Files
tbd-station-14/Content.IntegrationTests/Tests/GameObjects/Components/ActionBlocking/CuffUnitTest.cs
Acruid 8b5d66050a Console Unify API Changes (#3059)
* Remove unused IChatCommand.

* Lots of refactoring into a shared context.

* Removed ICommonSession from server concmd Execute.

* Added argStr parameter to concmd execute.

* The execute function of client concmds now returns void, use the new shell.RemoteExecuteCommand function to forward commands.

* Finally move shells and commands into shared.

* Console commands can now be registered directly without a class in a shared context.

* Engine API Changes.

* Repair rebase damage.

* Update Submodule.
2021-02-01 16:49:43 -08:00

104 lines
3.9 KiB
C#

#nullable enable
using System.Linq;
using System.Threading.Tasks;
using Content.Client.GameObjects.Components.Items;
using Content.Server.GameObjects.Components.ActionBlocking;
using Content.Server.GameObjects.Components.Body;
using Content.Server.Interfaces.GameObjects.Components.Items;
using Content.Shared.GameObjects.Components.Body;
using NUnit.Framework;
using Robust.Server.Console;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.IoC;
using Robust.Shared.Map;
namespace Content.IntegrationTests.Tests.GameObjects.Components.ActionBlocking
{
[TestFixture]
[TestOf(typeof(CuffableComponent))]
[TestOf(typeof(HandcuffComponent))]
public class CuffUnitTest : ContentIntegrationTest
{
private const string PROTOTYPES = @"
- type: entity
name: HumanDummy
id: HumanDummy
components:
- type: Cuffable
- type: Hands
- type: Body
template: HumanoidTemplate
preset: HumanPreset
centerSlot: torso
- type: entity
name: HandcuffsDummy
id: HandcuffsDummy
components:
- type: Handcuff
";
[Test]
public async Task Test()
{
var options = new ServerIntegrationOptions{ExtraPrototypes = PROTOTYPES};
var server = StartServerDummyTicker(options);
IEntity human;
IEntity otherHuman;
IEntity cuffs;
IEntity secondCuffs;
HandcuffComponent handcuff;
HandcuffComponent secondHandcuff;
CuffableComponent cuffed;
IHandsComponent hands;
IBody body;
server.Assert(() =>
{
var mapManager = IoCManager.Resolve<IMapManager>();
mapManager.CreateNewMapEntity(MapId.Nullspace);
var entityManager = IoCManager.Resolve<IEntityManager>();
// Spawn the entities
human = entityManager.SpawnEntity("HumanDummy", MapCoordinates.Nullspace);
otherHuman = entityManager.SpawnEntity("HumanDummy", MapCoordinates.Nullspace);
cuffs = entityManager.SpawnEntity("HandcuffsDummy", MapCoordinates.Nullspace);
secondCuffs = entityManager.SpawnEntity("HandcuffsDummy", MapCoordinates.Nullspace);
human.Transform.WorldPosition = otherHuman.Transform.WorldPosition;
// Test for components existing
Assert.True(human.TryGetComponent(out cuffed!), $"Human has no {nameof(CuffableComponent)}");
Assert.True(human.TryGetComponent(out hands!), $"Human has no {nameof(HandsComponent)}");
Assert.True(human.TryGetComponent(out body!), $"Human has no {nameof(IBody)}");
Assert.True(cuffs.TryGetComponent(out handcuff!), $"Handcuff has no {nameof(HandcuffComponent)}");
Assert.True(secondCuffs.TryGetComponent(out secondHandcuff!), $"Second handcuffs has no {nameof(HandcuffComponent)}");
// Test to ensure cuffed players register the handcuffs
cuffed.AddNewCuffs(cuffs);
Assert.True(cuffed.CuffedHandCount > 0, "Handcuffing a player did not result in their hands being cuffed");
// Test to ensure a player with 4 hands will still only have 2 hands cuffed
AddHand(cuffed.Owner);
AddHand(cuffed.Owner);
Assert.True(cuffed.CuffedHandCount == 2 && hands.Hands.Count() == 4, "Player doesn't have correct amount of hands cuffed");
// Test to give a player with 4 hands 2 sets of cuffs
cuffed.AddNewCuffs(secondCuffs);
Assert.True(cuffed.CuffedHandCount == 4, "Player doesn't have correct amount of hands cuffed");
});
await server.WaitIdleAsync();
}
private void AddHand(IEntity to)
{
var host = IoCManager.Resolve<IServerConsoleHost>();
host.ExecuteCommand(null, $"addhand {to.Uid}");
}
}
}