Remove prototype ignore lists from some tests (#19366)
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@@ -63,7 +63,8 @@ public sealed class StealthSystem : SharedStealthSystem
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private void OnShutdown(EntityUid uid, StealthComponent component, ComponentShutdown args)
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private void OnShutdown(EntityUid uid, StealthComponent component, ComponentShutdown args)
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{
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{
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SetShader(uid, false, component);
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if (!Terminating(uid))
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SetShader(uid, false, component);
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}
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}
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private void OnShaderRender(EntityUid uid, StealthComponent component, BeforePostShaderRenderEvent args)
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private void OnShaderRender(EntityUid uid, StealthComponent component, BeforePostShaderRenderEvent args)
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@@ -153,17 +153,10 @@ namespace Content.IntegrationTests.Tests
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.Select(p => p.ID)
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.Select(p => p.ID)
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.ToList();
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.ToList();
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// for whatever reason, stealth boxes are breaking this test. Surplus crates have a chance of spawning them.
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// TODO fix whatever is going wrong here.
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HashSet<string> ignored = new() { "GhostBox", "StealthBox", "CrateSyndicateSurplusBundle", "CrateSyndicateSuperSurplusBundle" };
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await server.WaitPost(() =>
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await server.WaitPost(() =>
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{
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{
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foreach (var protoId in protoIds)
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foreach (var protoId in protoIds)
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{
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{
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if (ignored.Contains(protoId))
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continue;
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var mapId = mapManager.CreateMap();
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var mapId = mapManager.CreateMap();
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var grid = mapManager.CreateGrid(mapId);
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var grid = mapManager.CreateGrid(mapId);
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var ent = sEntMan.SpawnEntity(protoId, new EntityCoordinates(grid.Owner, 0.5f, 0.5f));
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var ent = sEntMan.SpawnEntity(protoId, new EntityCoordinates(grid.Owner, 0.5f, 0.5f));
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@@ -71,7 +71,7 @@ public sealed partial class MindTests
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[Test]
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[Test]
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public async Task TestGhostOnDeleteMap()
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public async Task TestGhostOnDeleteMap()
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{
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{
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await using var pairTracker = await SetupPair();
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await using var pairTracker = await SetupPair(dirty: true);
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var server = pairTracker.Pair.Server;
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var server = pairTracker.Pair.Server;
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var testMap = await PoolManager.CreateTestMap(pairTracker);
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var testMap = await PoolManager.CreateTestMap(pairTracker);
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var coordinates = testMap.GridCoords;
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var coordinates = testMap.GridCoords;
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@@ -29,18 +29,9 @@ namespace Content.IntegrationTests.Tests;
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[TestFixture]
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[TestFixture]
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public sealed class PrototypeSaveTest
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public sealed class PrototypeSaveTest
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{
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{
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private readonly HashSet<string> _ignoredPrototypes = new()
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{
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"Singularity", // physics collision uses "AllMask" (-1). The flag serializer currently fails to save this because this features un-named bits.
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"constructionghost",
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// Don't add to this list unless you have a good reason
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// Or it is just temporary because tests stopped working and now master has too many broken entities.
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};
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[Test]
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[Test]
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public async Task UninitializedSaveTest()
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public async Task UninitializedSaveTest()
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{
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{
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// Apparently SpawnTest fails to clean up properly. Due to the similarities, I'll assume this also fails.
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await using var pairTracker = await PoolManager.GetServerClient();
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await using var pairTracker = await PoolManager.GetServerClient();
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var server = pairTracker.Pair.Server;
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var server = pairTracker.Pair.Server;
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@@ -92,9 +83,6 @@ public sealed class PrototypeSaveTest
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if (!prototype.MapSavable)
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if (!prototype.MapSavable)
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continue;
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continue;
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if (_ignoredPrototypes.Contains(prototype.ID))
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continue;
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if (prototype.SetSuffix == "DEBUG")
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if (prototype.SetSuffix == "DEBUG")
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continue;
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continue;
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@@ -165,10 +153,7 @@ public sealed class PrototypeSaveTest
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var diff = compMapping.Except(protoMapping);
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var diff = compMapping.Except(protoMapping);
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if (diff != null && diff.Children.Count != 0)
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if (diff != null && diff.Children.Count != 0)
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{
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Assert.Fail($"Prototype {prototype.ID} modifies component on spawn: {compName}. Modified yaml:\n{diff}");
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var modComps = string.Join(",", diff.Keys.Select(x => x.ToString()));
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Assert.Fail($"Prototype {prototype.ID} modifies component on spawn: {compName}. Modified fields: {modComps}");
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}
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}
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}
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else
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else
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{
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{
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@@ -17,6 +17,8 @@
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colliderFixtureId: EventHorizonCollider
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colliderFixtureId: EventHorizonCollider
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consumerFixtureId: EventHorizonConsumer
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consumerFixtureId: EventHorizonConsumer
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- type: GravityWell # To make the singularity attract things.
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- type: GravityWell # To make the singularity attract things.
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baseRadialAcceleration: 10
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maxRange: 4
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- type: Fixtures
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- type: Fixtures
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fixtures:
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fixtures:
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EventHorizonCollider:
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EventHorizonCollider:
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@@ -43,11 +45,16 @@
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energy: 180
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energy: 180
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level: 1
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level: 1
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radsPerLevel: 2
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radsPerLevel: 2
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energyLoss: 1
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- type: RandomWalk # To make the singularity move around.
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- type: RandomWalk # To make the singularity move around.
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maxSpeed: 2.5
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minSpeed: 1.875
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- type: SingularityDistortion
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- type: SingularityDistortion
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intensity: 20
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falloffPower: 2.529822
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intensity: 3645
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- type: RadiationSource
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- type: RadiationSource
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slope: 0.2 # its emit really far away
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slope: 0.2 # its emit really far away
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intensity: 2
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- type: PointLight
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- type: PointLight
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enabled: true
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enabled: true
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radius: 10
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radius: 10
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@@ -50,7 +50,6 @@
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- type: Tag
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- type: Tag
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tags:
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tags:
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- DoorBumpOpener
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- DoorBumpOpener
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- type: InteractionOutline
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- type: Construction
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- type: Construction
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graph: BaseBigBox
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graph: BaseBigBox
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node: basebigbox
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node: basebigbox
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@@ -66,6 +65,7 @@
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- type: Damageable
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- type: Damageable
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damageModifierSet: FlimsyMetallic #Syndicate boxes should have a bit of protection
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damageModifierSet: FlimsyMetallic #Syndicate boxes should have a bit of protection
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- type: Stealth
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- type: Stealth
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hadOutline: true
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- type: StealthOnMove
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- type: StealthOnMove
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passiveVisibilityRate: -0.37
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passiveVisibilityRate: -0.37
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movementVisibilityRate: 0.20
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movementVisibilityRate: 0.20
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@@ -74,6 +74,7 @@
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id: BigBox
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id: BigBox
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parent: BaseBigBox
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parent: BaseBigBox
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components:
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components:
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- type: InteractionOutline
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- type: Destructible
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- type: Destructible
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thresholds:
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thresholds:
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- trigger:
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- trigger:
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