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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@@ -17,6 +17,7 @@ using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Robust.Shared.Physics;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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@@ -70,11 +71,7 @@ namespace Content.Server.GameObjects.Components.Singularity
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{
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base.Initialize();
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if (!Owner.TryGetComponent(out _powerConsumer!))
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{
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Logger.Error($"EmitterComponent {Owner} created with no PowerConsumerComponent");
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return;
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}
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Owner.EnsureComponent<PowerConsumerComponent>(out _powerConsumer);
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_powerConsumer.OnReceivedPowerChanged += OnReceivedPowerChanged;
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}
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@@ -104,7 +101,7 @@ namespace Content.Server.GameObjects.Components.Singularity
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return;
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}
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if (Owner.TryGetComponent(out PhysicsComponent? phys) && phys.Anchored)
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if (Owner.TryGetComponent(out PhysicsComponent? phys) && phys.BodyType == BodyType.Static)
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{
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if (!_isOn)
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{
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