Make InventoryHelpersTest not use game prototypes (#2680)
* Make InventoryHelpersTest not use game prototypes * soul
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@@ -1,5 +1,4 @@
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using System.IO;
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using System.Threading.Tasks;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.GameObjects.Components.Mobs;
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@@ -9,7 +8,6 @@ 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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using Robust.Shared.Prototypes;
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using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines;
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namespace Content.IntegrationTests.Tests
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@@ -25,6 +23,24 @@ namespace Content.IntegrationTests.Tests
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components:
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- type: Inventory
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- type: Stunnable
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- type: entity
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name: InventoryJumpsuitJanitorDummy
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id: InventoryJumpsuitJanitorDummy
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components:
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- type: Clothing
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Slots: [innerclothing]
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- type: entity
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name: InventoryIDCardDummy
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id: InventoryIDCardDummy
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components:
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- type: Clothing
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QuickEquip: false
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Slots:
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- idcard
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- type: PDA
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idCard: AssistantIDCard
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";
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[Test]
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public async Task SpawnItemInSlotTest()
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@@ -36,7 +52,6 @@ namespace Content.IntegrationTests.Tests
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InventoryComponent inventory = null;
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StunnableComponent stun = null;
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server.Assert(() =>
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{
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var mapMan = IoCManager.Resolve<IMapManager>();
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@@ -53,24 +68,24 @@ namespace Content.IntegrationTests.Tests
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Assert.That(inventory.HasSlot(Slots.INNERCLOTHING));
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Assert.That(inventory.HasSlot(Slots.IDCARD));
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Assert.That(inventory.SpawnItemInSlot(Slots.INNERCLOTHING, "ClothingUniformJumpsuitJanitor", true));
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Assert.That(inventory.SpawnItemInSlot(Slots.INNERCLOTHING, "InventoryJumpsuitJanitorDummy", true));
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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 == "ClothingUniformJumpsuitJanitor");
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Assert.That(uniform.Owner.Prototype != null && uniform.Owner.Prototype.ID == "InventoryJumpsuitJanitorDummy");
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stun.Stun(1f);
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// Since the mob is stunned, they can't equip this.
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Assert.That(inventory.SpawnItemInSlot(Slots.IDCARD, "AssistantIDCard", true), Is.False);
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Assert.That(inventory.SpawnItemInSlot(Slots.IDCARD, "InventoryIDCardDummy", true), Is.False);
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// Make sure we don't have the ID card equipped.
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Assert.That(inventory.TryGetSlotItem(Slots.IDCARD, out ItemComponent _), Is.False);
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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, "AssistantIDCard", false));
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Assert.That(inventory.SpawnItemInSlot(Slots.IDCARD, "InventoryIDCardDummy", false));
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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 == "AssistantIDCard");
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Assert.That(id.Owner.Prototype != null && id.Owner.Prototype.ID == "InventoryIDCardDummy");
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});
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await server.WaitIdleAsync();
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