Make component states dependant on the player getting them (#3280)

* Make component states dependant on the player getting them

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>

* Updated submodule to v0.3.7.

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Acruid <shatter66@gmail.com>
This commit is contained in:
DrSmugleaf
2021-02-18 09:09:07 +01:00
committed by GitHub
parent 77c8fc5b42
commit 1477cd4d0a
61 changed files with 145 additions and 88 deletions

View File

@@ -48,18 +48,18 @@ namespace Content.Tests.Server.GameObjects.Components.Mobs
Assert.That(alertManager.TryGet(AlertType.HighPressure, out var highpressure));
alertsComponent.ShowAlert(AlertType.LowPressure);
var alertState = alertsComponent.GetComponentState() as AlertsComponentState;
var alertState = alertsComponent.GetComponentState(null) as AlertsComponentState;
Assert.NotNull(alertState);
Assert.That(alertState.Alerts.Count, Is.EqualTo(1));
Assert.That(alertState.Alerts.ContainsKey(lowpressure.AlertKey));
alertsComponent.ShowAlert(AlertType.HighPressure);
alertState = alertsComponent.GetComponentState() as AlertsComponentState;
alertState = alertsComponent.GetComponentState(null) as AlertsComponentState;
Assert.That(alertState.Alerts.Count, Is.EqualTo(1));
Assert.That(alertState.Alerts.ContainsKey(highpressure.AlertKey));
alertsComponent.ClearAlertCategory(AlertCategory.Pressure);
alertState = alertsComponent.GetComponentState() as AlertsComponentState;
alertState = alertsComponent.GetComponentState(null) as AlertsComponentState;
Assert.That(alertState.Alerts.Count, Is.EqualTo(0));
}
}