feat(combat): Phase L.1c wire live attack input
This commit is contained in:
parent
d1fb68f419
commit
4874d8595a
6 changed files with 367 additions and 11 deletions
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@ -522,6 +522,11 @@ public sealed class GameWindow : IDisposable
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/// keys the render list; this parallel dictionary keys by server guid.
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/// </summary>
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private readonly Dictionary<uint, AcDream.Core.World.WorldEntity> _entitiesByServerGuid = new();
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private readonly Dictionary<uint, LiveEntityInfo> _liveEntityInfoByGuid = new();
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private uint? _selectedTargetGuid;
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private readonly record struct LiveEntityInfo(
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string? Name,
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AcDream.Core.Items.ItemType ItemType);
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private int _liveSpawnReceived; // diagnostics
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private int _liveSpawnHydrated;
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private int _liveDropReasonNoPos;
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@ -1662,6 +1667,9 @@ public sealed class GameWindow : IDisposable
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// UpdatePosition look like a 2m-residual soft-snap.
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_remoteDeadReckon.Remove(spawn.Guid);
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_remoteLastMove.Remove(spawn.Guid);
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_liveEntityInfoByGuid.Remove(spawn.Guid);
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if (_selectedTargetGuid == spawn.Guid)
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_selectedTargetGuid = null;
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}
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// Log every spawn that arrives so we can inventory what the server
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@ -1674,12 +1682,19 @@ public sealed class GameWindow : IDisposable
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: "no-pos";
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string setupStr = spawn.SetupTableId is { } su ? $"0x{su:X8}" : "no-setup";
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string nameStr = spawn.Name is { Length: > 0 } n ? $"\"{n}\"" : "no-name";
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string itemTypeStr = spawn.ItemType is { } it ? $"0x{it:X8}" : "no-itemtype";
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int animPartCount = spawn.AnimPartChanges?.Count ?? 0;
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int texChangeCount = spawn.TextureChanges?.Count ?? 0;
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int subPalCount = spawn.SubPalettes?.Count ?? 0;
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Console.WriteLine(
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$"live: spawn guid=0x{spawn.Guid:X8} name={nameStr} setup={setupStr} pos={posStr} " +
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$"animParts={animPartCount} texChanges={texChangeCount} subPalettes={subPalCount}");
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$"itemType={itemTypeStr} animParts={animPartCount} texChanges={texChangeCount} subPalettes={subPalCount}");
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_liveEntityInfoByGuid[spawn.Guid] = new LiveEntityInfo(
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spawn.Name,
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spawn.ItemType is { } rawItemType
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? (AcDream.Core.Items.ItemType)rawItemType
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: AcDream.Core.Items.ItemType.None);
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// Target the statue specifically for full diagnostic dump: Name match
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// is cheap and gives us exactly one entity's worth of log regardless
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@ -5915,6 +5930,26 @@ public sealed class GameWindow : IDisposable
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_settingsPanel.IsVisible = !_settingsPanel.IsVisible;
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break;
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case AcDream.UI.Abstractions.Input.InputAction.SelectionClosestMonster:
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SelectClosestCombatTarget(showToast: true);
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break;
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case AcDream.UI.Abstractions.Input.InputAction.CombatToggleCombat:
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ToggleLiveCombatMode();
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break;
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case AcDream.UI.Abstractions.Input.InputAction.CombatLowAttack:
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SendLiveCombatAttack(AcDream.Core.Combat.CombatAttackAction.Low);
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break;
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case AcDream.UI.Abstractions.Input.InputAction.CombatMediumAttack:
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SendLiveCombatAttack(AcDream.Core.Combat.CombatAttackAction.Medium);
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break;
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case AcDream.UI.Abstractions.Input.InputAction.CombatHighAttack:
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SendLiveCombatAttack(AcDream.Core.Combat.CombatAttackAction.High);
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break;
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case AcDream.UI.Abstractions.Input.InputAction.EscapeKey:
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if (_cameraController?.IsFlyMode == true)
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_cameraController.ToggleFly(); // exit fly, release cursor
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@ -5932,6 +5967,123 @@ public sealed class GameWindow : IDisposable
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}
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}
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private void ToggleLiveCombatMode()
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{
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if (_liveSession is null
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|| _liveSession.CurrentState != AcDream.Core.Net.WorldSession.State.InWorld)
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return;
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var nextMode = AcDream.Core.Combat.CombatInputPlanner.ToggleMode(Combat.CurrentMode);
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_liveSession.SendChangeCombatMode(nextMode);
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Combat.SetCombatMode(nextMode);
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string text = $"Combat mode {nextMode}";
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Console.WriteLine($"combat: {text}");
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_debugVm?.AddToast(text);
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}
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private void SendLiveCombatAttack(AcDream.Core.Combat.CombatAttackAction action)
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{
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if (_liveSession is null
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|| _liveSession.CurrentState != AcDream.Core.Net.WorldSession.State.InWorld)
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return;
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if (!AcDream.Core.Combat.CombatInputPlanner.SupportsTargetedAttack(Combat.CurrentMode))
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{
