Refactored integration tests to not use content entity prototypes (#2571)
* Refactored integration tests to not use content prototypes * oops * Apply suggestions from code review Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
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@@ -20,17 +20,36 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.ActionBlocking
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[TestOf(typeof(HandcuffComponent))]
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public class CuffUnitTest : 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 server = StartServerDummyTicker();
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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 cables;
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HandcuffComponent cableHandcuff;
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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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@@ -43,10 +62,10 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.ActionBlocking
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var entityManager = IoCManager.Resolve<IEntityManager>();
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// Spawn the entities
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human = entityManager.SpawnEntity("BaseHumanMob_Content", MapCoordinates.Nullspace);
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otherHuman = entityManager.SpawnEntity("BaseHumanMob_Content", MapCoordinates.Nullspace);
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cuffs = entityManager.SpawnEntity("Handcuffs", MapCoordinates.Nullspace);
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cables = entityManager.SpawnEntity("Cablecuffs", MapCoordinates.Nullspace);
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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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@@ -55,7 +74,7 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.ActionBlocking
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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(cables.TryGetComponent(out cableHandcuff!), $"Cablecuff 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.AddNewCuffs(cuffs);
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@@ -67,7 +86,7 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.ActionBlocking
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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.AddNewCuffs(cables);
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cuffed.AddNewCuffs(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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