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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@@ -1,3 +1,4 @@
using System.Diagnostics.CodeAnalysis;
using Content.Shared.Construction;
using Content.Shared.Construction.Prototypes;
using Content.Shared.Examine;
@@ -151,33 +152,45 @@ namespace Content.Client.Construction
/// Creates a construction ghost at the given location.
/// </summary>
public void SpawnGhost(ConstructionPrototype prototype, EntityCoordinates loc, Direction dir)
=> TrySpawnGhost(prototype, loc, dir, out _);
/// <summary>
/// Creates a construction ghost at the given location.
/// </summary>
public bool TrySpawnGhost(
ConstructionPrototype prototype,
EntityCoordinates loc,
Direction dir,
[NotNullWhen(true)] out EntityUid? ghost)
{
ghost = null;
if (_playerManager.LocalPlayer?.ControlledEntity is not { } user ||
!user.IsValid())
{
return;
return false;
}
if (GhostPresent(loc)) return;
if (GhostPresent(loc))
return false;
// This InRangeUnobstructed should probably be replaced with "is there something blocking us in that tile?"
var predicate = GetPredicate(prototype.CanBuildInImpassable, loc.ToMap(EntityManager));
if (!_interactionSystem.InRangeUnobstructed(user, loc, 20f, predicate: predicate))
return;
return false;
foreach (var condition in prototype.Conditions)
{
if (!condition.Condition(user, loc, dir))
return;
return false;
}
var ghost = EntityManager.SpawnEntity("constructionghost", loc);
var comp = EntityManager.GetComponent<ConstructionGhostComponent>(ghost);
ghost = EntityManager.SpawnEntity("constructionghost", loc);
var comp = EntityManager.GetComponent<ConstructionGhostComponent>(ghost.Value);
comp.Prototype = prototype;
comp.GhostId = _nextId++;
EntityManager.GetComponent<TransformComponent>(ghost).LocalRotation = dir.ToAngle();
EntityManager.GetComponent<TransformComponent>(ghost.Value).LocalRotation = dir.ToAngle();
_ghosts.Add(comp.GhostId, comp);
var sprite = EntityManager.GetComponent<SpriteComponent>(ghost);
var sprite = EntityManager.GetComponent<SpriteComponent>(ghost.Value);
sprite.Color = new Color(48, 255, 48, 128);
for (int i = 0; i < prototype.Layers.Count; i++)
@@ -189,7 +202,9 @@ namespace Content.Client.Construction
}
if (prototype.CanBuildInImpassable)
EnsureComp<WallMountComponent>(ghost).Arc = new(Math.Tau);
EnsureComp<WallMountComponent>(ghost.Value).Arc = new(Math.Tau);
return true;
}
/// <summary>
@@ -205,7 +220,7 @@ namespace Content.Client.Construction
return false;
}
private void TryStartConstruction(int ghostId)
public void TryStartConstruction(int ghostId)
{
var ghost = _ghosts[ghostId];

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@@ -21,7 +21,7 @@ using static Robust.Client.UserInterface.Controls.BoxContainer;
namespace Content.Client.Examine
{
[UsedImplicitly]
internal sealed class ExamineSystem : ExamineSystemShared
public sealed class ExamineSystem : ExamineSystemShared
{
[Dependency] private readonly IUserInterfaceManager _userInterfaceManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;

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@@ -14,6 +14,7 @@ using Content.IntegrationTests.Tests.Interaction.Click;
using Content.IntegrationTests.Tests.Networking;
using Content.Server.GameTicking;
using Content.Shared.CCVar;
using Microsoft.Diagnostics.Tracing.Parsers.Kernel;
using NUnit.Framework;
using Robust.Client;
using Robust.Server;
@@ -561,6 +562,7 @@ we are just going to end this here to save a lot of time. This is the exception
{
var mapManager = IoCManager.Resolve<IMapManager>();
mapData.MapId = mapManager.CreateMap();
mapData.MapUid = mapManager.GetMapEntityId(mapData.MapId);
mapData.MapGrid = mapManager.CreateGrid(mapData.MapId);
mapData.GridCoords = new EntityCoordinates(mapData.MapGrid.Owner, 0, 0);
var tileDefinitionManager = IoCManager.Resolve<ITileDefinitionManager>();
@@ -790,6 +792,7 @@ public sealed class PoolSettings
/// </summary>
public sealed class TestMapData
{
public EntityUid MapUid { get; set; }
public MapId MapId { get; set; }
public MapGridComponent MapGrid { get; set; }
public EntityCoordinates GridCoords { get; set; }

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@@ -0,0 +1,99 @@
using System.Threading.Tasks;
using Content.IntegrationTests.Tests.Interaction;
using NUnit.Framework;
namespace Content.IntegrationTests.Tests.Construction.Interaction;
public sealed class ComputerConstruction : InteractionTest
{
private const string Computer = "Computer";
private const string ComputerId = "ComputerId";
private const string ComputerFrame = "ComputerFrame";
private const string IdBoard = "IDComputerCircuitboard";
[Test]
public async Task ConstructComputer()
{
// Place ghost
await StartConstruction(Computer);
// Initial interaction (ghost turns into real entity)
await Interact(Steel, 5);
AssertPrototype(ComputerFrame);
// Perform construction steps
await Interact(
Wrench,
IdBoard,
Screw,
(Cable, 5),
(Glass, 2),
Screw);
// Construction finished, target entity was replaced with a new one:
AssertPrototype(ComputerId);
}
[Test]
public async Task DeconstructComputer()
{
// Spawn initial entity
await StartDeconstruction(ComputerId);
// Initial interaction turns id computer into generic computer
await Interact(Screw);
AssertPrototype(ComputerFrame);
// Perform deconstruction steps
await Interact(
Pry,
Cut,
Screw,
Pry,
Wrench,
Weld);
// construction finished, entity no longer exists.
AssertDeleted();
// Check expected entities were dropped.
await AssertEntityLookup(
IdBoard,
(Cable, 5),
(Steel, 5),
(Glass, 2));
}
[Test]
public async Task ChangeComputer()
{
// Spawn initial entity
await SpawnTarget(ComputerId);
// Initial interaction turns id computer into generic computer
await Interact(Screw);
AssertPrototype(ComputerFrame);
// Perform partial deconstruction steps
await Interact(
Pry,
Cut,
Screw,
Pry);
// Entity should still exist
AssertPrototype(ComputerFrame);
// Begin re-constructing with a new circuit board
await Interact(
"CargoRequestComputerCircuitboard",
Screw,
(Cable, 5),
(Glass, 2),
Screw);
// Construction finished, target entity was replaced with a new one:
AssertPrototype("ComputerCargoOrders");
}
}