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_debugVm?.AddToast("Enter melee or missile combat first");
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Console.WriteLine("combat: attack ignored; not in melee/missile combat mode");
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return;
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}
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uint? target = GetSelectedOrClosestCombatTarget();
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if (target is null)
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{
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_debugVm?.AddToast("No monster target");
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Console.WriteLine("combat: attack ignored; no creature target found");
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return;
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}
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var height = AcDream.Core.Combat.CombatInputPlanner.HeightFor(action);
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const float FullBar = 1.0f;
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if (Combat.CurrentMode == AcDream.Core.Combat.CombatMode.Missile)
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{
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_liveSession.SendMissileAttack(target.Value, height, FullBar);
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Console.WriteLine($"combat: missile attack target=0x{target.Value:X8} height={height} accuracy={FullBar:F2}");
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}
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else
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{
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_liveSession.SendMeleeAttack(target.Value, height, FullBar);
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Console.WriteLine($"combat: melee attack target=0x{target.Value:X8} height={height} power={FullBar:F2}");
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}
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}
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private uint? GetSelectedOrClosestCombatTarget()
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{
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if (_selectedTargetGuid is { } selected && IsLiveCreatureTarget(selected))
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return selected;
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return SelectClosestCombatTarget(showToast: false);
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}
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private uint? SelectClosestCombatTarget(bool showToast)
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{
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if (!_entitiesByServerGuid.TryGetValue(_playerServerGuid, out var playerEntity))
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return null;
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uint? bestGuid = null;
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float bestDistanceSq = float.PositiveInfinity;
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foreach (var (guid, entity) in _entitiesByServerGuid)
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{
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if (!IsLiveCreatureTarget(guid))
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continue;
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float distanceSq = System.Numerics.Vector3.DistanceSquared(
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entity.Position,
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playerEntity.Position);
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if (distanceSq >= bestDistanceSq)
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continue;
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bestDistanceSq = distanceSq;
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bestGuid = guid;
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}
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_selectedTargetGuid = bestGuid;
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if (bestGuid is { } selected)
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{
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string label = DescribeLiveEntity(selected);
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float distance = MathF.Sqrt(bestDistanceSq);
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Console.WriteLine($"combat: selected target 0x{selected:X8} {label} dist={distance:F1}");
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if (showToast)
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_debugVm?.AddToast($"Target {label}");
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}
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else if (showToast)
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{
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_debugVm?.AddToast("No monster target");
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Console.WriteLine("combat: no creature target found");
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}
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return bestGuid;
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}
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private bool IsLiveCreatureTarget(uint guid)
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{
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if (guid == _playerServerGuid)
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return false;
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if (!_entitiesByServerGuid.ContainsKey(guid))
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return false;
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if (!_liveEntityInfoByGuid.TryGetValue(guid, out var info))
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return false;
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return (info.ItemType & AcDream.Core.Items.ItemType.Creature) != 0;
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}
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private string DescribeLiveEntity(uint guid)
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{
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if (_liveEntityInfoByGuid.TryGetValue(guid, out var info)
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&& !string.IsNullOrWhiteSpace(info.Name))
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return info.Name!;
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return $"0x{guid:X8}";
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}
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/// <summary>
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/// K.1b: Tab handler extracted into a method so the dispatcher
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/// subscriber can call it. Same body as the previous Tab branch in
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@ -25,13 +25,13 @@ namespace AcDream.Core.Net.Messages;
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/// </list>
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///
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/// <para>
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/// All other fields (weenie header, object description, motion tables,
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/// Most other fields (extended weenie header, object description, motion tables,
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/// palettes, texture overrides, animation frames, velocity, ...) are
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/// consumed-but-ignored so the parse position ends up wherever the
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/// client-side caller wanted — a <c>Parse</c> call doesn't need to reach
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/// the end of the body to return useful output. We stop after PhysicsData
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/// since that's the last segment containing fields acdream cares about
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/// in this phase.
