Fix nukeops ending early if an operative dies at base (#29642)
Fix nukeops ending early if an operative died at base
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@@ -7,6 +7,7 @@ using Content.Server.GameTicking.Rules.Components;
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using Content.Server.Mind;
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using Content.Server.Pinpointer;
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using Content.Server.Roles;
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using Content.Server.RoundEnd;
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using Content.Server.Shuttles.Components;
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using Content.Server.Station.Components;
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using Content.Shared.CCVar;
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@@ -49,6 +50,7 @@ public sealed class NukeOpsTest
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var roleSys = server.System<RoleSystem>();
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var invSys = server.System<InventorySystem>();
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var factionSys = server.System<NpcFactionSystem>();
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var roundEndSys = server.System<RoundEndSystem>();
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server.CfgMan.SetCVar(CCVars.GridFill, true);
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@@ -150,7 +152,8 @@ public sealed class NukeOpsTest
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}
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// The game rule exists, and all the stations/shuttles/maps are properly initialized
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var rule = entMan.AllComponents<NukeopsRuleComponent>().Single().Component;
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var rule = entMan.AllComponents<NukeopsRuleComponent>().Single();
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var ruleComp = rule.Component;
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var gridsRule = entMan.AllComponents<RuleGridsComponent>().Single().Component;
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foreach (var grid in gridsRule.MapGrids)
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{
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@@ -158,12 +161,14 @@ public sealed class NukeOpsTest
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Assert.That(entMan.HasComponent<MapGridComponent>(grid));
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Assert.That(entMan.HasComponent<StationMemberComponent>(grid));
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}
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Assert.That(entMan.EntityExists(rule.TargetStation));
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Assert.That(entMan.EntityExists(ruleComp.TargetStation));
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Assert.That(entMan.HasComponent<StationDataComponent>(rule.TargetStation));
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Assert.That(entMan.HasComponent<StationDataComponent>(ruleComp.TargetStation));
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var nukieShuttlEnt = entMan.AllComponents<NukeOpsShuttleComponent>().FirstOrDefault().Uid;
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var nukieShuttle = entMan.AllComponents<NukeOpsShuttleComponent>().Single();
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var nukieShuttlEnt = nukieShuttle.Uid;
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Assert.That(entMan.EntityExists(nukieShuttlEnt));
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Assert.That(nukieShuttle.Component.AssociatedRule, Is.EqualTo(rule.Uid));
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EntityUid? nukieStationEnt = null;
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foreach (var grid in gridsRule.MapGrids)
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@@ -179,12 +184,12 @@ public sealed class NukeOpsTest
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var nukieStation = entMan.GetComponent<StationMemberComponent>(nukieStationEnt!.Value);
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Assert.That(entMan.EntityExists(nukieStation.Station));
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Assert.That(nukieStation.Station, Is.Not.EqualTo(rule.TargetStation));
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Assert.That(nukieStation.Station, Is.Not.EqualTo(ruleComp.TargetStation));
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Assert.That(server.MapMan.MapExists(gridsRule.Map));
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var nukieMap = mapSys.GetMap(gridsRule.Map!.Value);
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var targetStation = entMan.GetComponent<StationDataComponent>(rule.TargetStation!.Value);
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var targetStation = entMan.GetComponent<StationDataComponent>(ruleComp.TargetStation!.Value);
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var targetGrid = targetStation.Grids.First();
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var targetMap = entMan.GetComponent<TransformComponent>(targetGrid).MapUid!.Value;
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Assert.That(targetMap, Is.Not.EqualTo(nukieMap));
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@@ -206,7 +211,7 @@ public sealed class NukeOpsTest
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Assert.That(LifeStage(targetMap), Is.GreaterThan(EntityLifeStage.Initialized));
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Assert.That(LifeStage(nukieStationEnt.Value), Is.GreaterThan(EntityLifeStage.Initialized));
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Assert.That(LifeStage(nukieShuttlEnt), Is.GreaterThan(EntityLifeStage.Initialized));
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Assert.That(LifeStage(rule.TargetStation), Is.GreaterThan(EntityLifeStage.Initialized));
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Assert.That(LifeStage(ruleComp.TargetStation), Is.GreaterThan(EntityLifeStage.Initialized));
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// Make sure the player has hands. We've had fucking disarmed nukies before.