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@@ -0,0 +1,127 @@
using System.Linq;
using System.Threading.Tasks;
using Content.IntegrationTests.Tests.Interaction;
using Content.Shared.Stacks;
using NUnit.Framework;
using Robust.Shared.Containers;
namespace Content.IntegrationTests.Tests.Construction.Interaction;
public sealed class CraftingTests : InteractionTest
{
public const string ShardGlass = "ShardGlass";
public const string Spear = "Spear";
/// <summary>
/// Craft a simple instant recipe
/// </summary>
[Test]
public async Task CraftRods()
{
await PlaceInHands(Steel);
await CraftItem(Rod);
await FindEntity((Rod, 2));
}
/// <summary>
/// Craft a simple recipe with a DoAfter
/// </summary>
[Test]
public async Task CraftGrenade()
{
await PlaceInHands(Steel, 5);
await CraftItem("ModularGrenadeRecipe");
await FindEntity("ModularGrenade");
}
/// <summary>
/// Craft a complex recipe (more than one ingredient).
/// </summary>
[Test]
public async Task CraftSpear()
{
// Spawn a full tack of rods in the user's hands.
await PlaceInHands(Rod, 10);
await SpawnEntity((Cable, 10), PlayerCoords);
// Attempt (and fail) to craft without glass.
await CraftItem(Spear, shouldSucceed: false);
await FindEntity(Spear, shouldSucceed: false);
// Spawn three shards of glass and finish crafting (only one is needed).
await SpawnTarget(ShardGlass);
await SpawnTarget(ShardGlass);
await SpawnTarget(ShardGlass);
await CraftItem(Spear);
await FindEntity(Spear);
// Player's hands should be full of the remaining rods, except those dropped during the failed crafting attempt.
// Spear and left over stacks should be on the floor.
await AssertEntityLookup((Rod, 2), (Cable, 8), (ShardGlass, 2), (Spear, 1));
}
// The following is wrapped in an if DEBUG. This is because of cursed state handling bugs. Tests don't (de)serialize
// net messages and just copy objects by reference. This means that the server will directly modify cached server
// states on the client's end. Crude fix at the moment is to used modified state handling while in debug mode
// Otherwise, this test cannot work.
#if DEBUG
/// <summary>
/// Cancel crafting a complex recipe.
/// </summary>
[Test]
public async Task CancelCraft()
{
var rods = await SpawnEntity((Rod, 10), TargetCoords);
var wires = await SpawnEntity((Cable, 10), TargetCoords);
var shard = await SpawnEntity(ShardGlass, TargetCoords);
var rodStack = SEntMan.GetComponent<StackComponent>(rods);
var wireStack = SEntMan.GetComponent<StackComponent>(wires);
await RunTicks(5);
var sys = SEntMan.System<SharedContainerSystem>();
Assert.That(sys.IsEntityInContainer(rods), Is.False);
Assert.That(sys.IsEntityInContainer(wires), Is.False);
Assert.That(sys.IsEntityInContainer(shard), Is.False);
await Server.WaitPost(() => SConstruction.TryStartItemConstruction(Spear, Player));
await RunTicks(1);
// DoAfter is in progress. Entity not spawned, stacks have been split and someingredients are in a container.
Assert.That(ActiveDoAfters.Count(), Is.EqualTo(1));
Assert.That(sys.IsEntityInContainer(shard), Is.True);
Assert.That(sys.IsEntityInContainer(rods), Is.False);
Assert.That(sys.IsEntityInContainer(wires), Is.False);
Assert.That(rodStack.Count, Is.EqualTo(8));
Assert.That(wireStack.Count, Is.EqualTo(8));
await FindEntity(Spear, shouldSucceed: false);
// Cancel the DoAfter. Should drop ingredients to the floor.
await CancelDoAfters();
Assert.That(sys.IsEntityInContainer(rods), Is.False);
Assert.That(sys.IsEntityInContainer(wires), Is.False);
Assert.That(sys.IsEntityInContainer(shard), Is.False);
await FindEntity(Spear, shouldSucceed: false);
await AssertEntityLookup((Rod, 10), (Cable, 10), (ShardGlass, 1));
// Re-attempt the do-after
await Server.WaitPost(() => SConstruction.TryStartItemConstruction(Spear, Player));
await RunTicks(1);
// DoAfter is in progress. Entity not spawned, ingredients are in a container.
Assert.That(ActiveDoAfters.Count(), Is.EqualTo(1));
Assert.That(sys.IsEntityInContainer(shard), Is.True);
await FindEntity(Spear, shouldSucceed: false);
// Finish the DoAfter
await AwaitDoAfters();
// Spear has been crafted. Rods and wires are no longer contained. Glass has been consumed.
await FindEntity(Spear);
Assert.That(sys.IsEntityInContainer(rods), Is.False);
Assert.That(sys.IsEntityInContainer(wires), Is.False);
Assert.That(SEntMan.Deleted(shard));
}
#endif
}

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@@ -0,0 +1,59 @@
using System.Threading.Tasks;
using Content.IntegrationTests.Tests.Interaction;
using Content.Shared.Construction.Prototypes;
using NUnit.Framework;
using Robust.Shared.Maths;
namespace Content.IntegrationTests.Tests.Construction.Interaction;
/// <summary>
/// Check that we can build grilles on top of windows, but not the other way around.
/// </summary>
public sealed class GrilleWindowConstruction : InteractionTest
{
private const string Grille = "Grille";
private const string Window = "Window";
[Test]
public async Task WindowOnGrille()
{
// Construct Grille
await StartConstruction(Grille);
await Interact(Rod, 10);
AssertPrototype(Grille);
var grille = Target;
// Construct Window
await StartConstruction(Window);
await Interact(Glass, 10);
AssertPrototype(Window);
// Deconstruct Window
await Interact(Screw, Wrench);
AssertDeleted();
// Deconstruct Grille
Target = grille;
await Interact(Cut);
AssertDeleted();
}
[Test]
[TestCase(Grille, Grille)]
[TestCase(Window, Grille)]
[TestCase(Window, Window)]
public async Task ConstructionBlocker(string first, string second)
{
// Spawn blocking entity
await SpawnTarget(first);
// Further construction attempts fail - blocked by first entity interaction.
await Client.WaitPost(() =>
{
var proto = ProtoMan.Index<ConstructionPrototype>(second);
Assert.That(CConSys.TrySpawnGhost(proto, TargetCoords, Direction.South, out _), Is.False);
});
}
}

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@@ -0,0 +1,89 @@
using System.Threading.Tasks;
using Content.IntegrationTests.Tests.Interaction;
using NUnit.Framework;
namespace Content.IntegrationTests.Tests.Construction.Interaction;
public sealed class MachineConstruction : InteractionTest
{
private const string MachineFrame = "MachineFrame";
private const string Unfinished = "UnfinishedMachineFrame";
private const string ProtolatheBoard = "ProtolatheMachineCircuitboard";
private const string Protolathe = "Protolathe";
private const string Beaker = "Beaker";
[Test]
public async Task ConstructProtolathe()
{
await StartConstruction(MachineFrame);
await Interact(Steel, 5);
AssertPrototype(Unfinished);
await Interact(Wrench, Cable);
AssertPrototype(MachineFrame);
await Interact(ProtolatheBoard, Bin1, Bin1, Manipulator1, Manipulator1, Beaker, Beaker, Screw);
AssertPrototype(Protolathe);
}
[Test]
public async Task DeconstructProtolathe()
{
await StartDeconstruction(Protolathe);
await Interact(Screw, Pry);
AssertPrototype(MachineFrame);
await Interact(Pry, Cut);
AssertPrototype(Unfinished);
await Interact(Wrench, Screw);
AssertDeleted();
await AssertEntityLookup(
(Steel, 5),
(Cable, 1),
(Beaker, 2),
(Manipulator1, 2),
(Bin1, 2),
(ProtolatheBoard, 1));
}
[Test]
public async Task ChangeMachine()
{
// Partially deconstruct a protolathe.
await SpawnTarget(Protolathe);
await Interact(Screw, Pry, Pry);
AssertPrototype(MachineFrame);
// Change it into an autolathe
await Interact("AutolatheMachineCircuitboard");
AssertPrototype(MachineFrame);
await Interact(Bin1, Bin1, Bin1, Manipulator1, Glass, Screw);
AssertPrototype("Autolathe");
}
[Test]
public async Task UpgradeLathe()
{
// Partially deconstruct a protolathe.
await SpawnTarget(Protolathe);
// Initially has all quality-1 parts.
foreach (var part in SConstruction.GetAllParts(Target!.Value))
{
Assert.That(part.Rating, Is.EqualTo(1));
}
// Partially deconstruct lathe
await Interact(Screw, Pry, Pry);
AssertPrototype(MachineFrame);
// Reconstruct with better parts.
await Interact(ProtolatheBoard, Bin4, Bin4, Manipulator4, Manipulator4, Beaker, Beaker);
await Interact(Screw);
AssertPrototype(Protolathe);
// Query now returns higher quality parts.
foreach (var part in SConstruction.GetAllParts(Target!.Value))
{
Assert.That(part.Rating, Is.EqualTo(4));
}
}
}

