* Cleanup PuddleTest * Cleanup GravityGridTest * Cleanup PowerTest * Cleanup SaveLoadMapTest * Cleanup Body tests * Cleanup ContainerOcclusionTest * Cleanup AirlockTest * Cleanup DamageableTest * Cleanup EntityTest * Cleanup FluidSpillTest * Cleanup FollowerSystemTest * Cleanup HandCuffTest * Cleanup InteractionSystemTests * Cleanup InRangeUnobstructed * Cleanup SimplePredictReconcileTest * Cleanup PostMapInitTest * Cleanup SalvageTest * Cleanup SaveLoadSaveTest * Cleanup ShuttleTest * Cleanup MaterialArbitrageTest * Cleanup PrototypeSaveTest * Fix ShuttleTest * Bunch of small ones * Move JobTests to Station directory * More small fixes * Cleanup InteractionTest.Helpers Had to change a method signature, so some callers were modified too. * Missed one
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, compFactory))
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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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