Files
tbd-station-14/Content.IntegrationTests/Tests/PDA/PDAExtensionsTests.cs
Paul Ritter 512d6a38c3 get that crap outta here (completely rewrites inventorysystem) (#5807)
* some work

* equip: done
unequip: todo

* unequipping done & refactored events

* workin

* movin

* reee namespaces

* stun

* mobstate

* fixes

* some work on events

* removes serverside itemcomp & misc fixes

* work

* smol merge fix

* ports template to prototype & finishes ui

* moves relay & adds containerenumerator

* actions & cuffs

* my god what is actioncode

* more fixes

* im loosing my grasp on reality

* more fixes

* more work

* explosions

* yes

* more work

* more fixes

* merge master & misc fixed because i forgot to commit before merging master

* more fixes

* fixes

* moar

* more work

* moar fixes

* suffixmap

* more work on client

* motivation low

* no. no containers

* mirroring client to server

* fixes

* move serverinvcomp

* serverinventorycomponent is dead

* gaming

* only strippable & ai left...

* only ai and richtext left

* fixes ai

* fixes

* fixes sprite layers

* more fixes

* resolves optional

* yes

* stable™️

* fixes

* moar fixes

* moar

* fix some tests

* lmao

* no comment

* good to merge™️

* fixes build but for real

* adresses some reviews

* adresses some more reviews

* nullables, yo

* fixes lobbyscreen

* timid refactor to differentiate actor & target

* adresses more reviews

* more

* my god what a mess

* removed the rest of duplicates

* removed duplicate slotflags and renamed shoes to feet

* removes another unused one

* yes

* fixes lobby & makes tryunequip return unequipped item

* fixes

* some funny renames

* fixes

* misc improvements to attemptevents

* fixes

* merge fixes

Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
2021-12-30 22:56:10 +01:00

134 lines
4.9 KiB
C#

using System.Linq;
using System.Threading.Tasks;
using Content.Server.Hands.Components;
using Content.Server.PDA;
using Content.Shared.Access.Components;
using Content.Shared.Containers.ItemSlots;
using Content.Shared.Inventory;
using Content.Shared.Item;
using Content.Shared.PDA;
using NUnit.Framework;
using Robust.Server.Player;
using Robust.Shared.GameObjects;
namespace Content.IntegrationTests.Tests.PDA
{
public class PDAExtensionsTests : ContentIntegrationTest
{
private const string IdCardDummy = "DummyIdCard";
private const string PdaDummy = "DummyPda";
private static readonly string Prototypes = $@"
- type: entity
id: {IdCardDummy}
name: {IdCardDummy}
components:
- type: IdCard
- type: Item
- type: entity
id: {PdaDummy}
name: {PdaDummy}
components:
- type: PDA
idSlot:
name: ID Card
whitelist:
components:
- IdCard
- type: Item";
[Test]
public async Task PlayerGetIdComponent()
{
var clientOptions = new ClientIntegrationOptions
{
ExtraPrototypes = Prototypes
};
var serverOptions = new ServerIntegrationOptions
{
ExtraPrototypes = Prototypes
};
var (client, server) = await StartConnectedServerClientPair(clientOptions, serverOptions);
await Task.WhenAll(client.WaitIdleAsync(), server.WaitIdleAsync());
var sPlayerManager = server.ResolveDependency<IPlayerManager>();
var sEntityManager = server.ResolveDependency<IEntityManager>();
var invSystem = server.ResolveDependency<IEntitySystemManager>().GetEntitySystem<InventorySystem>();
await server.WaitAssertion(() =>
{
var player = sPlayerManager.Sessions.Single().AttachedEntity.GetValueOrDefault();
Assert.That(player != default);
// The player spawns with an ID on by default
Assert.NotNull(player.GetHeldId());
Assert.True(player.TryGetHeldId(out var id));
Assert.NotNull(id);
// Put PDA in hand
var dummyPda = sEntityManager.SpawnEntity(PdaDummy, sEntityManager.GetComponent<TransformComponent>(player).MapPosition);
var pdaItemComponent = sEntityManager.GetComponent<SharedItemComponent>(dummyPda);
sEntityManager.GetComponent<HandsComponent>(player).PutInHand(pdaItemComponent);
var pdaComponent = sEntityManager.GetComponent<PDAComponent>(dummyPda);
var pdaIdCard = sEntityManager.SpawnEntity(IdCardDummy, sEntityManager.GetComponent<TransformComponent>(player).MapPosition);
var itemSlots = sEntityManager.GetComponent<ItemSlotsComponent>(dummyPda);
sEntityManager.EntitySysManager.GetEntitySystem<ItemSlotsSystem>()
.TryInsert(dummyPda, pdaComponent.IdSlot, pdaIdCard, null);
var pdaContainedId = pdaComponent.ContainedID;
// The PDA in the hand should be found first
Assert.NotNull(player.GetHeldId());
Assert.True(player.TryGetHeldId(out id));
Assert.NotNull(id);
Assert.That(id, Is.EqualTo(pdaContainedId));
// Put ID card in hand
var idDummy = sEntityManager.SpawnEntity(IdCardDummy, sEntityManager.GetComponent<TransformComponent>(player).MapPosition);
var idItemComponent = sEntityManager.GetComponent<SharedItemComponent>(idDummy);
sEntityManager.GetComponent<HandsComponent>(player).PutInHand(idItemComponent);
var idCardComponent = sEntityManager.GetComponent<IdCardComponent>(idDummy);
// The ID in the hand should be found first
Assert.NotNull(player.GetHeldId());
Assert.True(player.TryGetHeldId(out id));
Assert.NotNull(id);
Assert.That(id, Is.EqualTo(idCardComponent));
// Remove all IDs and PDAs
Assert.That(invSystem.TryGetSlots(player, out var slots));
foreach (var slot in slots)
{
if(!invSystem.TryGetSlotEntity(player, slot.Name, out var item))
continue;
if (sEntityManager.HasComponent<PDAComponent>(item))
{
invSystem.TryUnequip(player, slot.Name, force: true);
}
}
var hands = sEntityManager.GetComponent<HandsComponent>(player);
hands.Drop(dummyPda, false);
hands.Drop(idDummy, false);
// No ID
Assert.Null(player.GetHeldId());
Assert.False(player.TryGetHeldId(out id));
Assert.Null(id);
});
}
}
}