diff --git a/Content.IntegrationTests/Tests/InventoryHelpersTest.cs b/Content.IntegrationTests/Tests/InventoryHelpersTest.cs index 096e464c7b..c0478de53d 100644 --- a/Content.IntegrationTests/Tests/InventoryHelpersTest.cs +++ b/Content.IntegrationTests/Tests/InventoryHelpersTest.cs @@ -1,5 +1,4 @@ -using System.IO; -using System.Threading.Tasks; +using System.Threading.Tasks; using Content.Server.GameObjects.Components.GUI; using Content.Server.GameObjects.Components.Items.Storage; using Content.Server.GameObjects.Components.Mobs; @@ -9,7 +8,6 @@ using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.Interfaces.Map; using Robust.Shared.IoC; using Robust.Shared.Map; -using Robust.Shared.Prototypes; using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines; namespace Content.IntegrationTests.Tests @@ -25,6 +23,24 @@ namespace Content.IntegrationTests.Tests components: - type: Inventory - type: Stunnable + +- type: entity + name: InventoryJumpsuitJanitorDummy + id: InventoryJumpsuitJanitorDummy + components: + - type: Clothing + Slots: [innerclothing] + +- type: entity + name: InventoryIDCardDummy + id: InventoryIDCardDummy + components: + - type: Clothing + QuickEquip: false + Slots: + - idcard + - type: PDA + idCard: AssistantIDCard "; [Test] public async Task SpawnItemInSlotTest() @@ -36,7 +52,6 @@ namespace Content.IntegrationTests.Tests InventoryComponent inventory = null; StunnableComponent stun = null; - server.Assert(() => { var mapMan = IoCManager.Resolve(); @@ -53,24 +68,24 @@ namespace Content.IntegrationTests.Tests Assert.That(inventory.HasSlot(Slots.INNERCLOTHING)); Assert.That(inventory.HasSlot(Slots.IDCARD)); - Assert.That(inventory.SpawnItemInSlot(Slots.INNERCLOTHING, "ClothingUniformJumpsuitJanitor", true)); + Assert.That(inventory.SpawnItemInSlot(Slots.INNERCLOTHING, "InventoryJumpsuitJanitorDummy", true)); // Do we actually have the uniform equipped? Assert.That(inventory.TryGetSlotItem(Slots.INNERCLOTHING, out ItemComponent uniform)); - Assert.That(uniform.Owner.Prototype != null && uniform.Owner.Prototype.ID == "ClothingUniformJumpsuitJanitor"); + Assert.That(uniform.Owner.Prototype != null && uniform.Owner.Prototype.ID == "InventoryJumpsuitJanitorDummy"); stun.Stun(1f); // Since the mob is stunned, they can't equip this. - Assert.That(inventory.SpawnItemInSlot(Slots.IDCARD, "AssistantIDCard", true), Is.False); + Assert.That(inventory.SpawnItemInSlot(Slots.IDCARD, "InventoryIDCardDummy", true), Is.False); // Make sure we don't have the ID card equipped. Assert.That(inventory.TryGetSlotItem(Slots.IDCARD, out ItemComponent _), Is.False); // Let's try skipping the interaction check and see if it equips it! - Assert.That(inventory.SpawnItemInSlot(Slots.IDCARD, "AssistantIDCard", false)); + Assert.That(inventory.SpawnItemInSlot(Slots.IDCARD, "InventoryIDCardDummy", false)); Assert.That(inventory.TryGetSlotItem(Slots.IDCARD, out ItemComponent id)); - Assert.That(id.Owner.Prototype != null && id.Owner.Prototype.ID == "AssistantIDCard"); + Assert.That(id.Owner.Prototype != null && id.Owner.Prototype.ID == "InventoryIDCardDummy"); }); await server.WaitIdleAsync();