A bunch of AttachedEntity bullshit
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@@ -75,7 +75,7 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.Mobs
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await server.WaitAssertion(() =>
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{
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var playerEnt = serverPlayerManager.Sessions.Single().AttachedEntity;
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var actionsComponent = sEntities.GetComponent<ServerActionsComponent>(playerEnt!.Value);
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var actionsComponent = sEntities.GetComponent<ServerActionsComponent>(playerEnt);
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// player should begin with their innate actions granted
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innateActions.AddRange(actionsComponent.InnateActions);
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@@ -157,7 +157,7 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.Mobs
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await server.WaitAssertion(() =>
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{
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var playerEnt = serverPlayerManager.Sessions.Single().AttachedEntity;
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var actionsComponent = IoCManager.Resolve<IEntityManager>().GetComponent<ServerActionsComponent>(playerEnt!.Value);
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var actionsComponent = IoCManager.Resolve<IEntityManager>().GetComponent<ServerActionsComponent>(playerEnt);
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actionsComponent.Revoke(ActionType.DebugInstant);
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});
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@@ -250,7 +250,7 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.Mobs
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await server.WaitAssertion(() =>
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{
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serverPlayerEnt = serverPlayerManager.Sessions.Single().AttachedEntity!.Value;
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serverPlayerEnt = serverPlayerManager.Sessions.Single().AttachedEntity;
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serverActionsComponent = serverEntManager.GetComponent<ServerActionsComponent>(serverPlayerEnt);
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// spawn and give them an item that has actions
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