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