Files
tbd-station-14/Content.IntegrationTests/Tests/InventoryHelpersTest.cs
2022-10-31 10:05:34 +11:00

91 lines
3.2 KiB
C#

using System;
using System.Threading.Tasks;
using Content.Server.Stunnable;
using Content.Shared.Inventory;
using NUnit.Framework;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
namespace Content.IntegrationTests.Tests
{
[TestFixture]
public sealed class InventoryHelpersTest
{
private const string Prototypes = @"
- type: entity
name: InventoryStunnableDummy
id: InventoryStunnableDummy
components:
- type: Inventory
- type: ContainerContainer
- type: StatusEffects
allowed:
- Stun
- type: entity
name: InventoryJumpsuitJanitorDummy
id: InventoryJumpsuitJanitorDummy
components:
- type: Clothing
slots: [innerclothing]
- type: entity
name: InventoryIDCardDummy
id: InventoryIDCardDummy
components:
- type: Clothing
QuickEquip: false
slots:
- idcard
- type: PDA
";
[Test]
public async Task SpawnItemInSlotTest()
{
await using var pairTracker = await PoolManager.GetServerClient(new PoolSettings{NoClient = true, ExtraPrototypes = Prototypes});
var server = pairTracker.Pair.Server;
var sEntities = server.ResolveDependency<IEntityManager>();
await server.WaitAssertion(() =>
{
var mapMan = IoCManager.Resolve<IMapManager>();
var systemMan = IoCManager.Resolve<IEntitySystemManager>();
var human = sEntities.SpawnEntity("InventoryStunnableDummy", MapCoordinates.Nullspace);
var invSystem = systemMan.GetEntitySystem<InventorySystem>();
// Can't do the test if this human doesn't have the slots for it.
Assert.That(invSystem.HasSlot(human, "jumpsuit"));
Assert.That(invSystem.HasSlot(human, "id"));
Assert.That(invSystem.SpawnItemInSlot(human, "jumpsuit", "InventoryJumpsuitJanitorDummy", true));
// Do we actually have the uniform equipped?
Assert.That(invSystem.TryGetSlotEntity(human, "jumpsuit", out var uniform));
Assert.That(sEntities.GetComponent<MetaDataComponent>(uniform.Value).EntityPrototype is
{
ID: "InventoryJumpsuitJanitorDummy"
});
systemMan.GetEntitySystem<StunSystem>().TryStun(human, TimeSpan.FromSeconds(1f), true);
// Since the mob is stunned, they can't equip this.
Assert.That(invSystem.SpawnItemInSlot(human, "id", "InventoryIDCardDummy", true), Is.False);
// Make sure we don't have the ID card equipped.
Assert.That(invSystem.TryGetSlotEntity(human, "item", out _), Is.False);
// Let's try skipping the interaction check and see if it equips it!
Assert.That(invSystem.SpawnItemInSlot(human, "id", "InventoryIDCardDummy", true, true));
Assert.That(invSystem.TryGetSlotEntity(human, "id", out var idUid));
Assert.That(sEntities.GetComponent<MetaDataComponent>(idUid.Value).EntityPrototype is
{
ID: "InventoryIDCardDummy"
});
});
await pairTracker.CleanReturnAsync();
}
}
}