Files
tbd-station-14/Content.IntegrationTests/Tests/InventoryHelpersTest.cs
2021-12-05 18:09:01 +01:00

100 lines
3.4 KiB
C#

using System;
using System.Threading.Tasks;
using Content.Server.Inventory;
using Content.Server.Inventory.Components;
using Content.Server.Items;
using Content.Server.Stunnable;
using NUnit.Framework;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using static Content.Shared.Inventory.EquipmentSlotDefines;
namespace Content.IntegrationTests.Tests
{
[TestFixture]
[TestOf(typeof(InventoryHelpers))]
public class InventoryHelpersTest : ContentIntegrationTest
{
private const string Prototypes = @"
- type: entity
name: InventoryStunnableDummy
id: InventoryStunnableDummy
components:
- type: Inventory
- 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()
{
var options = new ServerIntegrationOptions {ExtraPrototypes = Prototypes};
var server = StartServer(options);
await server.WaitIdleAsync();
var sEntities = server.ResolveDependency<IEntityManager>();
EntityUid human = default;
InventoryComponent inventory = null;
await server.WaitAssertion(() =>
{
var mapMan = IoCManager.Resolve<IMapManager>();
mapMan.CreateNewMapEntity(MapId.Nullspace);
human = sEntities.SpawnEntity("InventoryStunnableDummy", MapCoordinates.Nullspace);
inventory = sEntities.GetComponent<InventoryComponent>(human);
// Can't do the test if this human doesn't have the slots for it.
Assert.That(inventory.HasSlot(Slots.INNERCLOTHING));
Assert.That(inventory.HasSlot(Slots.IDCARD));
Assert.That(inventory.SpawnItemInSlot(Slots.INNERCLOTHING, "InventoryJumpsuitJanitorDummy", true));
// Do we actually have the uniform equipped?
Assert.That(inventory.TryGetSlotItem(Slots.INNERCLOTHING, out ItemComponent uniform));
Assert.That(sEntities.GetComponent<MetaDataComponent>(uniform.Owner).EntityPrototype is
{
ID: "InventoryJumpsuitJanitorDummy"
});
EntitySystem.Get<StunSystem>().TryStun(human, TimeSpan.FromSeconds(1f));
// Since the mob is stunned, they can't equip this.
Assert.That(inventory.SpawnItemInSlot(Slots.IDCARD, "InventoryIDCardDummy", true), Is.False);
// Make sure we don't have the ID card equipped.
Assert.That(inventory.TryGetSlotItem(Slots.IDCARD, out ItemComponent _), Is.False);
// Let's try skipping the interaction check and see if it equips it!
Assert.That(inventory.SpawnItemInSlot(Slots.IDCARD, "InventoryIDCardDummy"));
Assert.That(inventory.TryGetSlotItem(Slots.IDCARD, out ItemComponent id));
Assert.That(sEntities.GetComponent<MetaDataComponent>(id.Owner).EntityPrototype is
{
ID: "InventoryIDCardDummy"
});
});
}
}
}