Cuff enhancements (#3087)
* Cuff enhancements * Cuffs now have an OnClick for the alert to remove them * nullables * Use default interaction range so highlights are accurate * Cuffing fails more gracely * Make shared abstract and add component references to client / server * Don't cache AudioSystem and HandsComponent given cuffs are rarely used * Fix test Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
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#nullable enable
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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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using Robust.Server.Console;
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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.GameObjects.Components.ActionBlocking
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{
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[TestFixture]
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[TestOf(typeof(CuffableComponent))]
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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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- type: entity
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name: HumanDummy
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id: HumanDummy
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components:
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- type: Cuffable
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- type: Hands
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- type: Body
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template: HumanoidTemplate
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preset: HumanPreset
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centerSlot: torso
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- type: entity
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name: HandcuffsDummy
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id: HandcuffsDummy
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components:
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- type: Handcuff
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";
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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 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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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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// Spawn the entities
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human = entityManager.SpawnEntity("HumanDummy", MapCoordinates.Nullspace);
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otherHuman = entityManager.SpawnEntity("HumanDummy", MapCoordinates.Nullspace);
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cuffs = entityManager.SpawnEntity("HandcuffsDummy", MapCoordinates.Nullspace);
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secondCuffs = entityManager.SpawnEntity("HandcuffsDummy", MapCoordinates.Nullspace);
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human.Transform.WorldPosition = otherHuman.Transform.WorldPosition;
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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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// Test to ensure cuffed players register the handcuffs
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cuffed.TryAddNewCuffs(human, cuffs);
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Assert.True(cuffed.CuffedHandCount > 0, "Handcuffing a player did not result in their hands being cuffed");
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// Test to ensure a player with 4 hands will still only have 2 hands cuffed
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AddHand(cuffed.Owner);
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AddHand(cuffed.Owner);
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Assert.True(cuffed.CuffedHandCount == 2 && hands.Hands.Count() == 4, "Player doesn't have correct amount of hands cuffed");
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// Test to give a player with 4 hands 2 sets of cuffs
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cuffed.TryAddNewCuffs(human, secondCuffs);
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Assert.True(cuffed.CuffedHandCount == 4, "Player doesn't have correct amount of hands cuffed");
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});
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await server.WaitIdleAsync();
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}
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private void AddHand(IEntity to)
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{
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var host = IoCManager.Resolve<IServerConsoleHost>();
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host.ExecuteCommand(null, $"addhand {to.Uid}");
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}
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}
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}
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