Add a test that puts all components on an entity and checks for no exceptions (#1815)
* Add test that puts all components on an entity and checks for no exceptions Also fix all the exceptions that happened because of this * Add comments to the test * Fix nullable errors * Fix more nullable errors * More nullable error fixes * Unignore basic actor component * Fix more nullable errors * NULLABLE ERROR * Add string interpolation * Merge if checks * Remove redundant pragma warning disable 649 * Address reviews * Remove null wrappers around TryGetComponent * Merge conflict fixes * APC battery component error fix * Fix power test * Fix atmos mapgrid usages
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@@ -2,6 +2,7 @@
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Interactable;
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using Content.Shared.Damage;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Interactable;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.GameObjects;
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@@ -27,12 +28,6 @@ namespace Content.Server.GameObjects.Components.Damage
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serializer.DataField(ref _tools, "tools", new List<ToolQuality>());
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}
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public override void Initialize()
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{
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base.Initialize();
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Owner.EnsureComponent<DestructibleComponent>();
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}
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public async Task<bool> InteractUsing(InteractUsingEventArgs eventArgs)
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{
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if (eventArgs.Using.TryGetComponent<ToolComponent>(out var tool))
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@@ -56,7 +51,7 @@ namespace Content.Server.GameObjects.Components.Damage
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protected bool CallDamage(InteractUsingEventArgs eventArgs, ToolComponent tool)
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{
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if (eventArgs.Target.TryGetComponent<DestructibleComponent>(out var damageable))
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if (eventArgs.Target.TryGetComponent<IDamageableComponent>(out var damageable))
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{
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damageable.ChangeDamage(tool.HasQuality(ToolQuality.Welding)
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? DamageType.Heat
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