Add test for adding each component individually to an entity (#1870)
* Add test for adding each component individually to entities * Put one-to-one test before all-at-once test
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@@ -17,6 +17,7 @@ using Content.Server.GameObjects.Components.Body;
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using Content.Server.GameObjects.EntitySystems.DoAfter;
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using Robust.Shared.Maths;
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using System;
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using Robust.Shared.Log;
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namespace Content.Server.GameObjects.Components.Movement
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{
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@@ -39,14 +40,17 @@ namespace Content.Server.GameObjects.Components.Movement
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[ViewVariables]
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private float _climbDelay;
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private ICollidableComponent _collidableComponent;
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private DoAfterSystem _doAfterSystem;
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public override void Initialize()
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{
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base.Initialize();
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_collidableComponent = Owner.GetComponent<ICollidableComponent>();
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if (!Owner.EnsureComponent(out CollidableComponent _))
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{
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Logger.Warning($"Entity {Owner.Name} at {Owner.Transform.MapPosition} didn't have a {nameof(CollidableComponent)}");
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}
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_doAfterSystem = EntitySystem.Get<DoAfterSystem>();
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}
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