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crystall-punk-14/Content.IntegrationTests/Tests/DeleteInventoryTest.cs

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using System.Threading.Tasks;
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using Content.Server.Clothing.Components;
using Content.Server.Inventory.Components;
using NUnit.Framework;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
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using static Content.Shared.Inventory.EquipmentSlotDefines;
namespace Content.IntegrationTests.Tests
{
[TestFixture]
public class DeleteInventoryTest : ContentIntegrationTest
{
// Test that when deleting an entity with an InventoryComponent,
// any equipped items also get deleted.
[Test]
public async Task Test()
{
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();
server.Assert(() =>
{
// Spawn everything.
var mapMan = IoCManager.Resolve<IMapManager>();
mapMan.CreateNewMapEntity(MapId.Nullspace);
var entMgr = IoCManager.Resolve<IEntityManager>();
var container = entMgr.SpawnEntity(null, MapCoordinates.Nullspace);
var inv = entMgr.AddComponent<InventoryComponent>(container);
var child = entMgr.SpawnEntity(null, MapCoordinates.Nullspace);
var item = entMgr.AddComponent<ClothingComponent>(child);
item.SlotFlags = SlotFlags.HEAD;
// Equip item.
Assert.That(inv.Equip(Slots.HEAD, item, false), Is.True);
// Delete parent.
entMgr.DeleteEntity(container);
// Assert that child item was also deleted.
Assert.That(item.Deleted, Is.True);
});
await server.WaitIdleAsync();
}
}
}