* Moved pen slot to separate component * Moved it all to more generic item slot class * Add sounds * Item slots now supports many slots * Some clean-up * Refactored slots a bit * Moving ID card out * Moving pda to system * Moving PDA owner to ECS * Moved PDA flashlight to separate component * Toggle lights work through events * Fixing UI * Moving uplink to separate component * Continue moving uplink to separate component * More cleaning * Removing pda shared * Nuked shared pda component * Fixed flashlight * Pen slot now showed in UI * Light toggle now shows correctly in UI * Small refactoring of item slots * Added contained entity * Fixed tests * Finished with PDA * Moving PDA uplink to separate window * Adding-removing uplink should show new button * Working on a better debug * Debug command to add uplink * Uplink send state to UI * Almost working UI * Uplink correcty updates when you buy-sell items * Ups * Moved localization to separate file * Minor fixes * Removed item slots methods events * Removed PDA owner name * Removed one uplink event * Deleted all uplink events * Removed flashlight events * Update Content.Shared/Traitor/Uplink/UplinkVisuals.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/Containers/ItemSlot/ItemSlotsSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/Containers/ItemSlot/ItemSlotsSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/GameTicking/Presets/PresetTraitorDeathMatch.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Item slots system review * Flashlight review * PDA to XAML * Move UplinkMenu to seperate class, fix WeightedColors methods * Move UI to XAML * Moved events to entity id * Address review * Removed uplink extensions * Minor fix * Moved item slots to shared * My bad Robust... * Fixed pda sound * Fixed pda tests * Fixed pda test again Co-authored-by: Alexander Evgrashin <evgrashin.adl@gmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Visne <vincefvanwijk@gmail.com>
136 lines
4.6 KiB
C#
136 lines
4.6 KiB
C#
using System.Linq;
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using System.Threading.Tasks;
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using Content.Server.Access.Components;
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using Content.Shared.Containers.ItemSlots;
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using Content.Server.Hands.Components;
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using Content.Server.Inventory.Components;
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using Content.Server.Items;
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using Content.Server.PDA;
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using NUnit.Framework;
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using Robust.Server.Player;
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using Robust.Shared.GameObjects;
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namespace Content.IntegrationTests.Tests.PDA
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{
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public class PDAExtensionsTests : ContentIntegrationTest
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{
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private const string IdCardDummy = "DummyIdCard";
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private const string PdaDummy = "DummyPda";
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private static readonly string Prototypes = $@"
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- type: entity
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id: {IdCardDummy}
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name: {IdCardDummy}
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components:
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- type: IdCard
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- type: Item
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- type: entity
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id: {PdaDummy}
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name: {PdaDummy}
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components:
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- type: ItemSlots
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slots:
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pda_id_slot:
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whitelist:
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components:
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- IdCard
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- type: PDA
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- type: Item";
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[Test]
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public async Task PlayerGetIdComponent()
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{
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var clientOptions = new ClientIntegrationOptions
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{
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ExtraPrototypes = Prototypes
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};
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var serverOptions = new ServerIntegrationOptions
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{
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ExtraPrototypes = Prototypes
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};
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var (client, server) = await StartConnectedServerClientPair(clientOptions, serverOptions);
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await Task.WhenAll(client.WaitIdleAsync(), server.WaitIdleAsync());
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var sPlayerManager = server.ResolveDependency<IPlayerManager>();
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var sEntityManager = server.ResolveDependency<IEntityManager>();
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await server.WaitAssertion(() =>
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{
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var player = sPlayerManager.GetAllPlayers().Single().AttachedEntity;
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Assert.NotNull(player);
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// The player spawns with an ID on by default
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Assert.NotNull(player.GetHeldId());
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Assert.True(player.TryGetHeldId(out var id));
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Assert.NotNull(id);
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// Put PDA in hand
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var dummyPda = sEntityManager.SpawnEntity(PdaDummy, player.Transform.MapPosition);
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var pdaItemComponent = dummyPda.GetComponent<ItemComponent>();
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player.GetComponent<IHandsComponent>().PutInHand(pdaItemComponent);
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var pdaComponent = dummyPda.GetComponent<PDAComponent>();
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var pdaIdCard = sEntityManager.SpawnEntity(IdCardDummy, player.Transform.MapPosition);
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var itemSlots = dummyPda.GetComponent<SharedItemSlotsComponent>();
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sEntityManager.EntitySysManager.GetEntitySystem<SharedItemSlotsSystem>()
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.TryInsertContent(itemSlots, pdaIdCard, PDAComponent.IDSlotName);
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var pdaContainedId = pdaComponent.ContainedID;
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// The PDA in the hand should be found first
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Assert.NotNull(player.GetHeldId());
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Assert.True(player.TryGetHeldId(out id));
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Assert.NotNull(id);
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Assert.That(id, Is.EqualTo(pdaContainedId));
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// Put ID card in hand
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var idDummy = sEntityManager.SpawnEntity(IdCardDummy, player.Transform.MapPosition);
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var idItemComponent = idDummy.GetComponent<ItemComponent>();
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player.GetComponent<IHandsComponent>().PutInHand(idItemComponent);
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var idCardComponent = idDummy.GetComponent<IdCardComponent>();
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// The ID in the hand should be found first
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Assert.NotNull(player.GetHeldId());
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Assert.True(player.TryGetHeldId(out id));
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Assert.NotNull(id);
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Assert.That(id, Is.EqualTo(idCardComponent));
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// Remove all IDs and PDAs
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var inventory = player.GetComponent<InventoryComponent>();
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foreach (var slot in inventory.Slots)
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{
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var item = inventory.GetSlotItem(slot);
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if (item == null)
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{
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continue;
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}
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if (item.Owner.HasComponent<PDAComponent>())
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{
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inventory.ForceUnequip(slot);
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}
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}
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var hands = player.GetComponent<IHandsComponent>();
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hands.Drop(dummyPda, false);
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hands.Drop(idDummy, false);
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// No ID
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Assert.Null(player.GetHeldId());
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Assert.False(player.TryGetHeldId(out id));
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Assert.Null(id);
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});
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}
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}
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}
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