Cuff enhancements (#3087)
* Cuff enhancements * Cuffs now have an OnClick for the alert to remove them * nullables * Use default interaction range so highlights are accurate * Cuffing fails more gracely * Make shared abstract and add component references to client / server * Don't cache AudioSystem and HandsComponent given cuffs are rarely used * Fix test Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
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@@ -18,7 +18,7 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.ActionBlocking
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[TestFixture]
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[TestOf(typeof(CuffableComponent))]
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[TestOf(typeof(HandcuffComponent))]
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public class CuffUnitTest : ContentIntegrationTest
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public class HandCuffTest : ContentIntegrationTest
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{
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private const string PROTOTYPES = @"
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- type: entity
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@@ -77,7 +77,7 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.ActionBlocking
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Assert.True(secondCuffs.TryGetComponent(out secondHandcuff!), $"Second handcuffs has no {nameof(HandcuffComponent)}");
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// Test to ensure cuffed players register the handcuffs
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cuffed.AddNewCuffs(cuffs);
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cuffed.TryAddNewCuffs(human, cuffs);
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Assert.True(cuffed.CuffedHandCount > 0, "Handcuffing a player did not result in their hands being cuffed");
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// Test to ensure a player with 4 hands will still only have 2 hands cuffed
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@@ -86,7 +86,7 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.ActionBlocking
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Assert.True(cuffed.CuffedHandCount == 2 && hands.Hands.Count() == 4, "Player doesn't have correct amount of hands cuffed");
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// Test to give a player with 4 hands 2 sets of cuffs
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cuffed.AddNewCuffs(secondCuffs);
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cuffed.TryAddNewCuffs(human, secondCuffs);
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Assert.True(cuffed.CuffedHandCount == 4, "Player doesn't have correct amount of hands cuffed");
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});
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