using Content.Server.Traitor.Uplink;
using Content.Shared.FixedPoint;
using Content.Shared.Inventory;
+using Content.Shared.Mind;
using Content.Shared.Store;
using Content.Shared.Store.Components;
using Content.Shared.StoreDiscount.Components;
await server.WaitAssertion(() =>
{
var invSystem = entManager.System<InventorySystem>();
+ var mindSystem = entManager.System<SharedMindSystem>();
human = entManager.SpawnEntity("HumanUniformDummy", coordinates);
uniform = entManager.SpawnEntity("UniformDummy", coordinates);
Assert.That(invSystem.TryEquip(human, uniform, "jumpsuit"));
Assert.That(invSystem.TryEquip(human, pda, "id"));
+ var mind = mindSystem.CreateMind(null);
+ mindSystem.TransferTo(mind, human, mind: mind);
+
FixedPoint2 originalBalance = 20;
uplinkSystem.AddUplink(human, originalBalance, null, true);