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>
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@@ -16,6 +16,7 @@ using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.Player;
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using static Content.Shared.GameObjects.Components.Disposal.SharedDisposalTaggerComponent;
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using Robust.Shared.Physics;
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namespace Content.Server.GameObjects.Components.Disposal
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{
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@@ -32,7 +33,7 @@ namespace Content.Server.GameObjects.Components.Disposal
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[ViewVariables]
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public bool Anchored =>
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!Owner.TryGetComponent(out PhysicsComponent? physics) ||
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physics.Anchored;
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physics.BodyType == BodyType.Static;
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[ViewVariables] private BoundUserInterface? UserInterface => Owner.GetUIOrNull(DisposalTaggerUiKey.Key);
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@@ -19,6 +19,7 @@ using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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using Robust.Shared.Physics;
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namespace Content.Server.GameObjects.Components.Disposal
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{
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@@ -43,7 +44,7 @@ namespace Content.Server.GameObjects.Components.Disposal
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[ViewVariables]
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private bool Anchored =>
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!Owner.TryGetComponent(out PhysicsComponent? physics) ||
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physics.Anchored;
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physics.BodyType == BodyType.Static;
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/// <summary>
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/// The directions that this tube can connect to others from
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@@ -196,7 +197,7 @@ namespace Content.Server.GameObjects.Components.Disposal
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return;
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}
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if (physics.Anchored)
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if (physics.BodyType == BodyType.Static)
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{
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OnAnchor();
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}
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@@ -230,7 +231,8 @@ namespace Content.Server.GameObjects.Components.Disposal
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{
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base.Startup();
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if (!Owner.EnsureComponent<PhysicsComponent>().Anchored)
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Owner.EnsureComponent<PhysicsComponent>(out var physicsComponent);
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if (physicsComponent.BodyType != BodyType.Static)
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{
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return;
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}
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@@ -87,7 +87,7 @@ namespace Content.Server.GameObjects.Components.Disposal
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/// Delay from trying to shove someone else into disposals.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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private float _draggedEntryDelay;
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private float _draggedEntryDelay = 0.5f;
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/// <summary>
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/// Token used to cancel the automatic engage of a disposal unit
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