get that crap outta here (completely rewrites inventorysystem) (#5807)
* some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable™️ * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge™️ * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
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@@ -1,19 +1,16 @@
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using System;
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using System.Threading.Tasks;
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using Content.Server.Inventory;
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using Content.Server.Inventory.Components;
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using Content.Server.Items;
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using Content.Server.Stunnable;
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using Content.Shared.Inventory;
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using NUnit.Framework;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using static Content.Shared.Inventory.EquipmentSlotDefines;
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namespace Content.IntegrationTests.Tests
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{
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[TestFixture]
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[TestOf(typeof(InventoryHelpers))]
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public class InventoryHelpersTest : ContentIntegrationTest
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{
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private const string Prototypes = @"
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@@ -22,6 +19,7 @@ namespace Content.IntegrationTests.Tests
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id: InventoryStunnableDummy
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components:
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- type: Inventory
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- type: ContainerContainer
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- type: StatusEffects
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allowed:
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- Stun
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@@ -53,43 +51,41 @@ namespace Content.IntegrationTests.Tests
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var sEntities = server.ResolveDependency<IEntityManager>();
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EntityUid human = default;
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InventoryComponent inventory = null;
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await server.WaitAssertion(() =>
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{
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var mapMan = IoCManager.Resolve<IMapManager>();
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var systemMan = IoCManager.Resolve<IEntitySystemManager>();
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mapMan.CreateNewMapEntity(MapId.Nullspace);
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human = sEntities.SpawnEntity("InventoryStunnableDummy", MapCoordinates.Nullspace);
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inventory = sEntities.GetComponent<InventoryComponent>(human);
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var human = sEntities.SpawnEntity("InventoryStunnableDummy", MapCoordinates.Nullspace);
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var invSystem = systemMan.GetEntitySystem<InventorySystem>();
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// Can't do the test if this human doesn't have the slots for it.
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Assert.That(inventory.HasSlot(Slots.INNERCLOTHING));
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Assert.That(inventory.HasSlot(Slots.IDCARD));
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Assert.That(invSystem.HasSlot(human, "jumpsuit"));
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Assert.That(invSystem.HasSlot(human, "id"));
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Assert.That(inventory.SpawnItemInSlot(Slots.INNERCLOTHING, "InventoryJumpsuitJanitorDummy", true));
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Assert.That(invSystem.SpawnItemInSlot(human, "jumpsuit", "InventoryJumpsuitJanitorDummy", true));
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// Do we actually have the uniform equipped?
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Assert.That(inventory.TryGetSlotItem(Slots.INNERCLOTHING, out ItemComponent uniform));
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Assert.That(sEntities.GetComponent<MetaDataComponent>(uniform.Owner).EntityPrototype is
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Assert.That(invSystem.TryGetSlotEntity(human, "jumpsuit", out var uniform));
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Assert.That(sEntities.GetComponent<MetaDataComponent>(uniform.Value).EntityPrototype is
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{
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ID: "InventoryJumpsuitJanitorDummy"
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});
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EntitySystem.Get<StunSystem>().TryStun(human, TimeSpan.FromSeconds(1f), true);
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systemMan.GetEntitySystem<StunSystem>().TryStun(human, TimeSpan.FromSeconds(1f), true);
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// Since the mob is stunned, they can't equip this.
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Assert.That(inventory.SpawnItemInSlot(Slots.IDCARD, "InventoryIDCardDummy", true), Is.False);
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Assert.That(invSystem.SpawnItemInSlot(human, "id", "InventoryIDCardDummy", true), Is.False);
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// Make sure we don't have the ID card equipped.
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Assert.That(inventory.TryGetSlotItem(Slots.IDCARD, out ItemComponent _), Is.False);
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Assert.That(invSystem.TryGetSlotEntity(human, "item", out _), Is.False);
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// Let's try skipping the interaction check and see if it equips it!
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Assert.That(inventory.SpawnItemInSlot(Slots.IDCARD, "InventoryIDCardDummy"));
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Assert.That(inventory.TryGetSlotItem(Slots.IDCARD, out ItemComponent id));
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Assert.That(sEntities.GetComponent<MetaDataComponent>(id.Owner).EntityPrototype is
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Assert.That(invSystem.SpawnItemInSlot(human, "id", "InventoryIDCardDummy", true, true));
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Assert.That(invSystem.TryGetSlotEntity(human, "id", out var idUid));
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Assert.That(sEntities.GetComponent<MetaDataComponent>(idUid.Value).EntityPrototype is
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{
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ID: "InventoryIDCardDummy"
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});
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