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

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using System.Threading.Tasks;
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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
{
// Tests the behavior of HumanInventoryControllerComponent.
// i.e. the interaction between uniforms and the pocket/ID slots.
// and also how big items don't fit in pockets.
[TestFixture]
[TestOf(typeof(HumanInventoryControllerComponent))]
public class HumanInventoryUniformSlotsTest : ContentIntegrationTest
{
private const string Prototypes = @"
- type: entity
name: HumanDummy
id: HumanDummy
components:
- type: Inventory
- type: HumanInventoryController
- type: entity
name: UniformDummy
id: UniformDummy
components:
- type: Clothing
Slots: [innerclothing]
size: 5
- type: entity
name: IDCardDummy
id: IDCardDummy
components:
- type: Clothing
Slots:
- idcard
size: 5
- type: IdCard
- type: entity
name: FlashlightDummy
id: FlashlightDummy
components:
- type: Item
size: 5
- type: entity
name: ToolboxDummy
id: ToolboxDummy
components:
- type: Item
size: 9999
";
[Test]
public async Task Test()
{
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
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var server = StartServer(options);
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EntityUid human = default;
EntityUid uniform = default;
EntityUid idCard = default;
EntityUid pocketItem = default;
InventoryComponent inventory = null;
server.Assert(() =>
{
var mapMan = IoCManager.Resolve<IMapManager>();
mapMan.CreateNewMapEntity(MapId.Nullspace);
var entityMan = IoCManager.Resolve<IEntityManager>();
human = entityMan.SpawnEntity("HumanDummy", MapCoordinates.Nullspace);
uniform = entityMan.SpawnEntity("UniformDummy", MapCoordinates.Nullspace);
idCard = entityMan.SpawnEntity("IDCardDummy", MapCoordinates.Nullspace);
pocketItem = entityMan.SpawnEntity("FlashlightDummy", MapCoordinates.Nullspace);
var tooBigItem = entityMan.SpawnEntity("ToolboxDummy", MapCoordinates.Nullspace);
inventory = entityMan.GetComponent<InventoryComponent>(human);
Assert.That(inventory.CanEquip(Slots.INNERCLOTHING, uniform));
// Can't equip any of these since no uniform!
Assert.That(inventory.CanEquip(Slots.IDCARD, idCard), Is.False);
Assert.That(inventory.CanEquip(Slots.POCKET1, pocketItem), Is.False);
Assert.That(inventory.CanEquip(Slots.POCKET1, tooBigItem), Is.False); // This one fails either way.
inventory.Equip(Slots.INNERCLOTHING, uniform);
Assert.That(inventory.Equip(Slots.IDCARD, idCard));
Assert.That(inventory.Equip(Slots.POCKET1, pocketItem));
Assert.That(inventory.CanEquip(Slots.POCKET1, tooBigItem), Is.False); // Still failing!
Assert.That(IsDescendant(idCard, human));
Assert.That(IsDescendant(pocketItem, human));
// Now drop the jumpsuit.
inventory.Unequip(Slots.INNERCLOTHING);
});
server.RunTicks(2);
server.Assert(() =>
{
// Items have been dropped!
Assert.That(IsDescendant(uniform, human), Is.False);
Assert.That(IsDescendant(idCard, human), Is.False);
Assert.That(IsDescendant(pocketItem, human), Is.False);
// Ensure everything null here.
Assert.That(inventory.GetSlotItem(Slots.INNERCLOTHING), Is.Null);
Assert.That(inventory.GetSlotItem(Slots.IDCARD), Is.Null);
Assert.That(inventory.GetSlotItem(Slots.POCKET1), Is.Null);
});
await server.WaitIdleAsync();
}
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private static bool IsDescendant(EntityUid descendant, EntityUid parent)
{
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var tmpParent = IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(descendant).Parent;
while (tmpParent != null)
{
if (tmpParent.Owner == parent)
{
return true;
}
tmpParent = tmpParent.Parent;
}
return false;
}
}
}