystem.Get<DoAfterSystem>();
|
||||
_ammo = MaxAmmo;
|
||||
_doAfterSystem = EntitySystem.Get<DoAfterSystem>();
|
||||
}
|
||||
|
||||
///<summary>
|
||||
@@ -113,7 +113,7 @@ namespace Content.Server.GameObjects.Components.Items.RCD
|
||||
ExtraCheck = () => IsRCDStillValid(eventArgs, mapGrid, tile, snapPos, startingMode) //All of the sanity checks are here
|
||||
};
|
||||
|
||||
var result = await doAfterSystem.DoAfter(doAfterEventArgs);
|
||||
var result = await _doAfterSystem.DoAfter(doAfterEventArgs);
|
||||
if (result == DoAfterStatus.Cancelled)
|
||||
{
|
||||
return true;
|
||||
@@ -139,7 +139,7 @@ namespace Content.Server.GameObjects.Components.Items.RCD
|
||||
//Walls are a special behaviour, and require us to build a new object with a transform rather than setting a grid tile, thus we early return to avoid the tile set code.
|
||||
case RcdMode.Walls:
|
||||
var ent = _serverEntityManager.SpawnEntity("solid_wall", mapGrid.GridTileToLocal(snapPos));
|
||||
ent.Transform.LocalRotation = Angle.South; // Walls always need to point south.
|
||||
ent.Transform.LocalRotation = Angle.Zero; // Walls always need to point south.
|
||||
break;
|
||||
case RcdMode.Airlock:
|
||||
var airlock = _serverEntityManager.SpawnEntity("Airlock", mapGrid.GridTileToLocal(snapPos));
|
||||
|
||||
Reference in New Issue
Block a user