* Add test pooling * WIP test pooling changes * Fix Destructible tests * Don't pool unpooled or dummy ticker instances * Change ServerPathfindingDebugSystem to replace existing entries * Fix SaveLoadSaveTest comment * Don't pool StartTest * Comment out global setup * Fix puddle tests * Move SolarPanelComponent initialize to PowerSolarSystem OnMapInit * Update RobustToolbox * Finish fixing tests, make test threads background threads * Bring back pooling * Fix nullable * Update RobustToolbox * Set cvars on server return * Un-pool tests with custom cvars * Update RobustToolbox * Update RobustToolbox * Change where the main tile coordinates are * Remove DisposalUnitTest grid check * Fix test pooling being a fickle bitch * Fix EntitySystemExtensionsTest * Update RobustToolbox * Update RobustToolbox * Make nullable pool settings true * Update RobustToolbox * Wait other way around * We are unitystation now * Update RobustToolbox * Create global setup * Pool some more tests * Fix not properly disconnecting clients before restarting the round * Give more info on ran tests * Standardize default test cvars * Update RobustToolbox * Update RobustToolbox * Pool clients * Fix test order issue * Fix cvars in character creation test not being set properly * Update RobustToolbox * Update RobustToolbox * Rider shut * Update RobustToolbox * Format tests ran better * Update RobustToolbox * Reset RobustToolbox * Reset RobustToolbox harder * Fix one instance of test order causing destructible tests to fail
95 lines
3.2 KiB
C#
95 lines
3.2 KiB
C#
using System;
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using System.Threading.Tasks;
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using Content.Server.Inventory;
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using Content.Server.Inventory.Components;
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using Content.Server.Items;
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using Content.Server.Stunnable;
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using NUnit.Framework;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using static Content.Shared.Inventory.EquipmentSlotDefines;
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namespace Content.IntegrationTests.Tests
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{
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[TestFixture]
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[TestOf(typeof(InventoryHelpers))]
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public class InventoryHelpersTest : ContentIntegrationTest
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{
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private const string Prototypes = @"
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- type: entity
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name: InventoryStunnableDummy
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id: InventoryStunnableDummy
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components:
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- type: Inventory
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- type: StatusEffects
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allowed:
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- Stun
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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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{
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var options = new ServerIntegrationOptions {ExtraPrototypes = Prototypes};
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var server = StartServer(options);
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IEntity human = null;
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InventoryComponent inventory = null;
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server.Assert(() =>
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{
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var mapMan = IoCManager.Resolve<IMapManager>();
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mapMan.CreateNewMapEntity(MapId.Nullspace);
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var entityMan = IoCManager.Resolve<IEntityManager>();
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human = entityMan.SpawnEntity("InventoryStunnableDummy", MapCoordinates.Nullspace);
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inventory = human.GetComponent<InventoryComponent>();
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// Can't do the test if this human doesn't have the slots for it.
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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, "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 == "InventoryJumpsuitJanitorDummy");
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EntitySystem.Get<StunSystem>().TryStun(human.Uid, TimeSpan.FromSeconds(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, "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, "InventoryIDCardDummy"));
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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 == "InventoryIDCardDummy");
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});
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await server.WaitIdleAsync();
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}
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}
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}
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