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crystall-punk-14/Content.IntegrationTests/Tests/Body/LegTest.cs

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using System.Threading.Tasks;
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using Content.Server.Body;
using Content.Server.Body.Components;
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using Content.Shared.Body.Components;
using Content.Shared.Body.Part;
using Content.Shared.Rotation;
using NUnit.Framework;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
namespace Content.IntegrationTests.Tests.Body
{
[TestFixture]
[TestOf(typeof(SharedBodyComponent))]
[TestOf(typeof(BodyComponent))]
public sealed class LegTest : ContentIntegrationTest
{
private const string Prototypes = @"
- type: entity
name: HumanBodyAndAppearanceDummy
id: HumanBodyAndAppearanceDummy
components:
- type: Appearance
- type: Body
template: HumanoidTemplate
preset: HumanPreset
centerSlot: torso
- type: StandingState
";
[Test]
public async Task RemoveLegsFallTest()
{
var options = new ServerContentIntegrationOption{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
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var server = StartServer(options);
AppearanceComponent appearance = null;
await server.WaitAssertion(() =>
{
var mapManager = IoCManager.Resolve<IMapManager>();
var mapId = mapManager.CreateMap();
var entityManager = IoCManager.Resolve<IEntityManager>();
var human = entityManager.SpawnEntity("HumanBodyAndAppearanceDummy", new MapCoordinates(Vector2.Zero, mapId));
Assert.That(entityManager.TryGetComponent(human, out SharedBodyComponent body));
Assert.That(entityManager.TryGetComponent(human, out appearance));
Assert.That(!appearance.TryGetData(RotationVisuals.RotationState, out RotationState _));
var legs = body.GetPartsOfType(BodyPartType.Leg);
foreach (var leg in legs)
{
body.RemovePart(leg);
}
});
await server.WaitAssertion(() =>
{
Assert.That(appearance.TryGetData(RotationVisuals.RotationState, out RotationState state));
Assert.That(state, Is.EqualTo(RotationState.Horizontal));
});
}
}
}