Files
tbd-station-14/Content.IntegrationTests/Tests/InventoryHelpersTest.cs
Swept f46a6a8d81 Copyright Pass/Pruning | Part 1 - Clothing (#2539)
* Backpacks/Belts

* Cleans up Headsets

* Glasses and Gloves (Remind me to make an alpha for those stupid gloves)

* This commit has taken too many of my damn tears please appreciate it

* Holy SHIT that was an ordeal

* NECK and MASKS

* Jumpsuits/skirts

* Goodbye old color.rsi

* Outerclothing

* More Outerclothing

* It builds now

* More ID organization :)

* Gloves up to scratch

* My piss burns

* GLasses

* Added some more glasses

* Mission control we are ready for review

* Hotfix

* Cleanup

* Fix not commenting out whole line in contents

* duffelbag => duffel bag

* Update Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Fixed Breath Mask

* Scrubs

* New line

* Fixed Build

* Ok

* Update engivend.yml

* Fix meson glasses prototype in boxes

* Fix prototype name for sec glasses in boxes

* Fix InventoryHelpersTest janitor jumpsuit prototype

* Fix outdated stationstation prototypes

* Fix vending machines having invalid starting inventories

* Fix chapel vending machine

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2020-11-22 15:17:14 +11:00

80 lines
3.1 KiB
C#

using System.IO;
using System.Threading.Tasks;
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.Utility;
using NUnit.Framework;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using static Content.Shared.GameObjects.Components.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: Stunnable
";
[Test]
public async Task SpawnItemInSlotTest()
{
var options = new ServerIntegrationOptions {ExtraPrototypes = PROTOTYPES};
var server = StartServerDummyTicker(options);
IEntity human = null;
InventoryComponent inventory = null;
StunnableComponent stun = null;
server.Assert(() =>
{
var mapMan = IoCManager.Resolve<IMapManager>();
mapMan.CreateNewMapEntity(MapId.Nullspace);
var entityMan = IoCManager.Resolve<IEntityManager>();
human = entityMan.SpawnEntity("InventoryStunnableDummy", MapCoordinates.Nullspace);
inventory = human.GetComponent<InventoryComponent>();
stun = human.GetComponent<StunnableComponent>();
// 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, "ClothingUniformJumpsuitJanitor", true));
// Do we actually have the uniform equipped?
Assert.That(inventory.TryGetSlotItem(Slots.INNERCLOTHING, out ItemComponent uniform));
Assert.That(uniform.Owner.Prototype != null && uniform.Owner.Prototype.ID == "ClothingUniformJumpsuitJanitor");
stun.Stun(1f);
// Since the mob is stunned, they can't equip this.
Assert.That(inventory.SpawnItemInSlot(Slots.IDCARD, "AssistantIDCard", 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, "AssistantIDCard", false));
Assert.That(inventory.TryGetSlotItem(Slots.IDCARD, out ItemComponent id));
Assert.That(id.Owner.Prototype != null && id.Owner.Prototype.ID == "AssistantIDCard");
});
await server.WaitIdleAsync();
}
}
}