* HandsGuiState * Gui state setting methods * code cleanup * Removes TryGetHands * ClientHand * Gui Hands * Refactor WIP 1 * Hand index * refactors 2 * wip 3 * wip 4 * wiip 4 * wip 5 * wip 6 * wip 7 * wip 8 * wip 9 * wip 11 * Hand ui mostly looks fine * hands gui cleanup 1 * cleanup 2 * wip 13 * hand enabled * stuff * Hands gui gap fix * onpressed test * hand gui buttons events work * bag activation works * fix item use * todo comment * hands activate fix * Moves Client Hands back to using strings to identify active hand * fixes action hand highlighting * diff fix * serverhand * SharedHand * SharedHand, IReadOnlyHand * Client Hands only stores SharedHand * cleanup server hands * server hand container shutdown * misc renames, refactors of serverhand * stuff 1 * stuff 3 * server hand refactor 1 * Undo API changes to remove massive diff * More API name fixes * server hands cleanup 2 * cleanup 3 * dropping cleanup * Cleanup 4 * MoveItemFromHand * Stuff * region sorting * Hand Putter methods cleanup * stuff 2 * Merges all of serverhand and clienthand into sharedhand * Other hands systems, hack to make inhands update (gui state set every frame, visualzier updated every frame) * GetFinalDropCoordinates cleanup * SwapHands cleanup * Moves server hands code to shared hands * Fixed hand selected and deselected * Naming fixes * Server hands system cleanup * Hands privacy fixes * Client hand updates when containers are modified * HeldItemVisualizer * Fixes hand gui item status panel * method name fix * Swap hands prediction * Dropping prediction * Fixes pickup entity animation * Fixes HeldItemsVisualizer * moves item pickup to shared * PR cleanup * fixes hand enabling/disabling * build fix * Conflict fixes * Fixes pickup animation * Uses component directed message subscriptions * event unsubscriptions in hand system * unsubscribe fix * CanInsertEntityIntoHand checks if hand is enabled * Moving items from one hand to another checks if the hands can pick up and drop * Fixes stop pulling not re-enabling hand * Fixes pickup animation for entities containers on the floor * Fixes using held items * Fixes multiple hands guis appearing * test fix * removes obsolete system sunsubscribes * Checks IsFirstTimePredicted before playing drop animation * fixes hand item deleted crash * Uses Get to get other system * Replaces AppearanceComponent with SharedAppearanceComponent * Replaces EnsureComponent with TryGetComponent * Improves event class names * Moves property up to top of class * Moves code for determining the hand visualizer rsi state into the visualizer instead of being determined on hand component * Eventbus todo comment * Yaml fix for changed visualizer name * Makes HandsVisuals a byte * Removes state from HandsVisualizer * Fixes hand using interaction method name * Namespace changes fixes * Fix for changed hand interaction method * missing } * conflict build fix * Moves cleint HandsSystem to correct folder * Moved namespace fix for interaction test * Moves Handsvisualizer ot correct folder * Moves SharedHandsSystem to correct folder * Fixes errors from moving namespace of hand systems * Fixes PDA component changes * Fixes ActionsComponent diff * Fixes inventory component diff * fixes null ref * Replaces obsolete Loc.GetString usage with fluent translations * Fluent for hands disarming * SwapHands and Drop user input specify to the server which hand * Pickup animation WorldPosiiton todo * Cleans up hands gui subscription handling * Fixes change in ActionBlockerSystem access * Namespace references fixes * HandsComponent PlayerAttached/Detached messages are handled through eventbus * Fixes GasCanisterSystem drop method usage * Fix gameticker equipping method at new location Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
103 lines
3.8 KiB
C#
103 lines
3.8 KiB
C#
#nullable enable
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using System.Linq;
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using System.Threading.Tasks;
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using Content.Server.Cuffs.Components;
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using Content.Server.Hands.Components;
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using Content.Shared.Body.Components;
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using NUnit.Framework;
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using Robust.Server.Console;
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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 Robust.Shared.Maths;
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using HandsComponent = Content.Client.Hands.HandsComponent;
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namespace Content.IntegrationTests.Tests.GameObjects.Components.ActionBlocking
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{
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[TestFixture]
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[TestOf(typeof(CuffableComponent))]
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[TestOf(typeof(HandcuffComponent))]
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public class HandCuffTest : ContentIntegrationTest
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{
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private const string Prototypes = @"
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- type: entity
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name: HumanDummy
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id: HumanDummy
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components:
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- type: Cuffable
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- type: Hands
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- type: Body
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template: HumanoidTemplate
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preset: HumanPreset
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centerSlot: torso
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- type: entity
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name: HandcuffsDummy
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id: HandcuffsDummy
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components:
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- type: Handcuff
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";
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[Test]
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public async Task Test()
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{
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var options = new ServerIntegrationOptions{ExtraPrototypes = Prototypes};
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var server = StartServerDummyTicker(options);
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IEntity human;
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IEntity otherHuman;
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IEntity cuffs;
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IEntity secondCuffs;
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CuffableComponent cuffed;
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IHandsComponent hands;
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server.Assert(() =>
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{
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var mapManager = IoCManager.Resolve<IMapManager>();
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var mapId = mapManager.CreateMap();
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var coordinates = new MapCoordinates(Vector2.Zero, mapId);
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var entityManager = IoCManager.Resolve<IEntityManager>();
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// Spawn the entities
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human = entityManager.SpawnEntity("HumanDummy", coordinates);
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otherHuman = entityManager.SpawnEntity("HumanDummy", coordinates);
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cuffs = entityManager.SpawnEntity("HandcuffsDummy", coordinates);
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secondCuffs = entityManager.SpawnEntity("HandcuffsDummy", coordinates);
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human.Transform.WorldPosition = otherHuman.Transform.WorldPosition;
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// Test for components existing
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Assert.True(human.TryGetComponent(out cuffed!), $"Human has no {nameof(CuffableComponent)}");
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Assert.True(human.TryGetComponent(out hands!), $"Human has no {nameof(HandsComponent)}");
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Assert.True(human.TryGetComponent(out SharedBodyComponent _), $"Human has no {nameof(SharedBodyComponent)}");
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Assert.True(cuffs.TryGetComponent(out HandcuffComponent _), $"Handcuff has no {nameof(HandcuffComponent)}");
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Assert.True(secondCuffs.TryGetComponent(out HandcuffComponent _), $"Second handcuffs has no {nameof(HandcuffComponent)}");
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// Test to ensure cuffed players register the handcuffs
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cuffed.TryAddNewCuffs(human, cuffs);
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Assert.True(cuffed.CuffedHandCount > 0, "Handcuffing a player did not result in their hands being cuffed");
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// Test to ensure a player with 4 hands will still only have 2 hands cuffed
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AddHand(cuffed.Owner);
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AddHand(cuffed.Owner);
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Assert.That(cuffed.CuffedHandCount, Is.EqualTo(2));
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Assert.That(hands.HandNames.Count(), Is.EqualTo(4));
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// Test to give a player with 4 hands 2 sets of cuffs
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cuffed.TryAddNewCuffs(human, secondCuffs);
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Assert.True(cuffed.CuffedHandCount == 4, "Player doesn't have correct amount of hands cuffed");
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});
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await server.WaitIdleAsync();
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}
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private void AddHand(IEntity to)
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{
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var host = IoCManager.Resolve<IServerConsoleHost>();
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host.ExecuteCommand(null, $"addhand {to.Uid}");
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}
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}
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}
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