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@@ -72,7 +72,7 @@ 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!.Uid);
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var actionsComponent = IoCManager.Resolve<IEntityManager>().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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@@ -99,7 +99,7 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.Mobs
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{
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var local = clientPlayerMgr.LocalPlayer;
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var controlled = local!.ControlledEntity;
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var actionsComponent = IoCManager.Resolve<IEntityManager>().GetComponent<ClientActionsComponent>(controlled!.Uid);
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var actionsComponent = IoCManager.Resolve<IEntityManager>().GetComponent<ClientActionsComponent>(controlled!);
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// we should have our innate actions and debug1.
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foreach (var innateAction in innateActions)
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@@ -154,7 +154,7 @@ 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!.Uid);
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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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@@ -165,7 +165,7 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.Mobs
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{
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var local = clientPlayerMgr.LocalPlayer;
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var controlled = local!.ControlledEntity;
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var actionsComponent = IoCManager.Resolve<IEntityManager>().GetComponent<ClientActionsComponent>(controlled!.Uid);
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var actionsComponent = IoCManager.Resolve<IEntityManager>().GetComponent<ClientActionsComponent>(controlled!);
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// we should have our innate actions, but debug1 should be revoked
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foreach (var innateAction in innateActions)
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@@ -246,12 +246,12 @@ 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;
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serverActionsComponent = IoCManager.Resolve<IEntityManager>().GetComponent<ServerActionsComponent>(serverPlayerEnt!.Uid);
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serverActionsComponent = IoCManager.Resolve<IEntityManager>().GetComponent<ServerActionsComponent>(serverPlayerEnt!);
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// spawn and give them an item that has actions
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serverFlashlight = serverEntManager.SpawnEntity("TestFlashlight",
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new EntityCoordinates(serverPlayerEnt.Uid, (0, 0)));
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Assert.That(IoCManager.Resolve<IEntityManager>().TryGetComponent<ItemActionsComponent?>(serverFlashlight.Uid, out var itemActions));
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new EntityCoordinates(serverPlayerEnt, (0, 0)));
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Assert.That(IoCManager.Resolve<IEntityManager>().TryGetComponent<ItemActionsComponent?>(serverFlashlight, out var itemActions));
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// we expect this only to have a toggle light action initially
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var actionConfigs = itemActions.ActionConfigs.ToList();
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Assert.That(actionConfigs.Count == 1);
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@@ -260,11 +260,11 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.Mobs
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// grant an extra item action, before pickup, initially disabled
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itemActions.GrantOrUpdate(ItemActionType.DebugToggle, false);
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IoCManager.Resolve<IEntityManager>().GetComponent<HandsComponent>(serverPlayerEnt.Uid).PutInHand(IoCManager.Resolve<IEntityManager>().GetComponent<ItemComponent>(serverFlashlight.Uid), false);
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IoCManager.Resolve<IEntityManager>().GetComponent<HandsComponent>(serverPlayerEnt).PutInHand(IoCManager.Resolve<IEntityManager>().GetComponent<ItemComponent>(serverFlashlight), false);
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// grant an extra item action, after pickup, with a cooldown
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itemActions.GrantOrUpdate(ItemActionType.DebugInstant, cooldown: cooldown);
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Assert.That(serverActionsComponent.TryGetItemActionStates(serverFlashlight.Uid, out var state));
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Assert.That(serverActionsComponent.TryGetItemActionStates((EntityUid) serverFlashlight, out var state));
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// they should have been granted all 3 actions
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Assert.That(state.Count == 3);
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Assert.That(state.TryGetValue(ItemActionType.ToggleLight, out var toggleLightState));
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@@ -286,7 +286,7 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.Mobs
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{
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var local = clientPlayerMgr.LocalPlayer;
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var controlled = local!.ControlledEntity;
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clientActionsComponent = IoCManager.Resolve<IEntityManager>().GetComponent<ClientActionsComponent>(controlled!.Uid);
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clientActionsComponent = IoCManager.Resolve<IEntityManager>().GetComponent<ClientActionsComponent>(controlled!);
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var lightEntry = clientActionsComponent.ItemActionStates()
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.Where(entry => entry.Value.ContainsKey(ItemActionType.ToggleLight))
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@@ -318,7 +318,7 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.Mobs
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// server should see the action toggled on
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await server.WaitAssertion(() =>
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{
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Assert.That(serverActionsComponent.ItemActionStates().TryGetValue(serverFlashlight.Uid, out var lightStates));
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Assert.That(serverActionsComponent.ItemActionStates().TryGetValue(serverFlashlight, out var lightStates));
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Assert.That(lightStates.TryGetValue(ItemActionType.ToggleLight, out var lightState));
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Assert.That(lightState, Is.EqualTo(new ActionState(true, toggledOn: true)));
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});
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@@ -334,9 +334,9 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.Mobs
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await server.WaitAssertion(() =>
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{
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// drop the item, and the item actions should go away
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IoCManager.Resolve<IEntityManager>().GetComponent<HandsComponent>(serverPlayerEnt.Uid)
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.TryDropEntity(serverFlashlight, IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(serverPlayerEnt.Uid).Coordinates, false);
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Assert.That(serverActionsComponent.ItemActionStates().ContainsKey(serverFlashlight.Uid), Is.False);
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IoCManager.Resolve<IEntityManager>().GetComponent<HandsComponent>(serverPlayerEnt)
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.TryDropEntity(serverFlashlight, IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(serverPlayerEnt).Coordinates, false);
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Assert.That(serverActionsComponent.ItemActionStates().ContainsKey(serverFlashlight), Is.False);
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});
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await server.WaitRunTicks(5);
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@@ -352,8 +352,8 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.Mobs
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{
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// pick the item up again, the states should be back to what they were when dropped,
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// as the states "stick" with the item
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IoCManager.Resolve<IEntityManager>().GetComponent<HandsComponent>(serverPlayerEnt.Uid).PutInHand(IoCManager.Resolve<IEntityManager>().GetComponent<ItemComponent>(serverFlashlight.Uid), false);
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Assert.That(serverActionsComponent.ItemActionStates().TryGetValue(serverFlashlight.Uid, out var lightStates));
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IoCManager.Resolve<IEntityManager>().GetComponent<HandsComponent>(serverPlayerEnt).PutInHand(IoCManager.Resolve<IEntityManager>().GetComponent<ItemComponent>(serverFlashlight), false);
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Assert.That(serverActionsComponent.ItemActionStates().TryGetValue(serverFlashlight, out var lightStates));
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Assert.That(lightStates.TryGetValue(ItemActionType.ToggleLight, out var lightState));
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Assert.That(lightState.Equals(new ActionState(true, toggledOn: true)));
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Assert.That(lightStates.TryGetValue(ItemActionType.DebugInstant, out var debugInstantState));
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