* 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>
53 lines
1.8 KiB
C#
53 lines
1.8 KiB
C#
using System.Threading.Tasks;
|
|
using Content.Server.Clothing.Components;
|
|
using Content.Server.Inventory;
|
|
using Content.Shared.Inventory;
|
|
using Content.Shared.Item;
|
|
using NUnit.Framework;
|
|
using Robust.Shared.Containers;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.IoC;
|
|
using Robust.Shared.Map;
|
|
|
|
namespace Content.IntegrationTests.Tests
|
|
{
|
|
[TestFixture]
|
|
public class DeleteInventoryTest : ContentIntegrationTest
|
|
{
|
|
// Test that when deleting an entity with an InventoryComponent,
|
|
// any equipped items also get deleted.
|
|
[Test]
|
|
public async Task Test()
|
|
{
|
|
var server = StartServer();
|
|
|
|
await server.WaitAssertion(() =>
|
|
{
|
|
// Spawn everything.
|
|
var mapMan = IoCManager.Resolve<IMapManager>();
|
|
var invSystem = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<InventorySystem>();
|
|
|
|
mapMan.CreateNewMapEntity(MapId.Nullspace);
|
|
|
|
var entMgr = IoCManager.Resolve<IEntityManager>();
|
|
var container = entMgr.SpawnEntity(null, MapCoordinates.Nullspace);
|
|
entMgr.AddComponent<ServerInventoryComponent>(container);
|
|
entMgr.AddComponent<ContainerManagerComponent>(container);
|
|
|
|
var child = entMgr.SpawnEntity(null, MapCoordinates.Nullspace);
|
|
var item = entMgr.AddComponent<ItemComponent>(child);
|
|
item.SlotFlags = SlotFlags.HEAD;
|
|
|
|
// Equip item.
|
|
Assert.That(invSystem.TryEquip(container, child, "head"), Is.True);
|
|
|
|
// Delete parent.
|
|
entMgr.DeleteEntity(container);
|
|
|
|
// Assert that child item was also deleted.
|
|
Assert.That(item.Deleted, Is.True);
|
|
});
|
|
}
|
|
}
|
|
}
|