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/// the end of the body to return useful output. We read through the fixed
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/// WeenieHeader prefix for Name/ItemType, then stop before optional header
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/// tails.
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/// </para>
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///
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/// <para>
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@ -51,6 +51,8 @@ public static class CreateObject
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public const uint PaletteTypePrefix = 0x04000000u;
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/// <summary>SurfaceTexture dat id type prefix.</summary>
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public const uint SurfaceTextureTypePrefix = 0x05000000u;
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/// <summary>Icon dat id type prefix.</summary>
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public const uint IconTypePrefix = 0x06000000u;
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[Flags]
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public enum PhysicsDescriptionFlag : uint
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@ -78,9 +80,9 @@ public static class CreateObject
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}
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/// <summary>
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/// The three fields acdream cares about. Position and SetupTableId are
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/// nullable because their corresponding physics-description-flag bits
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/// may not be set on every CreateObject.
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/// The spawn fields acdream currently cares about. Position and
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/// SetupTableId are nullable because their corresponding
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/// physics-description-flag bits may not be set on every CreateObject.
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/// </summary>
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public readonly record struct Parsed(
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uint Guid,
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@ -92,6 +94,7 @@ public static class CreateObject
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uint? BasePaletteId,
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float? ObjScale,
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string? Name,
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uint? ItemType,
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ServerMotionState? MotionState,
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uint? MotionTableId,
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ushort InstanceSequence = 0,
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@ -390,27 +393,39 @@ public static class CreateObject
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pos += 9 * 2;
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AlignTo4(ref pos);
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// --- WeenieHeader: read just the Name field (second after flags). ---
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// --- WeenieHeader: read the fixed prefix fields we need. ---
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// ACE WorldObject_Networking.SerializeCreateObject writes:
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// weenieFlags, Name, WeenieClassId(PackedDword),
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// IconId(PackedDwordOfKnownType 0x06000000), ItemType,
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// ObjectDescriptionFlags, align.
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string? name = null;
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uint? itemType = null;
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if (body.Length - pos >= 4)
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{
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pos += 4; // skip weenieFlags u32
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try
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{
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name = ReadString16L(body, ref pos);
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_ = ReadPackedDword(body, ref pos); // WeenieClassId
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_ = ReadPackedDwordOfKnownType(body, ref pos, IconTypePrefix);
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if (body.Length - pos >= 4)
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itemType = ReadU32(body, ref pos);
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if (body.Length - pos >= 4)
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_ = ReadU32(body, ref pos); // ObjectDescriptionFlags
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AlignTo4(ref pos);
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}
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catch { /* truncated name — partial result is still useful */ }
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}
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return new Parsed(guid, position, setupTableId, animParts,
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textureChanges, subPalettes, basePaletteId, objScale, name, motionState, motionTableId,
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textureChanges, subPalettes, basePaletteId, objScale, name, itemType, motionState, motionTableId,
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instanceSeq, teleportSeq, serverControlSeq, forcePositionSeq);
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// Local helper: if we ran out of fields past PhysicsData, still
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// return the useful prefix (guid/position/setup/animParts/textures/palettes/scale/motion).