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@@ -0,0 +1,69 @@
using System.Threading.Tasks;
using Content.IntegrationTests.Tests.Interaction;
using Content.Server.Power.Components;
using Content.Shared.Wires;
using NUnit.Framework;
using Robust.Shared.GameObjects;
namespace Content.IntegrationTests.Tests.Construction.Interaction;
public sealed class PanelScrewing : InteractionTest
{
[Test]
public async Task ApcPanel()
{
await SpawnTarget("APCBasic");
var comp = Comp<ApcComponent>();
// Open & close panel
Assert.That(comp.IsApcOpen, Is.False);
await Interact(Screw);
Assert.That(comp.IsApcOpen, Is.True);
await Interact(Screw);
Assert.That(comp.IsApcOpen, Is.False);
// Interrupted DoAfters
await Interact(Screw, awaitDoAfters: false);
await CancelDoAfters();
Assert.That(comp.IsApcOpen, Is.False);
await Interact(Screw);
Assert.That(comp.IsApcOpen, Is.True);
await Interact(Screw, awaitDoAfters: false);
await CancelDoAfters();
Assert.That(comp.IsApcOpen, Is.True);
await Interact(Screw);
Assert.That(comp.IsApcOpen, Is.False);
}
// Test wires panel on both airlocks & tcomms servers. These both use the same component, but comms may have
// conflicting interactions due to encryption key removal interactions.
[Test]
[TestCase("Airlock")]
[TestCase("TelecomServerFilled")]
public async Task WiresPanelScrewing(string prototype)
{
await SpawnTarget(prototype);
var comp = Comp<WiresPanelComponent>();
// Open & close panel
Assert.That(comp.Open, Is.False);
await Interact(Screw);
Assert.That(comp.Open, Is.True);
await Interact(Screw);
Assert.That(comp.Open, Is.False);
// Interrupted DoAfters
await Interact(Screw, awaitDoAfters: false);
await CancelDoAfters();
Assert.That(comp.Open, Is.False);
await Interact(Screw);
Assert.That(comp.Open, Is.True);
await Interact(Screw, awaitDoAfters: false);
await CancelDoAfters();
Assert.That(comp.Open, Is.True);
await Interact(Screw);
Assert.That(comp.Open, Is.False);
}
}

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@@ -0,0 +1,25 @@
using System.Threading.Tasks;
using Content.IntegrationTests.Tests.Interaction;
using Content.Shared.Placeable;
using NUnit.Framework;
namespace Content.IntegrationTests.Tests.Construction.Interaction;
public sealed class PlaceableDeconstruction : InteractionTest
{
/// <summary>
/// Checks that you can deconstruct placeable surfaces (i.e., placing a wrench on a table does not take priority).
/// </summary>
[Test]
public async Task DeconstructTable()
{
await StartDeconstruction("Table");
Assert.That(Comp<PlaceableSurfaceComponent>().IsPlaceable);
await Interact(Wrench);
AssertPrototype("TableFrame");
await Interact(Wrench);
AssertDeleted();
await AssertEntityLookup((Steel, 1), (Rod, 2));
}
}

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@@ -0,0 +1,36 @@
using System.Threading.Tasks;
using Content.IntegrationTests.Tests.Interaction;
using NUnit.Framework;
namespace Content.IntegrationTests.Tests.Construction.Interaction;
public sealed class WallConstruction : InteractionTest
{
public const string Girder = "Girder";
public const string WallSolid = "WallSolid";
public const string Wall = "Wall";
[Test]
public async Task ConstructWall()
{
await StartConstruction(Wall);
await Interact(Steel, 2);
Assert.IsNull(Hands.ActiveHandEntity);
AssertPrototype(Girder);
await Interact(Steel, 2);
Assert.IsNull(Hands.ActiveHandEntity);
AssertPrototype(WallSolid);
}
[Test]
public async Task DeconstructWall()
{
await StartDeconstruction(WallSolid);
await Interact(Weld);
AssertPrototype(Girder);
await Interact(Wrench, Screw);
AssertDeleted();
await AssertEntityLookup((Steel, 4));
}
}

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@@ -0,0 +1,52 @@
using System.Threading.Tasks;
using Content.IntegrationTests.Tests.Interaction;
using NUnit.Framework;
namespace Content.IntegrationTests.Tests.Construction.Interaction;
public sealed class WindowConstruction : InteractionTest
{
private const string Window = "Window";
private const string RWindow = "ReinforcedWindow";
[Test]
public async Task ConstructWindow()
{
await StartConstruction(Window);
await Interact(Glass, 5);
AssertPrototype(Window);
}
[Test]
public async Task DeconstructWindow()
{
await StartDeconstruction(Window);
await Interact(Screw, Wrench);
AssertDeleted();
await AssertEntityLookup((Glass, 2));
}
[Test]
public async Task ConstructReinforcedWindow()
{
await StartConstruction(RWindow);
await Interact(RGlass, 5);
AssertPrototype(RWindow);
}
[Test]
public async Task DeonstructReinforcedWindow()
{
await StartDeconstruction(RWindow);
await Interact(
Weld,
Screw,
Pry,
Weld,
Screw,
Wrench);
AssertDeleted();
await AssertEntityLookup((RGlass, 2));
}
}

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@@ -0,0 +1,44 @@
using System.Threading.Tasks;
using Content.IntegrationTests.Tests.Interaction;
using Content.Shared.Damage;
using Content.Shared.Damage.Prototypes;
using Content.Shared.FixedPoint;
using NUnit.Framework;
using Robust.Shared.Prototypes;
namespace Content.IntegrationTests.Tests.Construction.Interaction;
public sealed class WindowRepair : InteractionTest
{
[Test]
public async Task RepairReinforcedWindow()
{
await SpawnTarget("ReinforcedWindow");
// Damage the entity.
var sys = SEntMan.System<DamageableSystem>();
var comp = Comp<DamageableComponent>();
var damageType = Server.ResolveDependency<IPrototypeManager>().Index<DamageTypePrototype>("Blunt");
var damage = new DamageSpecifier(damageType, FixedPoint2.New(10));
Assert.That(comp.Damage.Total, Is.EqualTo(FixedPoint2.Zero));
await Server.WaitPost(() => sys.TryChangeDamage(Target, damage, ignoreResistances: true));
await RunTicks(5);
Assert.That(comp.Damage.Total, Is.GreaterThan(FixedPoint2.Zero));
// Repair the entity
await Interact(Weld);
Assert.That(comp.Damage.Total, Is.EqualTo(FixedPoint2.Zero));
// Validate that we can still deconstruct the entity (i.e., that welding deconstruction is not blocked).
await Interact(
Weld,
Screw,
Pry,
Weld,
Screw,
Wrench);
AssertDeleted();
await AssertEntityLookup((RGlass, 2));
}
}

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@@ -0,0 +1,136 @@
using System.Linq;
using System.Threading.Tasks;
using Content.IntegrationTests.Tests.Construction.Interaction;
using Content.IntegrationTests.Tests.Interaction;
using Content.IntegrationTests.Tests.Weldable;
using Content.Server.Tools.Components;
using NUnit.Framework;
namespace Content.IntegrationTests.Tests.DoAfter;
/// <summary>
/// This class has various tests that verify that cancelled DoAfters do not complete construction or other interactions.
/// It also checks that cancellation of a DoAfter does not block future DoAfters.
/// </summary>
public sealed class DoAfterCancellationTests : InteractionTest
{
[Test]
public async Task CancelWallDeconstruct()
{
await StartDeconstruction(WallConstruction.WallSolid);
await Interact(Weld, awaitDoAfters:false);
// Failed do-after has no effect
await CancelDoAfters();
AssertPrototype(WallConstruction.WallSolid);
// Second attempt works fine
await Interact(Weld);
AssertPrototype(WallConstruction.Girder);
// Repeat for wrenching interaction
AssertAnchored();
await Interact(Wrench, awaitDoAfters:false);
await CancelDoAfters();
AssertAnchored();
AssertPrototype(WallConstruction.Girder);
await Interact(Wrench);
AssertAnchored(false);
// Repeat for screwdriver interaction.
AssertDeleted(false);
await Interact(Screw, awaitDoAfters:false);
await CancelDoAfters();
AssertDeleted(false);
await Interact(Screw);
AssertDeleted();
}
[Test]
public async Task CancelWallConstruct()
{
await StartConstruction(WallConstruction.Wall);
await Interact(Steel, 5, awaitDoAfters:false);
await CancelDoAfters();
Assert.That(Target.HasValue && Target.Value.IsClientSide());
await Interact(Steel, 5);
AssertPrototype(WallConstruction.Girder);
await Interact(Steel, 5, awaitDoAfters:false);
await CancelDoAfters();
AssertPrototype(WallConstruction.Girder);
await Interact(Steel, 5);
AssertPrototype(WallConstruction.WallSolid);
}
[Test]
public async Task CancelTilePry()
{
await SetTile(Floor);
await Interact(Pry, awaitDoAfters:false);
await CancelDoAfters();
await AssertTile(Floor);
await Interact(Pry);
await AssertTile(Plating);
}
[Test]
public async Task CancelRepeatedTilePry()
{
await SetTile(Floor);
await Interact(Pry, awaitDoAfters:false);
await RunTicks(1);
Assert.That(ActiveDoAfters.Count(), Is.EqualTo(1));
await AssertTile(Floor);
// Second DoAfter cancels the first.
await Server.WaitPost(() => InteractSys.UserInteraction(Player, TargetCoords, Target));
Assert.That(ActiveDoAfters.Count(), Is.EqualTo(0));
await AssertTile(Floor);
// Third do after will work fine
await Interact(Pry);
Assert.That(ActiveDoAfters.Count(), Is.EqualTo(0));
await AssertTile(Plating);
}
[Test]
public async Task CancelRepeatedWeld()
{
await SpawnTarget(WeldableTests.Locker);
var comp = Comp<WeldableComponent>();
Assert.That(comp.Weldable, Is.True);
Assert.That(comp.IsWelded, Is.False);
await Interact(Weld, awaitDoAfters:false);
await RunTicks(1);
Assert.That(ActiveDoAfters.Count(), Is.EqualTo(1));
Assert.That(comp.IsWelded, Is.False);
// Second DoAfter cancels the first.
// Not using helper, because it runs too many ticks & causes the do-after to finish.
await Server.WaitPost(() => InteractSys.UserInteraction(Player, TargetCoords, Target));
Assert.That(ActiveDoAfters.Count(), Is.EqualTo(0));
Assert.That(comp.IsWelded, Is.False);
// Third do after will work fine
await Interact(Weld);
Assert.That(ActiveDoAfters.Count(), Is.EqualTo(0));
Assert.That(comp.IsWelded, Is.True);
// Repeat test for un-welding
await Interact(Weld, awaitDoAfters:false);
await RunTicks(1);
Assert.That(ActiveDoAfters.Count(), Is.EqualTo(1));
Assert.That(comp.IsWelded, Is.True);
await Server.WaitPost(() => InteractSys.UserInteraction(Player, TargetCoords, Target));
Assert.That(ActiveDoAfters.Count(), Is.EqualTo(0));
Assert.That(comp.IsWelded, Is.True);
await Interact(Weld);
Assert.That(ActiveDoAfters.Count(), Is.EqualTo(0));
Assert.That(comp.IsWelded, Is.False);
}
}

