Fix 3000 errors
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@@ -37,8 +37,8 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.Movement
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var options = new ServerIntegrationOptions{ExtraPrototypes = Prototypes};
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var server = StartServer(options);
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IEntity human;
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IEntity table;
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EntityUid human;
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EntityUid table;
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ClimbingComponent climbing;
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server.Assert(() =>
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@@ -54,19 +54,17 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.Movement
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// Test for climb components existing
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// Players and tables should have these in their prototypes.
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ref ClimbingComponent? comp = ref climbing!;
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Assert.That(IoCManager.Resolve<IEntityManager>().TryGetComponent(human, out comp), "Human has no climbing");
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Assert.That(IoCManager.Resolve<IEntityManager>().TryGetComponent(table, out ClimbableComponent? _), "Table has no climbable");
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Assert.That(entityManager.TryGetComponent(human, out climbing), "Human has no climbing");
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Assert.That(entityManager.TryGetComponent(table, out ClimbableComponent? _), "Table has no climbable");
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// Now let's make the player enter a climbing transitioning state.
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climbing.IsClimbing = true;
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climbing.TryMoveTo(IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(human).WorldPosition, IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(table).WorldPosition);
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var body = IoCManager.Resolve<IEntityManager>().GetComponent<IPhysBody>(human);
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var body = entityManager.GetComponent<IPhysBody>(human);
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// TODO: Check it's climbing
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// Force the player out of climb state. It should immediately remove the ClimbController.
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climbing.IsClimbing = false;
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});
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await server.WaitIdleAsync();
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