Add interaction tests (#15251)

This commit is contained in:
Leon Friedrich
2023-04-15 07:41:25 +12:00
committed by GitHub
parent ffe946729f
commit 489660a6bb
36 changed files with 2354 additions and 32 deletions

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@@ -0,0 +1,614 @@
#nullable enable
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Content.Client.Construction;
using Content.Server.Construction.Components;
using Content.Server.Tools.Components;
using Content.Shared.Construction.Prototypes;
using Content.Shared.Item;
using NUnit.Framework;
using Robust.Shared.GameObjects;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Maths;
namespace Content.IntegrationTests.Tests.Interaction;
// This partial class defines various methods that are useful for performing & validating interactions
public abstract partial class InteractionTest
{
/// <summary>
/// Begin constructing an entity.
/// </summary>
protected async Task StartConstruction(string prototype, bool shouldSucceed = true)
{
var proto = ProtoMan.Index<ConstructionPrototype>(prototype);
Assert.That(proto.Type, Is.EqualTo(ConstructionType.Structure));
await Client.WaitPost(() =>
{
Assert.That(CConSys.TrySpawnGhost(proto, TargetCoords, Direction.South, out Target),
Is.EqualTo(shouldSucceed));
if (!shouldSucceed)
return;
var comp = CEntMan.GetComponent<ConstructionGhostComponent>(Target!.Value);
ConstructionGhostId = comp.GhostId;
});
await RunTicks(1);
}
/// <summary>
/// Craft an item.
/// </summary>
protected async Task CraftItem(string prototype, bool shouldSucceed = true)
{
Assert.That(ProtoMan.Index<ConstructionPrototype>(prototype).Type, Is.EqualTo(ConstructionType.Item));
// Please someone purge async construction code
Task<bool> task =default!;
await Server.WaitPost(() => task = SConstruction.TryStartItemConstruction(prototype, Player));
Task? tickTask = null;
while (!task.IsCompleted)
{
tickTask = PoolManager.RunTicksSync(PairTracker.Pair, 1);
await Task.WhenAny(task, tickTask);
}
if (tickTask != null)
await tickTask;
#pragma warning disable RA0004
Assert.That(task.Result, Is.EqualTo(shouldSucceed));
#pragma warning restore RA0004
await RunTicks(5);
}
/// <summary>
/// Spawn an entity entity and set it as the target.
/// </summary>
protected async Task SpawnTarget(string prototype)
{
await Server.WaitPost(() =>
{
Target = SEntMan.SpawnEntity(prototype, TargetCoords);
});
await RunTicks(5);
AssertPrototype(prototype);
}
/// <summary>
/// Spawn an entity in preparation for deconstruction
/// </summary>
protected async Task StartDeconstruction(string prototype)
{
await SpawnTarget(prototype);
Assert.That(SEntMan.TryGetComponent(Target, out ConstructionComponent? comp));
await Server.WaitPost(() => SConstruction.SetPathfindingTarget(Target!.Value, comp!.DeconstructionNode, comp));
await RunTicks(5);
}
/// <summary>
/// Drops and deletes the currently held entity.
/// </summary>
protected async Task DeleteHeldEntity()
{
if (Hands.ActiveHandEntity is {} held)
{
await Server.WaitPost(() =>
{
Assert.That(HandSys.TryDrop(Player, null, false, true, Hands));
SEntMan.DeleteEntity(held);
Logger.Debug($"Deleting held entity");
});
}
await RunTicks(1);
Assert.That(Hands.ActiveHandEntity == null);
}
/// <summary>
/// Place an entity prototype into the players hand. Deletes any currently held entity.
/// </summary>
/// <remarks>
/// Automatically enables welders.
/// </remarks>
protected async Task<EntityUid?> PlaceInHands(string? id, int quantity = 1, bool enableWelder = true)
=> await PlaceInHands(id == null ? null : (id, quantity), enableWelder);
/// <summary>
/// Place an entity prototype into the players hand. Deletes any currently held entity.
/// </summary>
/// <remarks>
/// Automatically enables welders.
