Cleanup integration tests prototype usage, naming and unused variables (#3114)
* Fix naming of prototypes variable in tests * Remove unused variables in tests * Remove unused variables in tests * Replace content entities with test entities * Fix airlock and lung test
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@@ -3,7 +3,6 @@ using System.Linq;
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using System.Threading.Tasks;
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using Content.Client.GameObjects.Components.Items;
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using Content.Server.GameObjects.Components.ActionBlocking;
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using Content.Server.GameObjects.Components.Body;
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using Content.Server.Interfaces.GameObjects.Components.Items;
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using Content.Shared.GameObjects.Components.Body;
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using NUnit.Framework;
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@@ -20,7 +19,7 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.ActionBlocking
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[TestOf(typeof(HandcuffComponent))]
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public class HandCuffTest : ContentIntegrationTest
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{
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private const string PROTOTYPES = @"
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private const string Prototypes = @"
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- type: entity
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name: HumanDummy
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id: HumanDummy
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@@ -41,18 +40,15 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.ActionBlocking
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[Test]
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public async Task Test()
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{
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var options = new ServerIntegrationOptions{ExtraPrototypes = PROTOTYPES};
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var options = new ServerIntegrationOptions{ExtraPrototypes = Prototypes};
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var server = StartServerDummyTicker(options);
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IEntity human;
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IEntity otherHuman;
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IEntity cuffs;
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IEntity secondCuffs;
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HandcuffComponent handcuff;
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HandcuffComponent secondHandcuff;
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CuffableComponent cuffed;
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IHandsComponent hands;
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IBody body;
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server.Assert(() =>
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{
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@@ -72,9 +68,9 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.ActionBlocking
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// Test for components existing
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Assert.True(human.TryGetComponent(out cuffed!), $"Human has no {nameof(CuffableComponent)}");
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Assert.True(human.TryGetComponent(out hands!), $"Human has no {nameof(HandsComponent)}");
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Assert.True(human.TryGetComponent(out body!), $"Human has no {nameof(IBody)}");
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Assert.True(cuffs.TryGetComponent(out handcuff!), $"Handcuff has no {nameof(HandcuffComponent)}");
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Assert.True(secondCuffs.TryGetComponent(out secondHandcuff!), $"Second handcuffs has no {nameof(HandcuffComponent)}");
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Assert.True(human.TryGetComponent(out IBody _), $"Human has no {nameof(IBody)}");
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Assert.True(cuffs.TryGetComponent(out HandcuffComponent _), $"Handcuff has no {nameof(HandcuffComponent)}");
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Assert.True(secondCuffs.TryGetComponent(out HandcuffComponent _), $"Second handcuffs has no {nameof(HandcuffComponent)}");
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// Test to ensure cuffed players register the handcuffs
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cuffed.TryAddNewCuffs(human, cuffs);
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