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
This commit is contained in:
DrSmugleaf
2020-08-24 13:39:00 +02:00
committed by GitHub
parent 9e6459ac79
commit a4f527351e
13 changed files with 297 additions and 114 deletions

View File

@@ -4,6 +4,7 @@ using Content.Shared.GameObjects.EntitySystems;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.Log;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
@@ -19,8 +20,6 @@ namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
{
public override string Name => "SolarPanel";
private PowerSupplierComponent _powerSupplier;
/// <summary>
/// Maximum supply output by this panel (coverage = 1)
/// </summary>
@@ -64,15 +63,21 @@ namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
private void UpdateSupply()
{
if (_powerSupplier != null)
_powerSupplier.SupplyRate = (int) (_maxSupply * _coverage);
if (Owner.TryGetComponent(out PowerSupplierComponent supplier))
{
supplier.SupplyRate = (int) (_maxSupply * _coverage);
}
}
public override void Initialize()
{
base.Initialize();
_powerSupplier = Owner.GetComponent<PowerSupplierComponent>();
if (!Owner.EnsureComponent(out PowerSupplierComponent _))
{
Logger.Warning($"Entity {Owner.Name} at {Owner.Transform.MapPosition} didn't have a {nameof(PowerSupplierComponent)}");
}
UpdateSupply();
}