refactor event schedulers to use explicit game rules (#29320)
* works, still has testing values, im sure I did stupid shit. * shitvent crapfactor * snap extra word out of existence * shit I died of old * remove useless inaccurate design comments * Oopsie, handle requirement params in RandomRuleSystem too * I'm a slash slinging hasher * Address reviews, add admin alerts I forgor * EntityMan saves the day * address reviews 1 * eh, I actually don't care about the cargo gifts thing. * started * Do reviews * you actually meant 1.2 lmao * dependency inheritance is a fickle bitch * I have no idea. * Threads are for sheets not computers. * fix traitor rule test * fix round type tattling * break things * It worky * Toolshed makes we want to drink depresso. * Finished? * remove debug values * timings * use defaults * alphabetize * bobby drop tables * Float required fr fr * continue * more continence * uno mas * obsolution * cleanup and documentations * Yell at self * use the right value defaults * housekeeping
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@@ -1,10 +1,7 @@
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using Content.Server.GameTicking;
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using Content.Server.GameTicking.Commands;
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using Content.Server.GameTicking;
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using Content.Server.GameTicking.Rules;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Shared.CCVar;
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using Content.Shared.GameTicking.Components;
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using Robust.Shared.Configuration;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Timing;
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@@ -27,8 +24,12 @@ namespace Content.IntegrationTests.Tests.GameRules
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var sGameTicker = server.ResolveDependency<IEntitySystemManager>().GetEntitySystem<GameTicker>();
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var sGameTiming = server.ResolveDependency<IGameTiming>();
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sGameTicker.StartGameRule("MaxTimeRestart", out var ruleEntity);
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Assert.That(entityManager.TryGetComponent<MaxTimeRestartRuleComponent>(ruleEntity, out var maxTime));
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MaxTimeRestartRuleComponent maxTime = null;
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await server.WaitPost(() =>
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{
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sGameTicker.StartGameRule("MaxTimeRestart", out var ruleEntity);
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Assert.That(entityManager.TryGetComponent<MaxTimeRestartRuleComponent>(ruleEntity, out maxTime));
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});
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Assert.That(server.EntMan.Count<GameRuleComponent>(), Is.EqualTo(1));
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Assert.That(server.EntMan.Count<ActiveGameRuleComponent>(), Is.EqualTo(1));
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