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@@ -0,0 +1,88 @@
using System.Linq;
using System.Threading.Tasks;
using Content.IntegrationTests.Tests.Interaction;
using Content.Shared.Radio.Components;
using Content.Shared.Wires;
using NUnit.Framework;
namespace Content.IntegrationTests.Tests.EncryptionKeys;
public sealed class RemoveEncryptionKeys : InteractionTest
{
[Test]
public async Task HeadsetKeys()
{
await SpawnTarget("ClothingHeadsetGrey");
var comp = Comp<EncryptionKeyHolderComponent>();
Assert.That(comp.KeyContainer.ContainedEntities.Count, Is.EqualTo(1));
Assert.That(comp.DefaultChannel, Is.EqualTo("Common"));
Assert.That(comp.Channels.Count, Is.EqualTo(1));
Assert.That(comp.Channels.First(), Is.EqualTo("Common"));
// Remove the key
await Interact(Screw);
Assert.That(comp.KeyContainer.ContainedEntities.Count, Is.EqualTo(0));
Assert.IsNull(comp.DefaultChannel);
Assert.That(comp.Channels.Count, Is.EqualTo(0));
// Checkl that the key was ejected and not just deleted or something.
await AssertEntityLookup(("EncryptionKeyCommon", 1));
// Re-insert a key.
await Interact("EncryptionKeyCentCom");
Assert.That(comp.KeyContainer.ContainedEntities.Count, Is.EqualTo(1));
Assert.That(comp.DefaultChannel, Is.EqualTo("CentCom"));
Assert.That(comp.Channels.Count, Is.EqualTo(1));
Assert.That(comp.Channels.First(), Is.EqualTo("CentCom"));
}
[Test]
public async Task CommsServerKeys()
{
await SpawnTarget("TelecomServerFilled");
var comp = Comp<EncryptionKeyHolderComponent>();
var panel = Comp<WiresPanelComponent>();
Assert.That(comp.KeyContainer.ContainedEntities.Count, Is.GreaterThan(0));
Assert.That(comp.Channels.Count, Is.GreaterThan(0));
Assert.That(panel.Open, Is.False);
// cannot remove keys without opening panel
await Interact(Pry);
Assert.That(comp.KeyContainer.ContainedEntities.Count, Is.GreaterThan(0));
Assert.That(comp.Channels.Count, Is.GreaterThan(0));
Assert.That(panel.Open, Is.False);
// Open panel
await Interact(Screw);
Assert.That(panel.Open, Is.True);
// Keys are still here
Assert.That(comp.KeyContainer.ContainedEntities.Count, Is.GreaterThan(0));
Assert.That(comp.Channels.Count, Is.GreaterThan(0));
// Now remove the keys
await Interact(Pry);
Assert.That(comp.KeyContainer.ContainedEntities.Count, Is.EqualTo(0));
Assert.That(comp.Channels.Count, Is.EqualTo(0));
// Reinsert a key
await Interact("EncryptionKeyCentCom");
Assert.That(comp.KeyContainer.ContainedEntities.Count, Is.EqualTo(1));
Assert.That(comp.DefaultChannel, Is.EqualTo("CentCom"));
Assert.That(comp.Channels.Count, Is.EqualTo(1));
Assert.That(comp.Channels.First(), Is.EqualTo("CentCom"));
// Remove it again
await Interact(Pry);
Assert.That(comp.KeyContainer.ContainedEntities.Count, Is.EqualTo(0));
Assert.That(comp.Channels.Count, Is.EqualTo(0));
// Prying again will start deconstructing the machine.
AssertPrototype("TelecomServerFilled");
await Interact(Pry);
AssertPrototype("MachineFrame");
}
}

View File

@@ -92,6 +92,7 @@ namespace Content.IntegrationTests.Tests.Interaction.Click
Assert.That(interactUsing);
});
testInteractionSystem.ClearHandlers();
await pairTracker.CleanReturnAsync();
}
@@ -154,6 +155,7 @@ namespace Content.IntegrationTests.Tests.Interaction.Click
Assert.That(interactUsing, Is.False);
});
testInteractionSystem.ClearHandlers();
await pairTracker.CleanReturnAsync();
}
@@ -214,6 +216,7 @@ namespace Content.IntegrationTests.Tests.Interaction.Click
Assert.That(interactUsing);
});
testInteractionSystem.ClearHandlers();
await pairTracker.CleanReturnAsync();
}
@@ -275,6 +278,7 @@ namespace Content.IntegrationTests.Tests.Interaction.Click
Assert.That(interactUsing, Is.False);
});
testInteractionSystem.ClearHandlers();
await pairTracker.CleanReturnAsync();
}
@@ -352,6 +356,7 @@ namespace Content.IntegrationTests.Tests.Interaction.Click
Assert.That(interactUsing, Is.True);
});
testInteractionSystem.ClearHandlers();
await pairTracker.CleanReturnAsync();
}
@@ -367,6 +372,12 @@ namespace Content.IntegrationTests.Tests.Interaction.Click
SubscribeLocalEvent<InteractUsingEvent>((e) => InteractUsingEvent?.Invoke(e));
SubscribeLocalEvent<InteractHandEvent>((e) => InteractHandEvent?.Invoke(e));
}
public void ClearHandlers()
{
InteractUsingEvent = null;
InteractHandEvent = null;
}
}
}

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@@ -0,0 +1,43 @@
namespace Content.IntegrationTests.Tests.Interaction;
// This partial class contains various constant prototype IDs common to interaction tests.
// Should make it easier to mass-change hard coded strings if prototypes get renamed.
public abstract partial class InteractionTest
{
protected const string PlayerEntity = "AdminObserver";
// Tiles
protected const string Floor = "FloorSteel";
protected const string FloorItem = "FloorTileItemSteel";
protected const string Plating = "Plating";
protected const string Lattice = "Lattice";
// Tools/steps
protected const string Wrench = "Wrench";
protected const string Screw = "Screwdriver";
protected const string Weld = "WelderExperimental";
protected const string Pry = "Crowbar";
protected const string Cut = "Wirecutter";
// Materials/stacks
protected const string Steel = "Steel";
protected const string Glass = "Glass";
protected const string RGlass = "ReinforcedGlass";
protected const string Plastic = "Plastic";
protected const string Cable = "Cable";
protected const string Rod = "MetalRod";
// Parts
protected const string Bin1 = "MatterBinStockPart";
protected const string Bin4 = "BluespaceMatterBinStockPart";
protected const string Cap1 = "CapacitorStockPart";
protected const string Cap4 = "QuadraticCapacitorStockPart";
protected const string Manipulator1 = "MicroManipulatorStockPart";
protected const string Manipulator4 = "FemtoManipulatorStockPart";
protected const string Laser1 = "MicroLaserStockPart";
protected const string Laser2 = "QuadUltraMicroLaserStockPart";
protected const string Battery1 = "PowerCellSmall";
protected const string Battery4 = "PowerCellHyper";
}

