Fix nukeops ending early if an operative dies at base (#29642)

Fix nukeops ending early if an operative died at base
This commit is contained in:
Tayrtahn
2024-07-01 18:23:36 -04:00
committed by GitHub
parent 854762092d
commit 340332cf5b
2 changed files with 46 additions and 24 deletions

View File

@@ -7,6 +7,7 @@ using Content.Server.GameTicking.Rules.Components;
using Content.Server.Mind;
using Content.Server.Pinpointer;
using Content.Server.Roles;
using Content.Server.RoundEnd;
using Content.Server.Shuttles.Components;
using Content.Server.Station.Components;
using Content.Shared.CCVar;
@@ -49,6 +50,7 @@ public sealed class NukeOpsTest
var roleSys = server.System<RoleSystem>();
var invSys = server.System<InventorySystem>();
var factionSys = server.System<NpcFactionSystem>();
var roundEndSys = server.System<RoundEndSystem>();
server.CfgMan.SetCVar(CCVars.GridFill, true);
@@ -63,7 +65,7 @@ public sealed class NukeOpsTest
// Opt into the nukies role.
await pair.SetAntagPreference("NukeopsCommander", true);
await pair.SetAntagPreference( "NukeopsMedic", true, dummies[1].UserId);
await pair.SetAntagPreference("NukeopsMedic", true, dummies[1].UserId);
// Initially, the players have no attached entities
Assert.That(pair.Player?.AttachedEntity, Is.Null);
@@ -150,7 +152,8 @@ public sealed class NukeOpsTest
}
// The game rule exists, and all the stations/shuttles/maps are properly initialized
var rule = entMan.AllComponents<NukeopsRuleComponent>().Single().Component;
var rule = entMan.AllComponents<NukeopsRuleComponent>().Single();
var ruleComp = rule.Component;
var gridsRule = entMan.AllComponents<RuleGridsComponent>().Single().Component;
foreach (var grid in gridsRule.MapGrids)
{
@@ -158,12 +161,14 @@ public sealed class NukeOpsTest
Assert.That(entMan.HasComponent<MapGridComponent>(grid));
Assert.That(entMan.HasComponent<StationMemberComponent>(grid));
}
Assert.That(entMan.EntityExists(rule.TargetStation));
Assert.That(entMan.EntityExists(ruleComp.TargetStation));
Assert.That(entMan.HasComponent<StationDataComponent>(rule.TargetStation));
Assert.That(entMan.HasComponent<StationDataComponent>(ruleComp.TargetStation));
var nukieShuttlEnt = entMan.AllComponents<NukeOpsShuttleComponent>().FirstOrDefault().Uid;
var nukieShuttle = entMan.AllComponents<NukeOpsShuttleComponent>().Single();
var nukieShuttlEnt = nukieShuttle.Uid;
Assert.That(entMan.EntityExists(nukieShuttlEnt));
Assert.That(nukieShuttle.Component.AssociatedRule, Is.EqualTo(rule.Uid));
EntityUid? nukieStationEnt = null;
foreach (var grid in gridsRule.MapGrids)
@@ -179,12 +184,12 @@ public sealed class NukeOpsTest
var nukieStation = entMan.GetComponent<StationMemberComponent>(nukieStationEnt!.Value);
Assert.That(entMan.EntityExists(nukieStation.Station));
Assert.That(nukieStation.Station, Is.Not.EqualTo(rule.TargetStation));
Assert.That(nukieStation.Station, Is.Not.EqualTo(ruleComp.TargetStation));
Assert.That(server.MapMan.MapExists(gridsRule.Map));
var nukieMap = mapSys.GetMap(gridsRule.Map!.Value);
var targetStation = entMan.GetComponent<StationDataComponent>(rule.TargetStation!.Value);
var targetStation = entMan.GetComponent<StationDataComponent>(ruleComp.TargetStation!.Value);
var targetGrid = targetStation.Grids.First();
var targetMap = entMan.GetComponent<TransformComponent>(targetGrid).MapUid!.Value;
Assert.That(targetMap, Is.Not.EqualTo(nukieMap));
@@ -206,7 +211,7 @@ public sealed class NukeOpsTest
Assert.That(LifeStage(targetMap), Is.GreaterThan(EntityLifeStage.Initialized));
Assert.That(LifeStage(nukieStationEnt.Value), Is.GreaterThan(EntityLifeStage.Initialized));
Assert.That(LifeStage(nukieShuttlEnt), Is.GreaterThan(EntityLifeStage.Initialized));
Assert.That(LifeStage(rule.TargetStation), Is.GreaterThan(EntityLifeStage.Initialized));
Assert.That(LifeStage(ruleComp.TargetStation), Is.GreaterThan(EntityLifeStage.Initialized));
// Make sure the player has hands. We've had fucking disarmed nukies before.
Assert.That(entMan.HasComponent<HandsComponent>(player));
@@ -222,10 +227,10 @@ public sealed class NukeOpsTest
}
Assert.That(total, Is.GreaterThan(3));
// Finally lets check the nukie commander passed basic training and figured out how to breathe.
// Check the nukie commander passed basic training and figured out how to breathe.
var totalSeconds = 30;
var totalTicks = (int) Math.Ceiling(totalSeconds / server.Timing.TickPeriod.TotalSeconds);
int increment = 5;
var increment = 5;
var resp = entMan.GetComponent<RespiratorComponent>(player);
var damage = entMan.GetComponent<DamageableComponent>(player);
for (var tick = 0; tick < totalTicks; tick += increment)
@@ -235,7 +240,24 @@ public sealed class NukeOpsTest
Assert.That(damage.TotalDamage, Is.EqualTo(FixedPoint2.Zero));
}
ticker.SetGamePreset((GamePresetPrototype?)null);
// Check that the round does not end prematurely when agents are deleted in the outpost
var nukies = dummyEnts.Where(entMan.HasComponent<NukeOperativeComponent>).Append(player).ToArray();
await server.WaitAssertion(() =>
{
for (var i = 0; i < nukies.Length - 1; i++)
{
entMan.DeleteEntity(nukies[i]);
Assert.That(roundEndSys.IsRoundEndRequested, Is.False,
$"The round ended, but {nukies.Length - i - 1} nukies are still alive!");
}
// Delete the last nukie and make sure the round ends.
entMan.DeleteEntity(nukies[^1]);
Assert.That(roundEndSys.IsRoundEndRequested,
"All nukies were deleted, but the round didn't end!");
});
ticker.SetGamePreset((GamePresetPrototype?) null);
await pair.CleanReturnAsync();
}
}