/// </remarks>
protected async Task<EntityUid?> PlaceInHands(EntitySpecifier? entity, bool enableWelder = true)
{
if (Hands.ActiveHand == null)
{
Assert.Fail("No active hand");
return default;
}
await DeleteHeldEntity();
if (entity == null)
{
await RunTicks(1);
Assert.That(Hands.ActiveHandEntity == null);
return null;
}
// spawn and pick up the new item
EntityUid item = await SpawnEntity(entity, PlayerCoords);
WelderComponent? welder = null;
await Server.WaitPost(() =>
{
Assert.That(HandSys.TryPickup(Player, item, Hands.ActiveHand, false, false, false, Hands));
// turn on welders
if (enableWelder && SEntMan.TryGetComponent(item, out welder) && !welder.Lit)
Assert.That(ToolSys.TryTurnWelderOn(item, Player, welder));
});
await RunTicks(1);
Assert.That(Hands.ActiveHandEntity, Is.EqualTo(item));
if (enableWelder && welder != null)
Assert.That(welder.Lit);
return item;
}
/// <summary>
/// Pick up an entity. Defaults to just deleting the previously held entity.
/// </summary>
protected async Task Pickup(EntityUid? uid = null, bool deleteHeld = true)
{
uid ??= Target;
if (Hands.ActiveHand == null)
{
Assert.Fail("No active hand");
return;
}
if (deleteHeld)
await DeleteHeldEntity();
if (!SEntMan.TryGetComponent(uid, out ItemComponent? item))
{
Assert.Fail($"Entity {uid} is not an item");
return;
}
await Server.WaitPost(() =>
{
Assert.That(HandSys.TryPickup(Player, uid!.Value, Hands.ActiveHand, false, false, false, Hands, item));
});
await RunTicks(1);
Assert.That(Hands.ActiveHandEntity, Is.EqualTo(uid));
}
/// <summary>
/// Drops the currently held entity.
/// </summary>
protected async Task Drop()
{
if (Hands.ActiveHandEntity == null)
{
Assert.Fail("Not holding any entity to drop");
return;
}
await Server.WaitPost(() =>
{
Assert.That(HandSys.TryDrop(Player, handsComp: Hands));
});
await RunTicks(1);
Assert.IsNull(Hands.ActiveHandEntity);
}
/// <summary>
/// Use the currently held entity.
/// </summary>
protected async Task UseInHand()
{
if (Hands.ActiveHandEntity is not {} target)
{
Assert.Fail("Not holding any entity");
return;
}
await Server.WaitPost(() =>
{
InteractSys.UserInteraction(Player, SEntMan.GetComponent<TransformComponent>(target).Coordinates, target);
});
}
/// <summary>
/// Place an entity prototype into the players hand and interact with the given entity (or target position)
/// </summary>
protected async Task Interact(string? id, int quantity = 1, bool shouldSucceed = true, bool awaitDoAfters = true)
=> await Interact(id == null ? null : (id, quantity), shouldSucceed, awaitDoAfters);
/// <summary>
/// Place an entity prototype into the players hand and interact with the given entity (or target position)
/// </summary>
protected async Task Interact(EntitySpecifier? entity, bool shouldSucceed = true, bool awaitDoAfters = true)
{
// For every interaction, we will also examine the entity, just in case this breaks something, somehow.
// (e.g., servers attempt to assemble construction examine hints).
if (Target != null)
{
await Client.WaitPost(() => ExamineSys.DoExamine(Target.Value));
}
await PlaceInHands(entity);
if (Target == null || !Target.Value.IsClientSide())
{
await Server.WaitPost(() => InteractSys.UserInteraction(Player, TargetCoords, Target));
await RunTicks(1);
}
else
{
// The entity is client-side, so attempt to start construction
var ghost = CEntMan.GetComponent<ConstructionGhostComponent>(Target.Value);
await Client.WaitPost(() => CConSys.TryStartConstruction(ghost.GhostId));
await RunTicks(5);
}
if (awaitDoAfters)
await AwaitDoAfters(shouldSucceed);
await CheckTargetChange(shouldSucceed && awaitDoAfters);
}
/// <summary>
/// Wait for any currently active DoAfters to finish.
/// </summary>
protected async Task AwaitDoAfters(bool shouldSucceed = true, int maxExpected = 1)
{
if (!ActiveDoAfters.Any())
return;
// Generally expect interactions to only start one DoAfter.
Assert.That(ActiveDoAfters.Count(), Is.LessThanOrEqualTo(maxExpected));
// wait out the DoAfters.
var doAfters = ActiveDoAfters.ToList();
while (ActiveDoAfters.Any())
{
await RunTicks(10);
}
if (!shouldSucceed)
return;
foreach (var doAfter in doAfters)
{
Assert.That(!doAfter.Cancelled);
}
}
/// <summary>
/// Cancel any currently active DoAfters. Default arguments are such that it also checks that there is at least one
/// active DoAfter to cancel.
