Files
OldThink/Content.IntegrationTests/Tests/InventoryHelpersTest.cs

95 lines
3.2 KiB
C#
Raw Normal View History

using System;
using System.Threading.Tasks;
2021-06-09 22:19:39 +02:00
using Content.Server.Inventory;
using Content.Server.Inventory.Components;
using Content.Server.Items;
using Content.Server.Stunnable;
using NUnit.Framework;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
2021-06-09 22:19:39 +02:00
using static Content.Shared.Inventory.EquipmentSlotDefines;
namespace Content.IntegrationTests.Tests
{
[TestFixture]
[TestOf(typeof(InventoryHelpers))]
public class InventoryHelpersTest : ContentIntegrationTest
{
private const string Prototypes = @"
- type: entity
name: InventoryStunnableDummy
id: InventoryStunnableDummy
components:
- type: Inventory
- type: StatusEffects
allowed:
- Stun
- type: entity
name: InventoryJumpsuitJanitorDummy
id: InventoryJumpsuitJanitorDummy
components:
- type: Clothing
Slots: [innerclothing]
- type: entity
name: InventoryIDCardDummy
id: InventoryIDCardDummy
components:
- type: Clothing
QuickEquip: false
Slots:
- idcard
- type: PDA
idCard: AssistantIDCard
";
[Test]
public async Task SpawnItemInSlotTest()
{
var options = new ServerIntegrationOptions {ExtraPrototypes = Prototypes};
Add test pooling (#4961) * Add test pooling * WIP test pooling changes * Fix Destructible tests * Don't pool unpooled or dummy ticker instances * Change ServerPathfindingDebugSystem to replace existing entries * Fix SaveLoadSaveTest comment * Don't pool StartTest * Comment out global setup * Fix puddle tests * Move SolarPanelComponent initialize to PowerSolarSystem OnMapInit * Update RobustToolbox * Finish fixing tests, make test threads background threads * Bring back pooling * Fix nullable * Update RobustToolbox * Set cvars on server return * Un-pool tests with custom cvars * Update RobustToolbox * Update RobustToolbox * Change where the main tile coordinates are * Remove DisposalUnitTest grid check * Fix test pooling being a fickle bitch * Fix EntitySystemExtensionsTest * Update RobustToolbox * Update RobustToolbox * Make nullable pool settings true * Update RobustToolbox * Wait other way around * We are unitystation now * Update RobustToolbox * Create global setup * Pool some more tests * Fix not properly disconnecting clients before restarting the round * Give more info on ran tests * Standardize default test cvars * Update RobustToolbox * Update RobustToolbox * Pool clients * Fix test order issue * Fix cvars in character creation test not being set properly * Update RobustToolbox * Update RobustToolbox * Rider shut * Update RobustToolbox * Format tests ran better * Update RobustToolbox * Reset RobustToolbox * Reset RobustToolbox harder * Fix one instance of test order causing destructible tests to fail
2021-11-06 11:49:59 +01:00
var server = StartServer(options);
IEntity human = null;
InventoryComponent inventory = null;
server.Assert(() =>
{
var mapMan = IoCManager.Resolve<IMapManager>();
mapMan.CreateNewMapEntity(MapId.Nullspace);
var entityMan = IoCManager.Resolve<IEntityManager>();
human = entityMan.SpawnEntity("InventoryStunnableDummy", MapCoordinates.Nullspace);
inventory = human.GetComponent<InventoryComponent>();
// Can't do the test if this human doesn't have the slots for it.
Assert.That(inventory.HasSlot(Slots.INNERCLOTHING));
Assert.That(inventory.HasSlot(Slots.IDCARD));
Assert.That(inventory.SpawnItemInSlot(Slots.INNERCLOTHING, "InventoryJumpsuitJanitorDummy", true));
// Do we actually have the uniform equipped?
Assert.That(inventory.TryGetSlotItem(Slots.INNERCLOTHING, out ItemComponent uniform));
Assert.That(uniform.Owner.Prototype != null && uniform.Owner.Prototype.ID == "InventoryJumpsuitJanitorDummy");
EntitySystem.Get<StunSystem>().TryStun(human.Uid, TimeSpan.FromSeconds(1f));
// Since the mob is stunned, they can't equip this.
Assert.That(inventory.SpawnItemInSlot(Slots.IDCARD, "InventoryIDCardDummy", true), Is.False);
// Make sure we don't have the ID card equipped.
Assert.That(inventory.TryGetSlotItem(Slots.IDCARD, out ItemComponent _), Is.False);
// Let's try skipping the interaction check and see if it equips it!
Assert.That(inventory.SpawnItemInSlot(Slots.IDCARD, "InventoryIDCardDummy"));
Assert.That(inventory.TryGetSlotItem(Slots.IDCARD, out ItemComponent id));
Assert.That(id.Owner.Prototype != null && id.Owner.Prototype.ID == "InventoryIDCardDummy");
});
await server.WaitIdleAsync();
}
}
}