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Parsed PartialResult() => new(
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guid, position, setupTableId, animParts,
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textureChanges, subPalettes, basePaletteId, objScale, null, motionState, motionTableId);
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textureChanges, subPalettes, basePaletteId, objScale, null, null, motionState, motionTableId);
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}
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catch
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{
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@ -54,6 +54,7 @@ public sealed class WorldSession : IDisposable
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uint? BasePaletteId,
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float? ObjScale,
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string? Name,
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uint? ItemType,
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CreateObject.ServerMotionState? MotionState,
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uint? MotionTableId);
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@ -635,6 +636,7 @@ public sealed class WorldSession : IDisposable
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parsed.Value.BasePaletteId,
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parsed.Value.ObjScale,
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parsed.Value.Name,
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parsed.Value.ItemType,
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parsed.Value.MotionState,
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parsed.Value.MotionTableId));
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}
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@ -27,6 +27,51 @@ public enum AttackHeight
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Low = 3,
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}
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public enum CombatAttackAction
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{
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Low,
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Medium,
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High,
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}
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/// <summary>
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/// Retail input-facing combat decisions. The heavyweight parts of the combat
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/// system remain server authoritative; this helper only maps UI intent to the
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/// mode / attack-height values sent on the wire.
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///
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/// References:
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/// named-retail ClientCombatSystem::ToggleCombatMode (0x0056C8C0),
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/// ClientCombatSystem::SetCombatMode (0x0056BE30), and
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/// ClientCombatSystem::ExecuteAttack (0x0056BB70).
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/// Cross-check: holtburger DesiredAttackProfile::to_attack_request only emits
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/// targeted attacks for Melee and Missile modes.
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/// </summary>
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public static class CombatInputPlanner
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{
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public static CombatMode ToggleMode(
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CombatMode currentMode,
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CombatMode defaultCombatMode = CombatMode.Melee)
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{
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if ((currentMode & CombatMode.CombatCombat) != 0)
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return CombatMode.NonCombat;
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return (defaultCombatMode & CombatMode.CombatCombat) != 0
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? defaultCombatMode
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: CombatMode.Melee;
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}
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public static bool SupportsTargetedAttack(CombatMode mode) =>
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mode == CombatMode.Melee || mode == CombatMode.Missile;
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public static AttackHeight HeightFor(CombatAttackAction action) => action switch
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{
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CombatAttackAction.Low => AttackHeight.Low,
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CombatAttackAction.Medium => AttackHeight.Medium,
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CombatAttackAction.High => AttackHeight.High,
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_ => AttackHeight.Medium,
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};
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}
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/// <summary>
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/// Retail uses a 15-bit flags enum for attack types — weapon categories.
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/// See r02 §2 + <c>ACE.Entity.Enum.AttackType</c>.
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99
tests/AcDream.Core.Net.Tests/Messages/CreateObjectTests.cs
Normal file
99
tests/AcDream.Core.Net.Tests/Messages/CreateObjectTests.cs
Normal file
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@ -0,0 +1,99 @@
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using System.Buffers.Binary;
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using System.Text;
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using AcDream.Core.Items;
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using AcDream.Core.Net.Messages;
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namespace AcDream.Core.Net.Tests.Messages;
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public sealed class CreateObjectTests
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{
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[Fact]
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public void TryParse_WeenieHeaderPrefix_ReturnsNameAndItemType()
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{
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byte[] body = BuildMinimalCreateObjectWithWeenieHeader(
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guid: 0x50000002u,
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name: "Drudge",
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itemType: (uint)ItemType.Creature);
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var parsed = CreateObject.TryParse(body);
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Assert.NotNull(parsed);
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Assert.Equal(0x50000002u, parsed.Value.Guid);
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Assert.Equal("Drudge", parsed.Value.Name);
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Assert.Equal((uint)ItemType.Creature, parsed.Value.ItemType);
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}
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private static byte[] BuildMinimalCreateObjectWithWeenieHeader(
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uint guid,
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string name,
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uint itemType)
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{
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var bytes = new List<byte>();
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WriteU32(bytes, CreateObject.Opcode);
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WriteU32(bytes, guid);
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// ModelData header: marker, subpalette count, texture count, animpart count.
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bytes.Add(0x11);
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bytes.Add(0);
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bytes.Add(0);
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bytes.Add(0);
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// PhysicsData: no flags, empty physics state, then 9 sequence stamps.
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WriteU32(bytes, 0);
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WriteU32(bytes, 0);
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for (int i = 0; i < 9; i++)
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WriteU16(bytes, 0);
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Align4(bytes);
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// Fixed WeenieHeader prefix per ACE SerializeCreateObject.