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@@ -0,0 +1,126 @@
#nullable enable
using System.Threading.Tasks;
using Content.Shared.Stacks;
using NUnit.Framework;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
namespace Content.IntegrationTests.Tests.Interaction;
public abstract partial class InteractionTest
{
/// <summary>
/// Utility class for working with prototypes ids that may refer to stacks or entities.
/// </summary>
/// <remarks>
/// Intended to make tests easier by removing ambiguity around "SheetSteel1", "SheetSteel", and "Steel". All three
/// should be treated identically by interaction tests.
/// </remarks>
protected sealed class EntitySpecifier
{
/// <summary>
/// Either the stack or entity prototype for this entity. Stack prototypes take priority.
/// </summary>
public string Prototype;
/// <summary>
/// The quantity. If the entity has a stack component, this is the total stack quantity.
/// Otherwise this is the number of entities.
/// </summary>
/// <remarks>
/// If used for spawning and this number is larger than the max stack size, only a single stack will be spawned.
/// </remarks>
public int Quantity;
/// <summary>
/// If true, a check has been performed to see if the prototype ia an entity prototype with a stack component,
/// in which case the specifier was converted into a stack-specifier
/// </summary>
public bool Converted;
public EntitySpecifier(string prototype, int quantity, bool converted = false)
{
Assert.That(quantity > 0);
Prototype = prototype;
Quantity = quantity;
Converted = converted;
}
public static implicit operator EntitySpecifier(string prototype)
=> new(prototype, 1);
public static implicit operator EntitySpecifier((string, int) tuple)
=> new(tuple.Item1, tuple.Item2);
/// <summary>
/// Convert applicable entity prototypes into stack prototypes.
/// </summary>
public void ConvertToStack(IPrototypeManager protoMan, IComponentFactory factory)
{
if (Converted)
return;
Converted = true;
if (protoMan.HasIndex<StackPrototype>(Prototype))
return;
if (!protoMan.TryIndex<EntityPrototype>(Prototype, out var entProto))
{
Assert.Fail($"Unknown prototype: {Prototype}");
return;
}
if (entProto.TryGetComponent<StackComponent>(factory.GetComponentName(typeof(StackComponent)),
out var stackComp))
{
Prototype = stackComp.StackTypeId;
}
}
}
protected async Task<EntityUid> SpawnEntity(EntitySpecifier spec, EntityCoordinates coords)
{
EntityUid uid = default!;
if (ProtoMan.TryIndex<StackPrototype>(spec.Prototype, out var stackProto))
{
await Server.WaitPost(() =>
{
uid = SEntMan.SpawnEntity(stackProto.Spawn, coords);
Stack.SetCount(uid, spec.Quantity);
});
return uid;
}
if (!ProtoMan.TryIndex<EntityPrototype>(spec.Prototype, out var entProto))
{
Assert.Fail($"Unkown prototype: {spec.Prototype}");
return default;
}
if (entProto.TryGetComponent<StackComponent>(Factory.GetComponentName(typeof(StackComponent)),
out var stackComp))
{
return await SpawnEntity((stackComp.StackTypeId, spec.Quantity), coords);
}
Assert.That(spec.Quantity, Is.EqualTo(1), "SpawnEntity only supports returning a singular entity");
await Server.WaitPost(() => uid = SEntMan.SpawnEntity(spec.Prototype, coords));;
return uid;
}
/// <summary>
/// Convert an entity-uid to a matching entity specifier. Usefull when doing entity lookups & checking that the
/// right quantity of entities/materials werre produced.
/// </summary>
protected EntitySpecifier ToEntitySpecifier(EntityUid uid)
{
if (SEntMan.TryGetComponent(uid, out StackComponent? stack))
return new EntitySpecifier(stack.StackTypeId, stack.Count) {Converted = true};
var meta = SEntMan.GetComponent<MetaDataComponent>(uid);
Assert.NotNull(meta.EntityPrototype);
return new (meta.EntityPrototype.ID, 1) { Converted = true };
}
}

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@@ -0,0 +1,160 @@
#nullable enable
using System.Collections.Generic;
using System.Linq;
using Content.Shared.Stacks;
using NUnit.Framework;
using Robust.Shared.GameObjects;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.IntegrationTests.Tests.Interaction;
public abstract partial class InteractionTest
{
/// <summary>
/// Data structure for representing a collection of <see cref="EntitySpecifier"/>s.
/// </summary>
protected sealed class EntitySpecifierCollection
{
public Dictionary<string, int> Entities = new();
/// <summary>
/// If true, a check has been performed to see if the prototypes correspond to entity prototypes with a stack
/// component, in which case the specifier was converted into a stack-specifier
/// </summary>
public bool Converted;
public EntitySpecifierCollection()
{
Converted = true;
}
public EntitySpecifierCollection(IEnumerable<EntitySpecifier> ents)
{
Converted = true;
foreach (var ent in ents)
{
Add(ent);
}
}
public static implicit operator EntitySpecifierCollection(string prototype)
{
var result = new EntitySpecifierCollection();
result.Add(prototype, 1);
return result;
}
public static implicit operator EntitySpecifierCollection((string, int) tuple)
{
var result = new EntitySpecifierCollection();
result.Add(tuple.Item1, tuple.Item2);
return result;
}
public void Remove(EntitySpecifier spec)
=> Add(new EntitySpecifier(spec.Prototype, -spec.Quantity, spec.Converted));
public void Add(EntitySpecifier spec)
=> Add(spec.Prototype, spec.Quantity, spec.Converted);
public void Add(string id, int quantity, bool converted = false)
{
Converted &= converted;
if (!Entities.TryGetValue(id, out var existing))
{
if (quantity != 0)
Entities.Add(id, quantity);
return;
}
var newQuantity = quantity + existing;
if (newQuantity == 0)
Entities.Remove(id);
else
Entities[id] = newQuantity;
}
public void Add(EntitySpecifierCollection collection)
{
var converted = Converted && collection.Converted;
foreach (var (id, quantity) in collection.Entities)
{
Add(id, quantity);
}
Converted = converted;
}
public void Remove(EntitySpecifierCollection collection)
{
var converted = Converted && collection.Converted;
foreach (var (id, quantity) in collection.Entities)
{
Add(id, -quantity);
}
Converted = converted;
}
public EntitySpecifierCollection Clone()
{
return new EntitySpecifierCollection()
{
Entities = Entities.ShallowClone(),
Converted = Converted
};
}
/// <summary>
/// Convert applicable entity prototypes into stack prototypes.
/// </summary>
public void ConvertToStacks(IPrototypeManager protoMan, IComponentFactory factory)
{
if (Converted)
return;
HashSet<string> toRemove = new();
List<(string, int)> toAdd = new();
foreach (var (id, quantity) in Entities)
{
if (protoMan.HasIndex<StackPrototype>(id))
continue;
if (!protoMan.TryIndex<EntityPrototype>(id, out var entProto))
{
Assert.Fail($"Unknown prototype: {id}");
continue;
}
if (!entProto.TryGetComponent<StackComponent>(factory.GetComponentName(typeof(StackComponent)),
out var stackComp))
{
continue;
}
toRemove.Add(id);
toAdd.Add((stackComp.StackTypeId, quantity));
}
foreach (var id in toRemove)
{
Entities.Remove(id);
}
foreach (var (id, quantity) in toAdd)
{
Add(id, quantity);
}
Converted = true;
}
}
protected EntitySpecifierCollection ToEntityCollection(IEnumerable<EntityUid> entities)
{
var collection = new EntitySpecifierCollection(entities.Select(uid => ToEntitySpecifier(uid)));
Assert.That(collection.Converted);
return collection;
}
}

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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));
}

