get that crap outta here (completely rewrites inventorysystem) (#5807)
* some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable™️ * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge™️ * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
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@@ -1,58 +0,0 @@
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using System;
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using System.Linq;
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using Content.Shared.Inventory;
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using NUnit.Framework;
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using static Content.Shared.Inventory.EquipmentSlotDefines;
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namespace Content.Tests.Shared
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{
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[TestFixture]
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[Parallelizable(ParallelScope.All)]
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[TestOf(typeof(EquipmentSlotDefines))]
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public class EquipmentSlotDefinesTest
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{
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/// <summary>
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/// Test that all slots are contained in <see cref="AllSlots" />
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/// </summary>
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[Test]
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public void TestAllSlotsContainsAll()
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{
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foreach (var slotObj in Enum.GetValues(typeof(Slots)))
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{
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var slot = (Slots) slotObj;
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if (slot == Slots.NONE || slot == Slots.LAST)
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{
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// Not real slots, skip these.
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continue;
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}
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Assert.That(AllSlots.Contains(slot));
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}
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}
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/// <summary>
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/// Test that every slot has an entry in <see cref="SlotNames" />.
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/// </summary>
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[Test]
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public void TestSlotNamesContainsAll()
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{
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foreach (var slot in AllSlots)
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{
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Assert.That(SlotNames, Contains.Key(slot));
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}
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}
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/// <summary>
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/// Test that every slot has an entry in <see cref="SlotMasks" />.
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/// </summary>
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[Test]
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public void TestSlotMasksContainsAll()
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{
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foreach (var slot in AllSlots)
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{
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Assert.That(SlotMasks, Contains.Key(slot));
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}
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}
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}
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}
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