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WriteU32(bytes, 0); // weenieFlags
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WriteString16L(bytes, name);
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WritePackedDword(bytes, 0x1234); // WeenieClassId
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WritePackedDword(bytes, 0); // IconId via known-type writer
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WriteU32(bytes, itemType);
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WriteU32(bytes, 0); // ObjectDescriptionFlags
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Align4(bytes);
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return bytes.ToArray();
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}
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private static void WriteU32(List<byte> bytes, uint value)
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{
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Span<byte> tmp = stackalloc byte[4];
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BinaryPrimitives.WriteUInt32LittleEndian(tmp, value);
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bytes.AddRange(tmp.ToArray());
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}
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private static void WriteU16(List<byte> bytes, ushort value)
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{
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Span<byte> tmp = stackalloc byte[2];
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BinaryPrimitives.WriteUInt16LittleEndian(tmp, value);
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bytes.AddRange(tmp.ToArray());
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}
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private static void WritePackedDword(List<byte> bytes, uint value)
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{
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if (value <= 0x7FFF)
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{
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WriteU16(bytes, (ushort)value);
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return;
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}
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WriteU16(bytes, (ushort)(((value >> 16) & 0x7FFF) | 0x8000));
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WriteU16(bytes, (ushort)(value & 0xFFFF));
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}
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private static void WriteString16L(List<byte> bytes, string value)
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{
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byte[] encoded = Encoding.GetEncoding(1252).GetBytes(value);
|
||||
WriteU16(bytes, checked((ushort)encoded.Length));
|
||||
bytes.AddRange(encoded);
|
||||
Align4(bytes);
|
||||
}
|
||||
|
||||
private static void Align4(List<byte> bytes)
|
||||
{
|
||||
while ((bytes.Count & 3) != 0)
|
||||
bytes.Add(0);
|
||||
}
|
||||
}
|
||||
43
tests/AcDream.Core.Tests/Combat/CombatInputPlannerTests.cs
Normal file
43
tests/AcDream.Core.Tests/Combat/CombatInputPlannerTests.cs
Normal file
|
|
@ -0,0 +1,43 @@
|
|||
using AcDream.Core.Combat;
|
||||
|
||||
namespace AcDream.Core.Tests.Combat;
|
||||
|
||||
public sealed class CombatInputPlannerTests
|
||||
{
|
||||
[Fact]
|
||||
public void ToggleMode_FromNonCombat_UsesDefaultCombatMode()
|
||||
{
|
||||
Assert.Equal(CombatMode.Melee, CombatInputPlanner.ToggleMode(CombatMode.NonCombat));
|
||||
Assert.Equal(
|
||||
CombatMode.Missile,
|
||||
CombatInputPlanner.ToggleMode(CombatMode.NonCombat, CombatMode.Missile));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ToggleMode_FromCombat_ReturnsNonCombat()
|
||||
{
|
||||
Assert.Equal(CombatMode.NonCombat, CombatInputPlanner.ToggleMode(CombatMode.Melee));
|
||||
Assert.Equal(CombatMode.NonCombat, CombatInputPlanner.ToggleMode(CombatMode.Magic));
|
||||
}
|
||||
|
||||
[Theory]
|
||||
[InlineData(CombatAttackAction.Low, AttackHeight.Low)]
|
||||
[InlineData(CombatAttackAction.Medium, AttackHeight.Medium)]
|
||||
[InlineData(CombatAttackAction.High, AttackHeight.High)]
|
||||
public void HeightFor_MapsRetailAttackKeys(CombatAttackAction action, AttackHeight expected)
|
||||
{
|
||||
Assert.Equal(expected, CombatInputPlanner.HeightFor(action));
|
||||
}
|
||||
|
||||
[Theory]
|
||||
[InlineData(CombatMode.Melee, true)]
|
||||
[InlineData(CombatMode.Missile, true)]
|
||||
[InlineData(CombatMode.NonCombat, false)]
|
||||
[InlineData(CombatMode.Magic, false)]
|
||||
public void SupportsTargetedAttack_MatchesRetailExecuteAttackModes(
|
||||
CombatMode mode,
|
||||
bool expected)
|
||||
{
|
||||
Assert.Equal(expected, CombatInputPlanner.SupportsTargetedAttack(mode));
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue