Goes in-game now
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@@ -74,7 +74,8 @@ 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 playerEnt = serverPlayerManager.Sessions.Single().AttachedEntity.GetValueOrDefault();
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Assert.That(playerEnt, Is.Not.EqualTo(default));
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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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@@ -102,7 +103,7 @@ 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 = cEntities.GetComponent<ClientActionsComponent>(controlled!);
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var actionsComponent = cEntities.GetComponent<ClientActionsComponent>(controlled!.Value);
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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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@@ -156,7 +157,8 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.Mobs
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// now revoke the action and check that the client sees it as revoked
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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 playerEnt = serverPlayerManager.Sessions.Single().AttachedEntity.GetValueOrDefault();
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Assert.That(playerEnt, Is.Not.EqualTo(default));
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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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@@ -168,7 +170,7 @@ 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!);
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var actionsComponent = IoCManager.Resolve<IEntityManager>().GetComponent<ClientActionsComponent>(controlled!.Value);
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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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@@ -250,7 +252,8 @@ 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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serverPlayerEnt = serverPlayerManager.Sessions.Single().AttachedEntity.GetValueOrDefault();
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Assert.That(serverPlayerEnt, Is.Not.EqualTo(default));
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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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@@ -291,7 +294,7 @@ 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 = clientEntities.GetComponent<ClientActionsComponent>(controlled!);
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clientActionsComponent = clientEntities.GetComponent<ClientActionsComponent>(controlled!.Value);
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var lightEntry = clientActionsComponent.ItemActionStates()
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.Where(entry => entry.Value.ContainsKey(ItemActionType.ToggleLight))
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