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>
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@@ -44,7 +44,7 @@ namespace Content.Server.GameObjects.Components.PA
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/// <summary>
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/// Power receiver for the control console itself.
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/// </summary>
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[ViewVariables] private PowerReceiverComponent? _powerReceiverComponent;
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[ViewVariables] private PowerReceiverComponent _powerReceiverComponent = default!;
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[ViewVariables] private ParticleAcceleratorFuelChamberComponent? _partFuelChamber;
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[ViewVariables] private ParticleAcceleratorEndCapComponent? _partEndCap;
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@@ -104,12 +104,9 @@ namespace Content.Server.GameObjects.Components.PA
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UserInterface.OnReceiveMessage += UserInterfaceOnOnReceiveMessage;
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}
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if (!Owner.TryGetComponent(out _powerReceiverComponent))
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{
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Logger.Error("ParticleAcceleratorControlBox was created without PowerReceiverComponent");
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return;
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}
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_powerReceiverComponent.Load = 250;
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Owner.EnsureComponent(out _powerReceiverComponent);
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_powerReceiverComponent!.Load = 250;
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}
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public override void HandleMessage(ComponentMessage message, IComponent? component)
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