/// </summary>
protected async Task CancelDoAfters(int minExpected = 1, int maxExpected = 1)
{
Assert.That(ActiveDoAfters.Count(), Is.GreaterThanOrEqualTo(minExpected));
Assert.That(ActiveDoAfters.Count(), Is.LessThanOrEqualTo(maxExpected));
if (!ActiveDoAfters.Any())
return;
// Cancel all the do-afters
var doAfters = ActiveDoAfters.ToList();
await Server.WaitPost(() =>
{
foreach (var doAfter in doAfters)
{
DoAfterSys.Cancel(Player, doAfter.Index, DoAfters);
}
});
await RunTicks(1);
foreach (var doAfter in doAfters)
{
Assert.That(doAfter.Cancelled);
}
Assert.That(ActiveDoAfters.Count(), Is.EqualTo(0));
}
/// <summary>
/// Check if the test's target entity has changed. E.g., construction interactions will swap out entities while
/// a structure is being built.
/// </summary>
protected async Task CheckTargetChange(bool shouldSucceed)
{
EntityUid newTarget = default;
if (Target == null)
return;
var target = Target.Value;
await RunTicks(5);
if (target.IsClientSide())
{
Assert.That(CEntMan.Deleted(target), Is.EqualTo(shouldSucceed),
$"Construction ghost was {(shouldSucceed ? "not deleted" : "deleted")}.");
if (shouldSucceed)
{
Assert.That(CTestSystem.Ghosts.TryGetValue(ConstructionGhostId, out newTarget),
$"Failed to get construction entity from ghost Id");
await Client.WaitPost(() => Logger.Debug($"Construction ghost {ConstructionGhostId} became entity {newTarget}"));
Target = newTarget;
}
}
if (STestSystem.EntChanges.TryGetValue(Target.Value, out newTarget))
{
await Server.WaitPost(
() => Logger.Debug($"Construction entity {Target.Value} changed to {newTarget}"));
Target = newTarget;
}
if (Target != target)
await CheckTargetChange(shouldSucceed);
}
/// <summary>
/// Variant of <see cref="InteractUsing"/> that performs several interactions using different entities.
/// </summary>
protected async Task Interact(params EntitySpecifier?[] specifiers)
{
foreach (var spec in specifiers)
{
await Interact(spec);
}
}
#region Asserts
protected void AssertPrototype(string? prototype)
{
var meta = Comp<MetaDataComponent>();
Assert.That(meta.EntityPrototype?.ID, Is.EqualTo(prototype));
}
protected void AssertAnchored(bool anchored = true)
{
var sXform = SEntMan.GetComponent<TransformComponent>(Target!.Value);
var cXform = CEntMan.GetComponent<TransformComponent>(Target.Value);
Assert.That(sXform.Anchored, Is.EqualTo(anchored));
Assert.That(cXform.Anchored, Is.EqualTo(anchored));
}
protected void AssertDeleted(bool deleted = true)
{
Assert.That(SEntMan.Deleted(Target), Is.EqualTo(deleted));
Assert.That(CEntMan.Deleted(Target), Is.EqualTo(deleted));
}
/// <summary>
/// Assert whether or not the target has the given component.
/// </summary>
protected void AssertComp<T>(bool hasComp = true)
{
Assert.That(SEntMan.HasComponent<T>(Target), Is.EqualTo(hasComp));
}
/// <summary>
/// Check that the tile at the target position matches some prototype.
/// </summary>
protected async Task AssertTile(string? proto, EntityCoordinates? coords = null)
{
var targetTile = proto == null
? Tile.Empty
: new Tile(TileMan[proto].TileId);
Tile tile = Tile.Empty;
var pos = (coords ?? TargetCoords).ToMap(SEntMan, Transform);
await Server.WaitPost(() =>
{
if (MapMan.TryFindGridAt(pos, out var grid))
tile = grid.GetTileRef(coords ?? TargetCoords).Tile;
});
Assert.That(tile.TypeId, Is.EqualTo(targetTile.TypeId));
}
#endregion
#region Entity lookups
/// <summary>
/// Returns entities in an area around the target. Ignores the map, grid, player, target, and contained entities.
/// </summary>
protected async Task<HashSet<EntityUid>> DoEntityLookup(LookupFlags flags = LookupFlags.Uncontained)
{
var lookup = SEntMan.System<EntityLookupSystem>();
HashSet<EntityUid> entities = default!;
await Server.WaitPost(() =>
{
// Get all entities left behind by deconstruction
entities = lookup.GetEntitiesIntersecting(MapId, Box2.CentredAroundZero((10, 10)), flags);
var xformQuery = SEntMan.GetEntityQuery<TransformComponent>();
HashSet<EntityUid> toRemove = new();
foreach (var ent in entities)
{
var transform = xformQuery.GetComponent(ent);
if (ent == transform.MapUid
|| ent == transform.GridUid
|| ent == Player
|| ent == Target)
{
toRemove.Add(ent);
}
}
entities.ExceptWith(toRemove);
});
return entities;
}
/// <summary>
/// Performs an entity lookup and asserts that only the listed entities exist and that they are all present.
