Add test for adding each component individually to an entity (#1870)

* Add test for adding each component individually to entities

* Put one-to-one test before all-at-once test
This commit is contained in:
DrSmugleaf
2020-08-24 13:39:00 +02:00
committed by GitHub
parent 9e6459ac79
commit a4f527351e
13 changed files with 297 additions and 114 deletions

View File

@@ -28,6 +28,7 @@ using Robust.Shared.Random;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
using Content.Shared.GameObjects.Components.Damage;
using Robust.Shared.GameObjects;
namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
{
@@ -157,7 +158,12 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
public override void OnAdd()
{
base.OnAdd();
var rangedWeaponComponent = Owner.GetComponent<ServerRangedWeaponComponent>();
if (!Owner.EnsureComponent(out ServerRangedWeaponComponent rangedWeaponComponent))
{
Logger.Warning(
$"Entity {Owner.Name} at {Owner.Transform.MapPosition} didn't have a {nameof(ServerRangedWeaponComponent)}");
}
rangedWeaponComponent.Barrel ??= this;
rangedWeaponComponent.FireHandler += Fire;