Add a test for rejuvenating dead entities (#2433)
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53
Content.IntegrationTests/Tests/Commands/RejuvenateTest.cs
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53
Content.IntegrationTests/Tests/Commands/RejuvenateTest.cs
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using Content.Server.GlobalVerbs;
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using Content.Shared.Damage;
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using Content.Shared.GameObjects.Components.Damage;
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using NUnit.Framework;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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namespace Content.IntegrationTests.Tests.Commands
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{
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[TestFixture]
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[TestOf(typeof(RejuvenateVerb))]
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public class RejuvenateTest : ContentIntegrationTest
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{
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[Test]
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public void RejuvenateDeadTest()
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{
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var server = StartServerDummyTicker();
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IEntity human = null;
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IDamageableComponent damageable = null;
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server.Assert(() =>
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{
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var mapManager = IoCManager.Resolve<IMapManager>();
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mapManager.CreateNewMapEntity(MapId.Nullspace);
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var entityManager = IoCManager.Resolve<IEntityManager>();
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human = entityManager.SpawnEntity("HumanMob_Content", MapCoordinates.Nullspace);
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// Sanity check
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Assert.True(human.TryGetComponent(out damageable));
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Assert.That(damageable.CurrentState, Is.EqualTo(DamageState.Alive));
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// Kill the entity
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damageable.ChangeDamage(DamageClass.Brute, 10000000, true);
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// Check that it is dead
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Assert.That(damageable.CurrentState, Is.EqualTo(DamageState.Dead));
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// Rejuvenate them
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RejuvenateVerb.PerformRejuvenate(human);
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// Check that it is alive and with no damage
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Assert.That(damageable.CurrentState, Is.EqualTo(DamageState.Alive));
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Assert.That(damageable.TotalDamage, Is.Zero);
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});
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}
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}
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}
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