Inline Prototype
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@@ -8,6 +8,7 @@ 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 Robust.Shared.Prototypes;
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using static Content.Shared.Inventory.EquipmentSlotDefines;
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namespace Content.IntegrationTests.Tests
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@@ -71,7 +72,7 @@ namespace Content.IntegrationTests.Tests
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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(uniform.Owner.Prototype != null && uniform.Owner.Prototype.ID == "InventoryJumpsuitJanitorDummy");
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Assert.That(IoCManager.Resolve<IEntityManager>().GetComponent<MetaDataComponent>(uniform.Owner.Uid).EntityPrototype != null && IoCManager.Resolve<IEntityManager>().GetComponent<MetaDataComponent>(uniform.Owner.Uid).EntityPrototype.ID == "InventoryJumpsuitJanitorDummy");
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EntitySystem.Get<StunSystem>().TryStun(human.Uid, TimeSpan.FromSeconds(1f));
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@@ -84,7 +85,7 @@ namespace Content.IntegrationTests.Tests
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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(id.Owner.Prototype != null && id.Owner.Prototype.ID == "InventoryIDCardDummy");
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Assert.That(IoCManager.Resolve<IEntityManager>().GetComponent<MetaDataComponent>(id.Owner.Uid).EntityPrototype != null && IoCManager.Resolve<IEntityManager>().GetComponent<MetaDataComponent>(id.Owner.Uid).EntityPrototype.ID == "InventoryIDCardDummy");
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});
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await server.WaitIdleAsync();
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