/// Ignores the grid, map, player, target and contained entities.
/// </summary>
protected async Task AssertEntityLookup(params EntitySpecifier[] entities)
{
var collection = new EntitySpecifierCollection(entities);
await AssertEntityLookup(collection);
}
/// <summary>
/// Performs an entity lookup and asserts that only the listed entities exist and that they are all present.
/// Ignores the grid, map, player, target and contained entities.
/// </summary>
protected async Task AssertEntityLookup(
EntitySpecifierCollection collection,
bool failOnMissing = true,
bool failOnExcess = true,
LookupFlags flags = LookupFlags.Uncontained)
{
var expected = collection.Clone();
var entities = await DoEntityLookup(flags);
var found = ToEntityCollection(entities);
expected.Remove(found);
expected.ConvertToStacks(ProtoMan, Factory);
if (expected.Entities.Count == 0)
return;
Assert.Multiple(() =>
{
foreach (var (proto, quantity) in expected.Entities)
{
if (quantity < 0 && failOnExcess)
Assert.Fail($"Unexpected entity/stack: {proto}, quantity: {-quantity}");
if (quantity > 0 && failOnMissing)
Assert.Fail($"Missing entity/stack: {proto}, quantity: {quantity}");
if (quantity == 0)
throw new Exception("Error in entity collection math.");
}
});
}
/// <summary>
/// Performs an entity lookup and attempts to find an entity matching the given entity specifier.
/// </summary>
/// <remarks>
/// This is used to check that an item-crafting attempt was successful. Ideally crafting items would just return the
/// entity or raise an event or something.
/// </remarks>
protected async Task<EntityUid> FindEntity(
EntitySpecifier spec,
LookupFlags flags = LookupFlags.Uncontained | LookupFlags.Contained,
bool shouldSucceed = true)
{
spec.ConvertToStack(ProtoMan, Factory);
var entities = await DoEntityLookup(flags);
foreach (var uid in entities)
{
var found = ToEntitySpecifier(uid);
if (spec.Prototype != found.Prototype)
continue;
if (found.Quantity >= spec.Quantity)
return uid;
// TODO combine stacks?
}
if (shouldSucceed)
Assert.Fail($"Could not find stack/entity with prototype {spec.Prototype}");
return default;
}
#endregion
/// <summary>
/// List of currently active DoAfters on the player.
/// </summary>
protected IEnumerable<Shared.DoAfter.DoAfter> ActiveDoAfters
=> DoAfters.DoAfters.Values.Where(x => !x.Cancelled && !x.Completed);
/// <summary>
/// Convenience method to get components on the target. Returns SERVER-SIDE components.
/// </summary>
protected T Comp<T>() => SEntMan.GetComponent<T>(Target!.Value);
/// <summary>
/// Set the tile at the target position to some prototype.
/// </summary>
protected async Task SetTile(string? proto, EntityCoordinates? coords = null, MapGridComponent? grid = null)
{
var tile = proto == null
? Tile.Empty
: new Tile(TileMan[proto].TileId);
var pos = (coords ?? TargetCoords).ToMap(SEntMan, Transform);
await Server.WaitPost(() =>
{
if (grid != null || MapMan.TryFindGridAt(pos, out grid))
{
grid.SetTile(coords ?? TargetCoords, tile);
return;
}
if (proto == null)
return;
grid = MapMan.CreateGrid(MapData.MapId);
var gridXform = SEntMan.GetComponent<TransformComponent>(grid.Owner);
Transform.SetWorldPosition(gridXform, pos.Position);
grid.SetTile(coords ?? TargetCoords, tile);
if (!MapMan.TryFindGridAt(pos, out grid))
Assert.Fail("Failed to create grid?");
});
await AssertTile(proto, coords);
}
protected async Task Delete(EntityUid uid)
{
await Server.WaitPost(() => SEntMan.DeleteEntity(uid));
await RunTicks(5);
}
protected async Task RunTicks(int ticks)
{
await PoolManager.RunTicksSync(PairTracker.Pair, ticks);
}
protected async Task RunSeconds(float seconds)
=> await RunTicks((int) Math.Ceiling(seconds / TickPeriod));
}