using System.Threading.Tasks; using Content.Server.GameObjects; using NUnit.Framework; using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.Interfaces.Map; using Robust.Shared.IoC; using Robust.Shared.Map; using Robust.Shared.Maths; using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines; namespace Content.IntegrationTests.Tests { // Tests the behavior of HumanInventoryControllerComponent. // i.e. the interaction between uniforms and the pocket/ID slots. // and also how big items don't fit in pockets. [TestFixture] [TestOf(typeof(HumanInventoryControllerComponent))] public class HumanInventoryUniformSlotsTest : ContentIntegrationTest { [Test] public async Task Test() { var server = StartServerDummyTicker(); IEntity human = null; IEntity uniform = null; IEntity idCard = null; IEntity pocketItem = null; InventoryComponent inventory = null; server.Assert(() => { var mapMan = IoCManager.Resolve(); mapMan.CreateNewMapEntity(MapId.Nullspace); var entityMan = IoCManager.Resolve(); human = entityMan.SpawnEntity("HumanMob_Content", MapCoordinates.Nullspace); uniform = entityMan.SpawnEntity("UniformJanitor", MapCoordinates.Nullspace); idCard = entityMan.SpawnEntity("AssistantIDCard", MapCoordinates.Nullspace); pocketItem = entityMan.SpawnEntity("FlashlightLantern", MapCoordinates.Nullspace); var tooBigItem = entityMan.SpawnEntity("ToolboxEmergency", MapCoordinates.Nullspace); inventory = human.GetComponent(); Assert.That(inventory.CanEquip(Slots.INNERCLOTHING, uniform)); // Can't equip any of these since no uniform! Assert.That(inventory.CanEquip(Slots.IDCARD, idCard), Is.False); Assert.That(inventory.CanEquip(Slots.POCKET1, pocketItem), Is.False); Assert.That(inventory.CanEquip(Slots.POCKET1, tooBigItem), Is.False); // This one fails either way. inventory.Equip(Slots.INNERCLOTHING, uniform); Assert.That(inventory.Equip(Slots.IDCARD, idCard)); Assert.That(inventory.Equip(Slots.POCKET1, pocketItem)); Assert.That(inventory.CanEquip(Slots.POCKET1, tooBigItem), Is.False); // Still failing! Assert.That(IsDescendant(idCard, human)); Assert.That(IsDescendant(pocketItem, human)); // Now drop the jumpsuit. inventory.Unequip(Slots.INNERCLOTHING); }); server.RunTicks(2); server.Assert(() => { // Items have been dropped! Assert.That(IsDescendant(uniform, human), Is.False); Assert.That(IsDescendant(idCard, human), Is.False); Assert.That(IsDescendant(pocketItem, human), Is.False); // Ensure everything null here. Assert.That(inventory.GetSlotItem(Slots.INNERCLOTHING), Is.Null); Assert.That(inventory.GetSlotItem(Slots.IDCARD), Is.Null); Assert.That(inventory.GetSlotItem(Slots.POCKET1), Is.Null); }); await server.WaitIdleAsync(); } private static bool IsDescendant(IEntity descendant, IEntity parent) { var tmpParent = descendant.Transform.Parent; while (tmpParent != null) { if (tmpParent.Owner == parent) { return true; } tmpParent = tmpParent.Parent; } return false; } } }