Files
tbd-station-14/Content.Server/GameObjects/Components/PA/ParticleAcceleratorPartComponent.cs
ShadowCommander 7a842f7c22 Fix tests (#3707)
* First pass

* Fix access and rename banananium to bananium

* Fix captialization of CookTimeInfoLabel

* Fix InteractUsing calls

* Remove unused [Dependency]

* Replace obsolete references to Anchored with BodyType

* Assign default value to shoving someone in disposals

* Fix naming

* Replace Initialize TryGetComponents with EnsureComponent

* Rework AnchorableComponent

* Fix singularity component

* Replace obsolete usages of Angle.South

* Fix efcore warning

* Fix container tests

* Fix DebugPressurePump invalid PressurePump yaml

* Fix getting pathfinding region of grid 0

* Fix atmos plaque missing layer and add info message when it happens

* Fix AiSteeringSystem steering in an invalid grid in entity test

* Make content able to choose which log level leads to test failures

* Revert container test fix for Acruid

* Fix sprite, pipe and saving errors
Make EntityTest print all errors instead of stopping on the first

* Reorder singularity visualizer

* Disable pvs for container occlusion adn simple predict reconcile, they use entities other than map ones

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2021-03-31 21:41:23 +02:00

55 lines
1.3 KiB
C#

#nullable enable
using Robust.Shared.GameObjects;
using Robust.Shared.Log;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.PA
{
public abstract class ParticleAcceleratorPartComponent : Component
{
[ViewVariables] public ParticleAcceleratorControlBoxComponent? Master;
[ViewVariables] protected SnapGridComponent? SnapGrid;
public override void Initialize()
{
base.Initialize();
// FIXME: this has to be an entity system, full stop.
Owner.EnsureComponent<SnapGridComponent>(out SnapGrid);
}
public override void HandleMessage(ComponentMessage message, IComponent? component)
{
base.HandleMessage(message, component);
switch (message)
{
case AnchoredChangedMessage:
OnAnchorChanged();
break;
}
}
public void OnAnchorChanged()
{
RescanIfPossible();
}
public override void OnRemove()
{
base.OnRemove();
RescanIfPossible();
}
private void RescanIfPossible()
{
Master?.RescanParts();
}
public virtual void Rotated()
{
RescanIfPossible();
}
}
}