#nullable enable using System.Linq; using System.Threading.Tasks; using Content.Client.GameObjects.Components.Items; using Content.Server.GameObjects.Components.ActionBlocking; using Content.Server.GameObjects.Components.Body; using Content.Server.Interfaces.GameObjects.Components.Items; using Content.Shared.GameObjects.Components.Body; using NUnit.Framework; using Robust.Server.Interfaces.Console; using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.Interfaces.Map; using Robust.Shared.IoC; using Robust.Shared.Map; namespace Content.IntegrationTests.Tests.GameObjects.Components.ActionBlocking { [TestFixture] [TestOf(typeof(CuffableComponent))] [TestOf(typeof(HandcuffComponent))] public class CuffUnitTest : ContentIntegrationTest { [Test] public async Task Test() { var server = StartServerDummyTicker(); IEntity human; IEntity otherHuman; IEntity cuffs; IEntity cables; HandcuffComponent cableHandcuff; HandcuffComponent handcuff; CuffableComponent cuffed; IHandsComponent hands; IBody body; server.Assert(() => { var mapManager = IoCManager.Resolve(); mapManager.CreateNewMapEntity(MapId.Nullspace); var entityManager = IoCManager.Resolve(); // Spawn the entities human = entityManager.SpawnEntity("BaseHumanMob_Content", MapCoordinates.Nullspace); otherHuman = entityManager.SpawnEntity("BaseHumanMob_Content", MapCoordinates.Nullspace); cuffs = entityManager.SpawnEntity("Handcuffs", MapCoordinates.Nullspace); cables = entityManager.SpawnEntity("Cablecuffs", MapCoordinates.Nullspace); human.Transform.WorldPosition = otherHuman.Transform.WorldPosition; // Test for components existing Assert.True(human.TryGetComponent(out cuffed!), $"Human has no {nameof(CuffableComponent)}"); Assert.True(human.TryGetComponent(out hands!), $"Human has no {nameof(HandsComponent)}"); Assert.True(human.TryGetComponent(out body!), $"Human has no {nameof(IBody)}"); Assert.True(cuffs.TryGetComponent(out handcuff!), $"Handcuff has no {nameof(HandcuffComponent)}"); Assert.True(cables.TryGetComponent(out cableHandcuff!), $"Cablecuff has no {nameof(HandcuffComponent)}"); // Test to ensure cuffed players register the handcuffs cuffed.AddNewCuffs(cuffs); Assert.True(cuffed.CuffedHandCount > 0, "Handcuffing a player did not result in their hands being cuffed"); // Test to ensure a player with 4 hands will still only have 2 hands cuffed AddHand(cuffed.Owner); AddHand(cuffed.Owner); Assert.True(cuffed.CuffedHandCount == 2 && hands.Hands.Count() == 4, "Player doesn't have correct amount of hands cuffed"); // Test to give a player with 4 hands 2 sets of cuffs cuffed.AddNewCuffs(cables); Assert.True(cuffed.CuffedHandCount == 4, "Player doesn't have correct amount of hands cuffed"); }); await server.WaitIdleAsync(); } private void AddHand(IEntity to) { var shell = IoCManager.Resolve(); shell.ExecuteCommand($"addhand {to.Uid}"); } } }