ECS and cleanup body system, merge body templates and presets into body prototypes (#11991)

Co-authored-by: Jezithyr <Jezithyr@gmail.com>
This commit is contained in:
DrSmugleaf
2022-10-23 00:46:28 +02:00
committed by GitHub
parent 9a38736c3c
commit f323fb7644
140 changed files with 2478 additions and 2571 deletions

View File

@@ -26,9 +26,7 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.ActionBlocking
- type: Cuffable
- type: Hands
- type: Body
template: HumanoidTemplate
preset: HumanPreset
centerSlot: torso
prototype: Human
- type: entity
name: HandcuffsDummy
@@ -36,10 +34,12 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.ActionBlocking
components:
- type: Handcuff
";
[Test]
public async Task Test()
{
await using var pairTracker = await PoolManager.GetServerClient(new PoolSettings{NoClient = true, ExtraPrototypes = Prototypes});
await using var pairTracker = await PoolManager.GetServerClient(new PoolSettings
{NoClient = true, ExtraPrototypes = Prototypes});
var server = pairTracker.Pair.Server;
EntityUid human;
@@ -63,18 +63,21 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.ActionBlocking
cuffs = entityManager.SpawnEntity("HandcuffsDummy", coordinates);
secondCuffs = entityManager.SpawnEntity("HandcuffsDummy", coordinates);
entityManager.GetComponent<TransformComponent>(human).WorldPosition = entityManager.GetComponent<TransformComponent>(otherHuman).WorldPosition;
entityManager.GetComponent<TransformComponent>(human).WorldPosition =
entityManager.GetComponent<TransformComponent>(otherHuman).WorldPosition;
// Test for components existing
Assert.True(entityManager.TryGetComponent(human, out cuffed!), $"Human has no {nameof(CuffableComponent)}");
Assert.True(entityManager.TryGetComponent(human, out cuffed!),
$"Human has no {nameof(CuffableComponent)}");
Assert.True(entityManager.TryGetComponent(human, out hands!), $"Human has no {nameof(HandsComponent)}");
Assert.True(entityManager.TryGetComponent(human, out SharedBodyComponent? _), $"Human has no {nameof(SharedBodyComponent)}");
Assert.True(entityManager.TryGetComponent(human, out BodyComponent? _), $"Human has no {nameof(BodyComponent)}");
Assert.True(entityManager.TryGetComponent(cuffs, out HandcuffComponent? _), $"Handcuff has no {nameof(HandcuffComponent)}");
Assert.True(entityManager.TryGetComponent(secondCuffs, out HandcuffComponent? _), $"Second handcuffs has no {nameof(HandcuffComponent)}");
// Test to ensure cuffed players register the handcuffs
cuffed.TryAddNewCuffs(human, cuffs);
Assert.True(cuffed.CuffedHandCount > 0, "Handcuffing a player did not result in their hands being cuffed");
Assert.True(cuffed.CuffedHandCount > 0,
"Handcuffing a player did not result in their hands being cuffed");
// Test to ensure a player with 4 hands will still only have 2 hands cuffed
AddHand(cuffed.Owner);
@@ -86,7 +89,6 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.ActionBlocking
// Test to give a player with 4 hands 2 sets of cuffs
cuffed.TryAddNewCuffs(human, secondCuffs);
Assert.True(cuffed.CuffedHandCount == 4, "Player doesn't have correct amount of hands cuffed");
});
await pairTracker.CleanReturnAsync();