* Pulling rework Fixing up the FOUR systems managing pulling, all the shitcode, and also making it nicer ingame. * More pulling cleanup * stats * More cleanup * First draft * More pulling * weh * Fix puller * Pulling working * Fix merge * Dunked * Self-merge time * Fix hotkey * Fix container changes * oop * Fix multi-pulling * Move alerts cleanup. * pulling fixes
46 lines
1.4 KiB
C#
46 lines
1.4 KiB
C#
using Content.Shared.Hands.Components;
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using Content.Shared.Movement.Pulling.Components;
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using Content.Shared.Prototypes;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Prototypes;
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namespace Content.IntegrationTests.Tests.Puller;
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#nullable enable
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[TestFixture]
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public sealed class PullerTest
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{
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/// <summary>
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/// Checks that needsHands on PullerComponent is not set on mobs that don't even have hands.
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/// </summary>
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[Test]
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public async Task PullerSanityTest()
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{
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await using var pair = await PoolManager.GetServerClient();
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var server = pair.Server;
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var compFactory = server.ResolveDependency<IComponentFactory>();
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var protoManager = server.ResolveDependency<IPrototypeManager>();
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await server.WaitAssertion(() =>
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{
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Assert.Multiple(() =>
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{
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foreach (var proto in protoManager.EnumeratePrototypes<EntityPrototype>())
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{
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if (!proto.TryGetComponent(out PullerComponent? puller))
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continue;
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if (!puller.NeedsHands)
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continue;
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Assert.That(proto.HasComponent<HandsComponent>(compFactory), $"Found puller {proto} with NeedsHand pulling but has no hands?");
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}
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});
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});
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await pair.CleanReturnAsync();
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}
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}
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