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
This commit is contained in:
DrSmugleaf
2020-08-22 22:29:20 +02:00
committed by GitHub
parent c8178550b8
commit b9196d0a10
84 changed files with 1790 additions and 1123 deletions

View File

@@ -126,18 +126,25 @@ namespace Content.Server.GameObjects.Components.Fluids
_contents.Initialize();
}
_snapGrid = Owner.GetComponent<SnapGridComponent>();
_snapGrid = Owner.EnsureComponent<SnapGridComponent>();
// Smaller than 1m^3 for now but realistically this shouldn't be hit
MaxVolume = ReagentUnit.New(1000);
// Random sprite state set server-side so it's consistent across all clients
_spriteComponent = Owner.GetComponent<SpriteComponent>();
_spriteComponent = Owner.EnsureComponent<SpriteComponent>();
var robustRandom = IoCManager.Resolve<IRobustRandom>();
var randomVariant = robustRandom.Next(0, _spriteVariants - 1);
var baseName = new ResourcePath(_spriteComponent.BaseRSIPath).FilenameWithoutExtension;
_spriteComponent.LayerSetState(0, $"{baseName}-{randomVariant}"); // TODO: Remove hardcode
if (_spriteComponent.BaseRSIPath != null)
{
var baseName = new ResourcePath(_spriteComponent.BaseRSIPath).FilenameWithoutExtension;
_spriteComponent.LayerSetState(0, $"{baseName}-{randomVariant}"); // TODO: Remove hardcode
}
// UpdateAppearance should get called soon after this so shouldn't need to call Dirty() here
UpdateStatus();