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* Scope creep my ass * why was this shit not pushed???? * gone... * fix that * review plus buildd * asfsafsafsafsafas * grug * burber * I'll fix this later * shrimply die * also this * it's snerf or snuthin * assaads * round snend * aaaa * fix this shit for real * actually, don't start GameRules until MapInit now that I think aboot it. * forgot u * don't actually need this part nullable * Deffer comp removal * one liner * do that too * chungus * Honestly makes more sense here, plus WHY are we doing all that shit on "GameRuleAdded" rather than GameRuleStarted(?) * deferred removal :V * aaaaaaaaaaaaaaa * whhop * Whoop * better * landmine that I placed for myself then forgot about lmao * cleanup * FUCKING `!` * gotovo * amogus * please don't check by metadata I beg * waawsasfdfsasfa * sfafsasfafsas * fdsaasffsasfa * code * fix * fasasffasfasfsad * chungaas * I may be stupid * gra * graaaaaaaaaaaaaaaaa * comment * gra * clearing is not predicted and would require major refactors, so don't cache on client. * lame shit :P * last holes * nukeopsfsafsasafsfafsa * why was that shit public bruh * bubrbgwahrghfaka * dynamic * revert change that did nothing lmao
95 lines
2.9 KiB
C#
95 lines
2.9 KiB
C#
using System.Collections.Generic;
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using Content.IntegrationTests.Fixtures;
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using Content.Server.Station.Systems;
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using Content.Shared.Inventory;
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using Content.Shared.Preferences;
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using Content.Shared.Preferences.Loadouts;
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using Content.Shared.Station.Systems;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Prototypes;
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namespace Content.IntegrationTests.Tests.Preferences;
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[TestFixture]
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public sealed class LoadoutTests : GameTest
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{
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[TestPrototypes]
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private const string Prototypes = @"
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- type: playTimeTracker
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id: PlayTimeLoadoutTester
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- type: loadout
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id: TestJumpsuit
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equipment:
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jumpsuit: ClothingUniformJumpsuitColorGrey
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- type: loadoutGroup
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id: LoadoutTesterJumpsuit
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name: generic-unknown
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loadouts:
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- TestJumpsuit
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- type: roleLoadout
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id: JobLoadoutTester
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groups:
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- LoadoutTesterJumpsuit
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- type: job
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id: LoadoutTester
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playTimeTracker: PlayTimeLoadoutTester
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";
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private readonly Dictionary<string, EntProtoId> _expectedEquipment = new()
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{
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["jumpsuit"] = "ClothingUniformJumpsuitColorGrey"
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};
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public override PoolSettings PoolSettings => new()
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{
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Dirty = true,
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};
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/// <summary>
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/// Checks that an empty loadout still spawns with default gear and not naked.
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/// </summary>
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[Test]
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public async Task TestEmptyLoadout()
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{
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var pair = Pair;
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var server = pair.Server;
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var entManager = server.ResolveDependency<IEntityManager>();
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// Check that an empty role loadout spawns gear
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var stationSystem = entManager.System<StationSpawningSystem>();
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var inventorySystem = entManager.System<InventorySystem>();
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var testMap = await pair.CreateTestMap();
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await server.WaitAssertion(() =>
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{
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var profile = new HumanoidCharacterProfile();
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profile.SetLoadout(new RoleLoadout("LoadoutTester"));
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var tester = stationSystem.SpawnPlayerMob(testMap.GridCoords, job: "LoadoutTester", profile, station: null);
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var slotQuery = inventorySystem.GetSlotEnumerator(tester);
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var checkedCount = 0;
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while (slotQuery.NextItem(out var item, out var slot))
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{
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// Make sure the slot is valid
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Assert.That(_expectedEquipment.TryGetValue(slot.Name, out var expectedItem), $"Spawned item in unexpected slot: {slot.Name}");
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// Make sure that the item is the right one
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var meta = entManager.GetComponent<MetaDataComponent>(item);
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Assert.That(meta.EntityPrototype.ID, Is.EqualTo(expectedItem.Id), $"Spawned wrong item in slot {slot.Name}!");
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checkedCount++;
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}
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// Make sure the number of items is the same
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Assert.That(checkedCount, Is.EqualTo(_expectedEquipment.Count), "Number of items does not match expected!");
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entManager.DeleteEntity(tester);
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});
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}
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}
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