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

@@ -1,4 +1,5 @@
using System.Collections.Generic;
using System.Linq;
using Content.Shared.GameObjects.Components.Mobs;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Physics;
@@ -7,6 +8,7 @@ using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Physics;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
@@ -116,12 +118,18 @@ namespace Content.Shared.GameObjects.Components.Movement
public override void Initialize()
{
base.Initialize();
var collidable = Owner.GetComponent<ICollidableComponent>();
var collidable = Owner.EnsureComponent<CollidableComponent>();
collidable.Hard = false;
var shape = collidable.PhysicsShapes[0];
shape.CollisionLayer |= (int) CollisionGroup.SmallImpassable;
shape.CollisionMask = (int)CollisionGroup.None;
var shape = collidable.PhysicsShapes.FirstOrDefault();
if (shape != null)
{
shape.CollisionLayer |= (int) CollisionGroup.SmallImpassable;
shape.CollisionMask = (int) CollisionGroup.None;
}
}
public override void ExposeData(ObjectSerializer serializer)