Fix content test warnings (#9865)
* Fix content test warnings * while I'm here * fix Co-authored-by: wrexbe <wrexbe@protonmail.com>
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@@ -1,5 +1,4 @@
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using System.Threading.Tasks;
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using Content.Client.MobState;
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using Content.Server.Administration.Commands;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Prototypes;
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@@ -7,7 +6,6 @@ using Content.Shared.FixedPoint;
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using Content.Shared.MobState.Components;
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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 Robust.Shared.Prototypes;
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@@ -39,6 +37,8 @@ namespace Content.IntegrationTests.Tests.Commands
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var entManager = server.ResolveDependency<IEntityManager>();
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var mapManager = server.ResolveDependency<IMapManager>();
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var prototypeManager = server.ResolveDependency<IPrototypeManager>();
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var mobStateSystem = entManager.EntitySysManager.GetEntitySystem<Server.MobState.MobStateSystem>();
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var damSystem = entManager.EntitySysManager.GetEntitySystem<DamageableSystem>();
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await server.WaitAssertion(() =>
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{
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@@ -49,30 +49,31 @@ namespace Content.IntegrationTests.Tests.Commands
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// Sanity check
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Assert.True(entManager.TryGetComponent(human, out DamageableComponent damageable));
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Assert.True(entManager.TryGetComponent(human, out MobStateComponent mobState));
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Assert.That(mobState.IsAlive, Is.True);
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Assert.That(mobState.IsCritical, Is.False);
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Assert.That(mobState.IsDead, Is.False);
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Assert.That(mobState.IsIncapacitated, Is.False);
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Assert.That(mobStateSystem.IsAlive(human, mobState), Is.True);
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Assert.That(mobStateSystem.IsCritical(human, mobState), Is.False);
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Assert.That(mobStateSystem.IsDead(human, mobState), Is.False);
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Assert.That(mobStateSystem.IsIncapacitated(human, mobState), Is.False);
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// Kill the entity
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DamageSpecifier damage = new(prototypeManager.Index<DamageGroupPrototype>("Toxin"),
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FixedPoint2.New(10000000));
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(human, damage, true);
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damSystem.TryChangeDamage(human, damage, true);
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// Check that it is dead
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Assert.That(mobState.IsAlive, Is.False);
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Assert.That(mobState.IsCritical, Is.False);
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Assert.That(mobState.IsDead, Is.True);
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Assert.That(mobState.IsIncapacitated, Is.True);
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Assert.That(mobStateSystem.IsAlive(human, mobState), Is.False);
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Assert.That(mobStateSystem.IsCritical(human, mobState), Is.False);
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Assert.That(mobStateSystem.IsDead(human, mobState), Is.True);
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Assert.That(mobStateSystem.IsIncapacitated(human, mobState), Is.True);
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// Rejuvenate them
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RejuvenateCommand.PerformRejuvenate(human);
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// Check that it is alive and with no damage
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Assert.That(mobState.IsAlive, Is.True);
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Assert.That(mobState.IsCritical, Is.False);
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Assert.That(mobState.IsDead, Is.False);
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Assert.That(mobState.IsIncapacitated, Is.False);
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Assert.That(mobStateSystem.IsAlive(human, mobState), Is.True);
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Assert.That(mobStateSystem.IsCritical(human, mobState), Is.False);
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Assert.That(mobStateSystem.IsDead(human, mobState), Is.False);
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Assert.That(mobStateSystem.IsIncapacitated(human, mobState), Is.False);
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Assert.That(damageable.TotalDamage, Is.EqualTo(FixedPoint2.Zero));
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});
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