View File

@@ -0,0 +1,198 @@
#nullable enable
using System.Linq;
using System.Threading.Tasks;
using Content.Client.Construction;
using Content.Client.Examine;
using Content.Server.Body.Systems;
using Content.Server.Mind.Components;
using Content.Server.Stack;
using Content.Server.Tools;
using Content.Shared.Body.Part;
using Content.Shared.DoAfter;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Interaction;
using NUnit.Framework;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
using Robust.UnitTesting;
namespace Content.IntegrationTests.Tests.Interaction;
/// <summary>
/// This is a base class designed to make it easier to test various interactions like construction & DoAfters.
///
/// For construction tests, the interactions are intentionally hard-coded and not pulled automatically from the
/// construction graph, even though this may be a pain to maintain. This is because otherwise these tests could not
/// detect errors in the graph pathfinding (e.g., infinite loops, missing steps, etc).
/// </summary>
[TestFixture]
[FixtureLifeCycle(LifeCycle.InstancePerTestCase)]
public abstract partial class InteractionTest
{
protected PairTracker PairTracker = default!;
protected TestMapData MapData = default!;
protected RobustIntegrationTest.ServerIntegrationInstance Server => PairTracker.Pair.Server;
protected RobustIntegrationTest.ClientIntegrationInstance Client => PairTracker.Pair.Client;
protected MapId MapId => MapData.MapId;
/// <summary>
/// Target coordinates. Note that this does not necessarily correspond to the position of the <see cref="Target"/>
/// entity.
/// </summary>
protected EntityCoordinates TargetCoords;
/// <summary>
/// Initial player coordinates. Note that this does not necessarily correspond to the position of the
/// <see cref="Player"/> entity.
/// </summary>
protected EntityCoordinates PlayerCoords;
/// <summary>
/// The player entity that performs all these interactions. Defaults to an admin-observer with 1 hand.
/// </summary>
protected EntityUid Player;
/// <summary>
/// The current target entity. This is the default entity for various helper functions.
/// </summary>
/// <remarks>
/// Note that this target may be automatically modified by various interactions, in particular construction
/// interactions often swap out entities, and there are helper methods that attempt to automatically upddate
/// the target entity. See <see cref="CheckTargetChange"/>
/// </remarks>
protected EntityUid? Target;
/// <summary>
/// When attempting to start construction, this is the client-side ID of the construction ghost.
/// </summary>
protected int ConstructionGhostId;
// SERVER dependencies
protected IEntityManager SEntMan = default!;
protected ITileDefinitionManager TileMan = default!;
protected IMapManager MapMan = default!;
protected IPrototypeManager ProtoMan = default!;
protected IGameTiming Timing = default!;
protected IComponentFactory Factory = default!;
protected SharedHandsSystem HandSys = default!;
protected StackSystem Stack = default!;
protected SharedInteractionSystem InteractSys = default!;
protected Content.Server.Construction.ConstructionSystem SConstruction = default!;
protected SharedDoAfterSystem DoAfterSys = default!;
protected ToolSystem ToolSys = default!;
protected InteractionTestSystem STestSystem = default!;
protected SharedTransformSystem Transform = default!;
// CLIENT dependencies
protected IEntityManager CEntMan = default!;
protected ConstructionSystem CConSys = default!;
protected ExamineSystem ExamineSys = default!;
protected InteractionTestSystem CTestSystem = default!;
// player components
protected HandsComponent Hands = default!;
protected DoAfterComponent DoAfters = default!;
public float TickPeriod => (float)Timing.TickPeriod.TotalSeconds;
[SetUp]
public async Task Setup()
{
PairTracker = await PoolManager.GetServerClient(new PoolSettings());
// server dependencies
SEntMan = Server.ResolveDependency<IEntityManager>();
TileMan = Server.ResolveDependency<ITileDefinitionManager>();
MapMan = Server.ResolveDependency<IMapManager>();
ProtoMan = Server.ResolveDependency<IPrototypeManager>();
Factory = Server.ResolveDependency<IComponentFactory>();
Timing = Server.ResolveDependency<IGameTiming>();
HandSys = SEntMan.System<SharedHandsSystem>();
InteractSys = SEntMan.System<SharedInteractionSystem>();
ToolSys = SEntMan.System<ToolSystem>();
DoAfterSys = SEntMan.System<SharedDoAfterSystem>();
Transform = SEntMan.System<SharedTransformSystem>();
SConstruction = SEntMan.System<Content.Server.Construction.ConstructionSystem>();
STestSystem = SEntMan.System<InteractionTestSystem>();
Stack = SEntMan.System<StackSystem>();
// client dependencies
CEntMan = Client.ResolveDependency<IEntityManager>();
CTestSystem = CEntMan.System<InteractionTestSystem>();
CConSys = CEntMan.System<ConstructionSystem>();
ExamineSys = CEntMan.System<ExamineSystem>();
// Setup map.
MapData = await PoolManager.CreateTestMap(PairTracker);
PlayerCoords = MapData.GridCoords.Offset((0.5f, 0.5f)).WithEntityId(MapData.MapUid, Transform, SEntMan);
TargetCoords = MapData.GridCoords.Offset((1.5f, 0.5f)).WithEntityId(MapData.MapUid, Transform, SEntMan);
await SetTile(Plating, grid: MapData.MapGrid);
// Get player data
var sPlayerMan = Server.ResolveDependency<Robust.Server.Player.IPlayerManager>();
var cPlayerMan = Client.ResolveDependency<Robust.Client.Player.IPlayerManager>();
if (cPlayerMan.LocalPlayer?.Session == null)
Assert.Fail("No player");
var cSession = cPlayerMan.LocalPlayer!.Session!;
var sSession = sPlayerMan.GetSessionByUserId(cSession.UserId);
// Spawn player entity & attach
EntityUid? old = default;
await Server.WaitPost(() =>
{
old = cPlayerMan.LocalPlayer.ControlledEntity;
Player = SEntMan.SpawnEntity(PlayerEntity, PlayerCoords);
sSession.AttachToEntity(Player);
Hands = SEntMan.GetComponent<HandsComponent>(Player);
DoAfters = SEntMan.GetComponent<DoAfterComponent>(Player);
});
// Check player got attached.
await RunTicks(5);
Assert.That(cPlayerMan.LocalPlayer.ControlledEntity, Is.EqualTo(Player));
// Delete old player entity.
await Server.WaitPost(() =>
{
if (old == null)
return;
// Fuck you mind system I want an hour of my life back
if (SEntMan.TryGetComponent(old, out MindComponent? mind))
mind.GhostOnShutdown = false;
SEntMan.DeleteEntity(old.Value);
});
// Ensure that the player only has one hand, so that they do not accidentally pick up deconstruction protucts
await Server.WaitPost(() =>
{
var bodySystem = SEntMan.System<BodySystem>();
var hands = bodySystem.GetBodyChildrenOfType(Player, BodyPartType.Hand).ToArray();
for (var i = 1; i < hands.Length; i++)
{
bodySystem.DropPart(hands[i].Id);
SEntMan.DeleteEntity(hands[i].Id);
}
});
// Final player asserts/checks.
await PoolManager.ReallyBeIdle(PairTracker.Pair, 5);
Assert.That(cPlayerMan.LocalPlayer.ControlledEntity, Is.EqualTo(Player));
Assert.That(sPlayerMan.GetSessionByUserId(cSession.UserId).AttachedEntity, Is.EqualTo(Player));
}
[TearDown]
public async Task Cleanup()
{
await Server.WaitPost(() => MapMan.DeleteMap(MapId));
await PairTracker.CleanReturnAsync();
}
}

View File

@@ -0,0 +1,34 @@
using System.Collections.Generic;
using Content.Server.Construction;
using Content.Shared.Construction;
using Robust.Shared.GameObjects;
namespace Content.IntegrationTests.Tests.Interaction;
/// <summary>
/// System for listening to events that get raised when construction entities change.
/// In particular, when construction ghosts become real entities, and when existing entities get replaced with
/// new ones.
/// </summary>
public sealed class InteractionTestSystem : EntitySystem
{
public Dictionary<int, EntityUid> Ghosts = new();
public Dictionary<EntityUid, EntityUid> EntChanges = new();
public override void Initialize()
{
SubscribeNetworkEvent<AckStructureConstructionMessage>(OnAck);
SubscribeLocalEvent<ConstructionChangeEntityEvent>(OnEntChange);
}
private void OnEntChange(ConstructionChangeEntityEvent ev)
{
EntChanges[ev.Old] = ev.New;
}
private void OnAck(AckStructureConstructionMessage ev)
{
if (ev.Uid != null)
Ghosts[ev.GhostId] = ev.Uid.Value;
}
}

