Rotate DefaultGrid on round start (#4957)
* Rotate DefaultGrid on round start Not ideal long-term but good for bugspotting short-term. * Fix buckle test Because gridtraversal was being triggered the pos was being fucked when moving back * Fix buckle * Buckle offset
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@@ -103,7 +103,7 @@ namespace Content.IntegrationTests.Tests.Buckle
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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.That(human.Transform.WorldPosition, Is.EqualTo(chair.Transform.WorldPosition));
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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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Assert.That(strap.BuckledEntities, Does.Contain(human));
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@@ -333,7 +333,7 @@ namespace Content.IntegrationTests.Tests.Buckle
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Assert.True(buckle.Buckled);
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// Move the buckled entity away
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human.Transform.LocalPosition += (100, 0);
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human.Transform.WorldPosition += (100, 0);
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});
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await WaitUntil(server, () => !buckle.Buckled, 10);
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@@ -343,7 +343,7 @@ namespace Content.IntegrationTests.Tests.Buckle
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await server.WaitAssertion(() =>
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{
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// Move the now unbuckled entity back onto the chair
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human.Transform.LocalPosition -= (100, 0);
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human.Transform.WorldPosition -= (100, 0);
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// Buckle
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Assert.True(buckle.TryBuckle(human, chair));
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