Slipping tweaks + remove EffectBlocker (#4955)
* Slipping tweaks + remove EffectBlocker * mfw failed merge conflict resolution Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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@@ -8,9 +8,9 @@ using Content.Shared.Body.Components;
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using Content.Shared.Body.Part;
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using Content.Shared.Buckle.Components;
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using Content.Shared.Coordinates;
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using Content.Shared.EffectBlocker;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Movement;
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using Content.Shared.Standing;
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using NUnit.Framework;
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using Robust.Server.Player;
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using Robust.Shared.GameObjects;
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@@ -69,7 +69,9 @@ namespace Content.IntegrationTests.Tests.Buckle
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{
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var mapManager = IoCManager.Resolve<IMapManager>();
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var entityManager = IoCManager.Resolve<IEntityManager>();
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var actionBlocker = EntitySystem.Get<ActionBlockerSystem>();
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var standingState = EntitySystem.Get<StandingStateSystem>();
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var gridId = new GridId(1);
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var grid = mapManager.GetGrid(gridId);
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@@ -85,7 +87,8 @@ namespace Content.IntegrationTests.Tests.Buckle
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Assert.False(buckle.Buckled);
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Assert.True(actionBlocker.CanMove(human));
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Assert.True(actionBlocker.CanChangeDirection(human));
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Assert.True(EffectBlockerSystem.CanFall(human));
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Assert.True(standingState.Down(human.Uid));
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Assert.True(standingState.Stand(human.Uid));
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// Default state, no buckled entities, strap
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Assert.True(chair.TryGetComponent(out strap));
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@@ -102,7 +105,7 @@ namespace Content.IntegrationTests.Tests.Buckle
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Assert.True(((BuckleComponentState) buckle.GetComponentState(player)).Buckled);
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Assert.False(actionBlocker.CanMove(human));
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Assert.False(actionBlocker.CanChangeDirection(human));
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Assert.False(EffectBlockerSystem.CanFall(human));
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Assert.False(standingState.Down(human.Uid));
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Assert.That((human.Transform.WorldPosition - chair.Transform.WorldPosition).Length, Is.LessThanOrEqualTo(buckle.BuckleOffset.Length));
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// Side effects of buckling for the strap
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@@ -125,6 +128,7 @@ namespace Content.IntegrationTests.Tests.Buckle
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await server.WaitAssertion(() =>
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{
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var actionBlocker = EntitySystem.Get<ActionBlockerSystem>();
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var standingState = EntitySystem.Get<StandingStateSystem>();
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// Still buckled
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Assert.True(buckle.Buckled);
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@@ -135,7 +139,7 @@ namespace Content.IntegrationTests.Tests.Buckle
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Assert.False(buckle.Buckled);
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Assert.True(actionBlocker.CanMove(human));
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Assert.True(actionBlocker.CanChangeDirection(human));
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Assert.True(EffectBlockerSystem.CanFall(human));
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Assert.True(standingState.Down(human.Uid));
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// Unbuckle, strap
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Assert.IsEmpty(strap.BuckledEntities);
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@@ -160,6 +164,7 @@ namespace Content.IntegrationTests.Tests.Buckle
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await server.WaitAssertion(() =>
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{
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var actionBlocker = EntitySystem.Get<ActionBlockerSystem>();
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var standingState = EntitySystem.Get<StandingStateSystem>();
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// Still buckled
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Assert.True(buckle.Buckled);
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@@ -192,7 +197,7 @@ namespace Content.IntegrationTests.Tests.Buckle
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Assert.False(buckle.Buckled);
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Assert.True(actionBlocker.CanMove(human));
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Assert.True(actionBlocker.CanChangeDirection(human));
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Assert.True(EffectBlockerSystem.CanFall(human));
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Assert.True(standingState.Down(human.Uid));
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// Re-buckle
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Assert.True(buckle.TryBuckle(human, chair));
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