View File

@@ -0,0 +1,76 @@
using System.Threading.Tasks;
using Content.IntegrationTests.Tests.Interaction;
using Content.Server.Explosion.Components;
using NUnit.Framework;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
namespace Content.IntegrationTests.Tests.Payload;
public sealed class ModularGrenadeTests : InteractionTest
{
public const string Trigger = "TimerTrigger";
public const string Payload = "ExplosivePayload";
/// <summary>
/// Test that a modular grenade can be fully crafted and detonated.
/// </summary>
[Test]
public async Task AssembleAndDetonateGrenade()
{
await PlaceInHands(Steel, 5);
await CraftItem("ModularGrenadeRecipe");
Target = await FindEntity("ModularGrenade");
await Drop();
await Interact(Cable);
// Insert & remove trigger
AssertComp<OnUseTimerTriggerComponent>(false);
await Interact(Trigger);
AssertComp<OnUseTimerTriggerComponent>();
await FindEntity(Trigger, LookupFlags.Uncontained, shouldSucceed: false);
await Interact(Pry);
AssertComp<OnUseTimerTriggerComponent>(false);
// Trigger was dropped to floor, not deleted.
await FindEntity(Trigger, LookupFlags.Uncontained);
// Re-insert
await Interact(Trigger);
AssertComp<OnUseTimerTriggerComponent>();
// Insert & remove payload.
await Interact(Payload);
await FindEntity(Payload, LookupFlags.Uncontained, shouldSucceed: false);
await Interact(Pry);
var ent = await FindEntity(Payload, LookupFlags.Uncontained);
await Delete(ent);
// successfully insert a second time
await Interact(Payload);
ent = await FindEntity(Payload);
var sys = SEntMan.System<SharedContainerSystem>();
Assert.That(sys.IsEntityInContainer(ent));
// Activate trigger.
await Pickup();
AssertComp<ActiveTimerTriggerComponent>(false);
await UseInHand();
// So uhhh grenades in hands don't destroy themselves when exploding. Maybe that will be fixed eventually.
await Drop();
// Wait until grenade explodes
var timer = Comp<ActiveTimerTriggerComponent>();
while (timer.TimeRemaining >= 0)
{
await RunTicks(10);
}
// Grenade has exploded.
await RunTicks(5);
AssertDeleted();
}
}

View File

@@ -0,0 +1,121 @@
using System.Threading.Tasks;
using Content.IntegrationTests.Tests.Interaction;
using NUnit.Framework;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
namespace Content.IntegrationTests.Tests.Tiles;
public sealed class TileConstructionTests : InteractionTest
{
private void AssertGridCount(int value)
{
var count = 0;
var query = SEntMan.AllEntityQueryEnumerator<MapGridComponent, TransformComponent>();
while (query.MoveNext(out _, out var xform))
{
if (xform.MapUid == MapData.MapUid)
count++;
}
Assert.That(count, Is.EqualTo(value));
}
/// <summary>
/// Test placing and cutting a single lattice.
/// </summary>
[Test]
public async Task PlaceThenCutLattice()
{
await AssertTile(Plating);
await AssertTile(Plating, PlayerCoords);
AssertGridCount(1);
await SetTile(null);
await Interact(Rod);
await AssertTile(Lattice);
Assert.IsNull(Hands.ActiveHandEntity);
await Interact(Cut);
await AssertTile(null);
await AssertEntityLookup((Rod, 1));
AssertGridCount(1);
}
/// <summary>
/// Test placing and cutting a single lattice in space (not adjacent to any existing grid.
/// </summary>
[Test]
public async Task CutThenPlaceLatticeNewGrid()
{
await AssertTile(Plating);
await AssertTile(Plating, PlayerCoords);
AssertGridCount(1);
// Remove grid
await SetTile(null);
await SetTile(null, PlayerCoords);
Assert.That(MapData.MapGrid.Deleted);
AssertGridCount(0);
// Place Lattice
var oldPos = TargetCoords;
TargetCoords = new EntityCoordinates(MapData.MapUid, 1, 0);
await Interact(Rod);
TargetCoords = oldPos;
await AssertTile(Lattice);
AssertGridCount(1);
// Cut lattice
Assert.IsNull(Hands.ActiveHandEntity);
await Interact(Cut);
await AssertTile(null);
AssertGridCount(0);
await AssertEntityLookup((Rod, 1));
}
/// <summary>
/// Test space -> floor -> plating
/// </summary>
[Test]
public async Task FloorConstructDeconstruct()
{
await AssertTile(Plating);
await AssertTile(Plating, PlayerCoords);
AssertGridCount(1);
// Remove grid
await SetTile(null);
await SetTile(null, PlayerCoords);
Assert.That(MapData.MapGrid.Deleted);
AssertGridCount(0);
// Space -> Lattice
var oldPos = TargetCoords;
TargetCoords = new EntityCoordinates(MapData.MapUid, 1, 0);
await Interact(Rod);
TargetCoords = oldPos;
await AssertTile(Lattice);
AssertGridCount(1);
// Lattice -> Plating
await Interact(Steel);
Assert.IsNull(Hands.ActiveHandEntity);
await AssertTile(Plating);
AssertGridCount(1);
// Plating -> Tile
await Interact(FloorItem);
Assert.IsNull(Hands.ActiveHandEntity);
await AssertTile(Floor);
AssertGridCount(1);
// Tile -> Plating
await Interact(Pry);
await AssertTile(Plating);
AssertGridCount(1);
await AssertEntityLookup((FloorItem, 1));
}
}

View File

@@ -0,0 +1,28 @@
using System.Threading.Tasks;
using Content.IntegrationTests.Tests.Interaction;
using Content.Server.Tools.Components;
using NUnit.Framework;
namespace Content.IntegrationTests.Tests.Weldable;
/// <summary>
/// Simple test to check that using a welder on a locker will weld it shut.
/// </summary>
public sealed class WeldableTests : InteractionTest
{
public const string Locker = "LockerFreezer";
[Test]
public async Task WeldLocker()
{
await SpawnTarget(Locker);
var comp = Comp<WeldableComponent>();
Assert.That(comp.Weldable, Is.True);
Assert.That(comp.IsWelded, Is.False);
await Interact(Weld);
Assert.That(comp.IsWelded, Is.True);
AssertPrototype(Locker); // Prototype did not change.
}
}

View File

@@ -13,6 +13,7 @@ namespace Content.Server.Construction.Completions
{
[DataField("container")] public string Container { get; private set; } = string.Empty;
// TODO use or generalize ConstructionSystem.ChangeEntity();
public void PerformAction(EntityUid uid, EntityUid? userUid, IEntityManager entityManager)
{
if (!entityManager.TryGetComponent(uid, out ContainerManagerComponent? containerManager))
@@ -62,8 +63,12 @@ namespace Content.Server.Construction.Completions
// We only add this container. If some construction needs to take other containers into account, fix this.
entityManager.EntitySysManager.GetEntitySystem<ConstructionSystem>().AddContainer(computer, Container);
var entChangeEv = new ConstructionChangeEntityEvent(computer, uid);
entityManager.EventBus.RaiseLocalEvent(uid, entChangeEv);
entityManager.EventBus.RaiseLocalEvent(computer, entChangeEv, broadcast: true);
// Delete the original entity.
entityManager.DeleteEntity(uid);
entityManager.QueueDeleteEntity(uid);
}
}
}

View File

@@ -12,6 +12,7 @@ namespace Content.Server.Construction.Completions
[DataDefinition]
public sealed class BuildMachine : IGraphAction
{
// TODO use or generalize ConstructionSystem.ChangeEntity();
public void PerformAction(EntityUid uid, EntityUid? userUid, IEntityManager entityManager)
{
if (!entityManager.TryGetComponent(uid, out ContainerManagerComponent? containerManager))
@@ -102,7 +103,10 @@ namespace Content.Server.Construction.Completions
constructionSystem.RefreshParts(machineComp);
}
entityManager.DeleteEntity(uid);
var entChangeEv = new ConstructionChangeEntityEvent(machine, uid);
entityManager.EventBus.RaiseLocalEvent(uid, entChangeEv);
entityManager.EventBus.RaiseLocalEvent(machine, entChangeEv, broadcast: true);
entityManager.QueueDeleteEntity(uid);
}
}
}