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Assert.That(entMan.HasComponent<HandsComponent>(player));
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@@ -222,10 +227,10 @@ public sealed class NukeOpsTest
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}
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Assert.That(total, Is.GreaterThan(3));
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// Finally lets check the nukie commander passed basic training and figured out how to breathe.
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// Check the nukie commander passed basic training and figured out how to breathe.
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var totalSeconds = 30;
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var totalTicks = (int) Math.Ceiling(totalSeconds / server.Timing.TickPeriod.TotalSeconds);
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int increment = 5;
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var increment = 5;
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var resp = entMan.GetComponent<RespiratorComponent>(player);
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var damage = entMan.GetComponent<DamageableComponent>(player);
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for (var tick = 0; tick < totalTicks; tick += increment)
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@@ -235,6 +240,23 @@ public sealed class NukeOpsTest
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Assert.That(damage.TotalDamage, Is.EqualTo(FixedPoint2.Zero));
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}
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// Check that the round does not end prematurely when agents are deleted in the outpost
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var nukies = dummyEnts.Where(entMan.HasComponent<NukeOperativeComponent>).Append(player).ToArray();
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await server.WaitAssertion(() =>
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{
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for (var i = 0; i < nukies.Length - 1; i++)
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{
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entMan.DeleteEntity(nukies[i]);
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Assert.That(roundEndSys.IsRoundEndRequested, Is.False,
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$"The round ended, but {nukies.Length - i - 1} nukies are still alive!");
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}
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// Delete the last nukie and make sure the round ends.
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entMan.DeleteEntity(nukies[^1]);
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Assert.That(roundEndSys.IsRoundEndRequested,
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"All nukies were deleted, but the round didn't end!");
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});
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ticker.SetGamePreset((GamePresetPrototype?) null);
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await pair.CleanReturnAsync();
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}
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@@ -57,13 +57,12 @@ public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
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SubscribeLocalEvent<NukeOperativeComponent, MobStateChangedEvent>(OnMobStateChanged);
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SubscribeLocalEvent<NukeOperativeComponent, EntityZombifiedEvent>(OnOperativeZombified);
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SubscribeLocalEvent<NukeOpsShuttleComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<ConsoleFTLAttemptEvent>(OnShuttleFTLAttempt);
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SubscribeLocalEvent<WarDeclaredEvent>(OnWarDeclared);
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SubscribeLocalEvent<CommunicationConsoleCallShuttleAttemptEvent>(OnShuttleCallAttempt);
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SubscribeLocalEvent<NukeopsRuleComponent, AfterAntagEntitySelectedEvent>(OnAfterAntagEntSelected);
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SubscribeLocalEvent<NukeopsRuleComponent, RuleLoadedGridsEvent>(OnRuleLoadedGrids);
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}
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protected override void Started(EntityUid uid, NukeopsRuleComponent component, GameRuleComponent gameRule,
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@@ -256,19 +255,20 @@ public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
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RemCompDeferred(uid, component);
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}
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private void OnMapInit(Entity<NukeOpsShuttleComponent> ent, ref MapInitEvent args)
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private void OnRuleLoadedGrids(Entity<NukeopsRuleComponent> ent, ref RuleLoadedGridsEvent args)
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{
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var map = Transform(ent).MapID;
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var rules = EntityQueryEnumerator<NukeopsRuleComponent, RuleGridsComponent>();
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while (rules.MoveNext(out var uid, out _, out var grids))
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// Check each nukie shuttle
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var query = EntityQueryEnumerator<NukeOpsShuttleComponent>();
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while (query.MoveNext(out var uid, out var shuttle))
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{
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if (map != grids.Map)
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continue;
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ent.Comp.AssociatedRule = uid;
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// Check if the shuttle's mapID is the one that just got loaded for this rule
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if (Transform(uid).MapID == args.Map)
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{
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shuttle.AssociatedRule = ent;
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break;
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}
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}
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}
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private void OnShuttleFTLAttempt(ref ConsoleFTLAttemptEvent ev)
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{
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