Cuffable/Handcuff ECS (#14382)

This commit is contained in:
Nemanja
2023-03-13 19:34:26 -04:00
committed by GitHub
parent 59bf67ec8c
commit 49f7575298
25 changed files with 947 additions and 933 deletions

View File

@@ -1,9 +1,9 @@
#nullable enable
using System.Linq;
using System.Threading.Tasks;
using Content.Server.Cuffs.Components;
using Content.Server.Cuffs;
using Content.Server.Hands.Components;
using Content.Shared.Body.Components;
using Content.Shared.Cuffs.Components;
using NUnit.Framework;
using Robust.Server.Console;
using Robust.Shared.GameObjects;
@@ -56,6 +56,7 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.ActionBlocking
var coordinates = new MapCoordinates(Vector2.Zero, mapId);
var entityManager = IoCManager.Resolve<IEntityManager>();
var cuffableSys = entityManager.System<CuffableSystem>();
// Spawn the entities
human = entityManager.SpawnEntity("HumanDummy", coordinates);
@@ -75,19 +76,19 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.ActionBlocking
Assert.True(entityManager.TryGetComponent(secondCuffs, out HandcuffComponent? _), $"Second handcuffs has no {nameof(HandcuffComponent)}");
// Test to ensure cuffed players register the handcuffs
cuffed.TryAddNewCuffs(human, cuffs);
cuffableSys.TryAddNewCuffs(human, human, cuffs, cuffed);
Assert.True(cuffed.CuffedHandCount > 0,
"Handcuffing a player did not result in their hands being cuffed");
// Test to ensure a player with 4 hands will still only have 2 hands cuffed
AddHand(cuffed.Owner);
AddHand(cuffed.Owner);
AddHand(human);
AddHand(human);
Assert.That(cuffed.CuffedHandCount, Is.EqualTo(2));
Assert.That(hands.SortedHands.Count(), Is.EqualTo(4));
Assert.That(hands.SortedHands.Count, Is.EqualTo(4));
// Test to give a player with 4 hands 2 sets of cuffs
cuffed.TryAddNewCuffs(human, secondCuffs);
cuffableSys.TryAddNewCuffs(human, human, secondCuffs, cuffed);
Assert.True(cuffed.CuffedHandCount == 4, "Player doesn't have correct amount of hands cuffed");
});