View File

@@ -23,6 +23,7 @@ public sealed class BuildMech : IGraphAction
[DataField("container")]
public string Container = "battery-container";
// TODO use or generalize ConstructionSystem.ChangeEntity();
public void PerformAction(EntityUid uid, EntityUid? userUid, IEntityManager entityManager)
{
if (!entityManager.TryGetComponent(uid, out ContainerManagerComponent? containerManager))
@@ -64,8 +65,10 @@ public sealed class BuildMech : IGraphAction
mechComp.BatterySlot.Insert(cell);
}
// Delete the original entity.
entityManager.DeleteEntity(uid);
var entChangeEv = new ConstructionChangeEntityEvent(mech, uid);
entityManager.EventBus.RaiseLocalEvent(uid, entChangeEv);
entityManager.EventBus.RaiseLocalEvent(mech, entChangeEv, broadcast: true);
entityManager.QueueDeleteEntity(uid);
}
}

View File

@@ -352,6 +352,10 @@ namespace Content.Server.Construction
}
}
var entChangeEv = new ConstructionChangeEntityEvent(newUid, uid);
RaiseLocalEvent(uid, entChangeEv);
RaiseLocalEvent(newUid, entChangeEv, broadcast: true);
QueueDel(uid);
return newUid;
@@ -384,4 +388,20 @@ namespace Content.Server.Construction
return ChangeNode(uid, userUid, nodeId, performActions, construction);
}
}
/// <summary>
/// This event gets raised when an entity changes prototype / uid during construction. The event is raised
/// directed both at the old and new entity.
/// </summary>
public sealed class ConstructionChangeEntityEvent : EntityEventArgs
{
public readonly EntityUid New;
public readonly EntityUid Old;
public ConstructionChangeEntityEvent(EntityUid newUid, EntityUid oldUid)
{
New = newUid;
Old = oldUid;
}
}
}

View File

@@ -169,6 +169,8 @@ namespace Content.Server.Construction
if (!materialStep.EntityValid(entity, out var stack))
continue;
// TODO allow taking from several stacks.
// Also update crafting steps to check if it works.
var splitStack = _stackSystem.Split(entity, materialStep.Amount, user.ToCoordinates(0, 0), stack);
if (splitStack == null)
@@ -288,43 +290,49 @@ namespace Content.Server.Construction
return newEntity;
}
// LEGACY CODE. See warning at the top of the file!
private async void HandleStartItemConstruction(TryStartItemConstructionMessage ev, EntitySessionEventArgs args)
{
if (!_prototypeManager.TryIndex(ev.PrototypeName, out ConstructionPrototype? constructionPrototype))
if (args.SenderSession.AttachedEntity is {Valid: true} user)
await TryStartItemConstruction(ev.PrototypeName, user);
}
// LEGACY CODE. See warning at the top of the file!
public async Task<bool> TryStartItemConstruction(string prototype, EntityUid user)
{
_sawmill.Error($"Tried to start construction of invalid recipe '{ev.PrototypeName}'!");
return;
if (!_prototypeManager.TryIndex(prototype, out ConstructionPrototype? constructionPrototype))
{
_sawmill.Error($"Tried to start construction of invalid recipe '{prototype}'!");
return false;
}
if (!_prototypeManager.TryIndex(constructionPrototype.Graph,
out ConstructionGraphPrototype? constructionGraph))
{
_sawmill.Error(
$"Invalid construction graph '{constructionPrototype.Graph}' in recipe '{ev.PrototypeName}'!");
return;
$"Invalid construction graph '{constructionPrototype.Graph}' in recipe '{prototype}'!");
return false;
}
var startNode = constructionGraph.Nodes[constructionPrototype.StartNode];
var targetNode = constructionGraph.Nodes[constructionPrototype.TargetNode];
var pathFind = constructionGraph.Path(startNode.Name, targetNode.Name);
if (args.SenderSession.AttachedEntity is not {Valid: true} user || !_actionBlocker.CanInteract(user, null))
return;
if (!_actionBlocker.CanInteract(user, null))
return false;
if (!HasComp<HandsComponent>(user))
return;
return false;
foreach (var condition in constructionPrototype.Conditions)
{
if (!condition.Condition(user, user.ToCoordinates(0, 0), Direction.South))
return;
return false;
}
if (pathFind == null)
{
throw new InvalidDataException(
$"Can't find path from starting node to target node in construction! Recipe: {ev.PrototypeName}");
$"Can't find path from starting node to target node in construction! Recipe: {prototype}");
}
var edge = startNode.GetEdge(pathFind[0].Name);
@@ -332,7 +340,7 @@ namespace Content.Server.Construction
if (edge == null)
{
throw new InvalidDataException(
$"Can't find edge from starting node to the next node in pathfinding! Recipe: {ev.PrototypeName}");
$"Can't find edge from starting node to the next node in pathfinding! Recipe: {prototype}");
}
// No support for conditions here!
@@ -347,11 +355,12 @@ namespace Content.Server.Construction
}
if (await Construct(user, "item_construction", constructionGraph, edge, targetNode) is not { Valid: true } item)
return;
return false;
// Just in case this is a stack, attempt to merge it. If it isn't a stack, this will just normally pick up
// or drop the item as normal.
_stackSystem.TryMergeToHands(item, user);
return true;
}
// LEGACY CODE. See warning at the top of the file!
@@ -490,7 +499,7 @@ namespace Content.Server.Construction
xform.LocalRotation = constructionPrototype.CanRotate ? ev.Angle : Angle.Zero;
xform.Anchored = wasAnchored;
RaiseNetworkEvent(new AckStructureConstructionMessage(ev.Ack));
RaiseNetworkEvent(new AckStructureConstructionMessage(ev.Ack, structure));
_adminLogger.Add(LogType.Construction, LogImpact.Low, $"{ToPrettyString(user):player} has turned a {ev.PrototypeName} construction ghost into {ToPrettyString(structure)} at {Transform(structure).Coordinates}");
Cleanup();
}

View File

@@ -59,6 +59,14 @@ public sealed partial class ConstructionSystem
args.Verbs.Add(verb);
}
public List<MachinePartComponent> GetAllParts(EntityUid uid, MachineComponent? component = null)
{
if (!Resolve(uid, ref component))
return new List<MachinePartComponent>();
return GetAllParts(component);
}
public List<MachinePartComponent> GetAllParts(MachineComponent component)
{
var parts = new List<MachinePartComponent>();

View File

@@ -31,6 +31,7 @@ namespace Content.Server.Mind.Components
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("ghostOnShutdown")]
[Access(typeof(MindSystem), Other = AccessPermissions.ReadWriteExecute)] // FIXME Friends
public bool GhostOnShutdown { get; set; } = true;
}

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@@ -64,9 +64,15 @@ public sealed class AckStructureConstructionMessage : EntityEventArgs
{
public readonly int GhostId;
public AckStructureConstructionMessage(int ghostId)
/// <summary>
/// The entity that is now being constructed, if any.
/// </summary>
public readonly EntityUid? Uid;
public AckStructureConstructionMessage(int ghostId, EntityUid? uid = null)
{
GhostId = ghostId;
Uid = uid;
}
}

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@@ -27,7 +27,20 @@ public sealed class DoAfterComponentState : ComponentState
public DoAfterComponentState(DoAfterComponent component)
{
NextId = component.NextId;
// Cursed test bugs - See CraftingTests.CancelCraft
// The following is wrapped in an if DEBUG. This is tests don't (de)serialize net messages and just copy objects
// by reference. This means that the server will directly modify cached server states on the client's end.
// Crude fix at the moment is to used modified state handling while in debug mode Otherwise, this test cannot work.
#if !DEBUG
DoAfters = component.DoAfters;
#else
DoAfters = new();
foreach (var (id, doafter) in component.DoAfters)
{
DoAfters.Add(id, new DoAfter(doafter));
}
#endif
}
}

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@@ -123,7 +123,6 @@ public abstract partial class SharedDoAfterSystem : EntitySystem
EnsureComp<ActiveDoAfterComponent>(uid);
}
#region Creation
/// <summary>
/// Tasks that are delayed until the specified time has passed

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@@ -62,6 +62,7 @@ public sealed class EncryptionKeySystem : EntitySystem
// TODO add predicted pop-up overrides.
if (_net.IsServer)
_popup.PopupEntity(Loc.GetString("encryption-keys-all-extracted"), uid, args.User);
_audio.PlayPredicted(component.KeyExtractionSound, uid, args.User);
}

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@@ -9,7 +9,7 @@ namespace Content.Shared.Stacks
{
[ViewVariables(VVAccess.ReadWrite)]
[DataField("stackType", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<StackPrototype>))]
public string? StackTypeId { get; private set; }
public string StackTypeId { get; private set; } = default!;
/// <summary>
/// Current stack count.