View File

@@ -57,13 +57,12 @@ public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
SubscribeLocalEvent<NukeOperativeComponent, MobStateChangedEvent>(OnMobStateChanged);
SubscribeLocalEvent<NukeOperativeComponent, EntityZombifiedEvent>(OnOperativeZombified);
SubscribeLocalEvent<NukeOpsShuttleComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<ConsoleFTLAttemptEvent>(OnShuttleFTLAttempt);
SubscribeLocalEvent<WarDeclaredEvent>(OnWarDeclared);
SubscribeLocalEvent<CommunicationConsoleCallShuttleAttemptEvent>(OnShuttleCallAttempt);
SubscribeLocalEvent<NukeopsRuleComponent, AfterAntagEntitySelectedEvent>(OnAfterAntagEntSelected);
SubscribeLocalEvent<NukeopsRuleComponent, RuleLoadedGridsEvent>(OnRuleLoadedGrids);
}
protected override void Started(EntityUid uid, NukeopsRuleComponent component, GameRuleComponent gameRule,
@@ -256,19 +255,20 @@ public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
RemCompDeferred(uid, component);
}
private void OnMapInit(Entity<NukeOpsShuttleComponent> ent, ref MapInitEvent args)
private void OnRuleLoadedGrids(Entity<NukeopsRuleComponent> ent, ref RuleLoadedGridsEvent args)
{
var map = Transform(ent).MapID;
var rules = EntityQueryEnumerator<NukeopsRuleComponent, RuleGridsComponent>();
while (rules.MoveNext(out var uid, out _, out var grids))
// Check each nukie shuttle
var query = EntityQueryEnumerator<NukeOpsShuttleComponent>();
while (query.MoveNext(out var uid, out var shuttle))
{
if (map != grids.Map)
continue;
ent.Comp.AssociatedRule = uid;
// Check if the shuttle's mapID is the one that just got loaded for this rule
if (Transform(uid).MapID == args.Map)
{
shuttle.AssociatedRule = ent;
break;
}
}
}
private void OnShuttleFTLAttempt(ref ConsoleFTLAttemptEvent ev)
{
@@ -376,7 +376,7 @@ public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
if (Transform(uid).MapID != Transform(outpost).MapID) // Will receive bonus TC only on their start outpost
continue;
_store.TryAddCurrency(new () { { TelecrystalCurrencyPrototype, nukieRule.Comp.WarTcAmountPerNukie } }, uid, component);
_store.TryAddCurrency(new() { { TelecrystalCurrencyPrototype, nukieRule.Comp.WarTcAmountPerNukie } }, uid, component);
var msg = Loc.GetString("store-currency-war-boost-given", ("target", uid));
_popupSystem.PopupEntity(msg, uid);