Add interaction tests (#15251)
This commit is contained in:
@@ -1,3 +1,4 @@
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using System.Diagnostics.CodeAnalysis;
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using Content.Shared.Construction;
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using Content.Shared.Construction.Prototypes;
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using Content.Shared.Examine;
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@@ -151,33 +152,45 @@ namespace Content.Client.Construction
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/// Creates a construction ghost at the given location.
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/// </summary>
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public void SpawnGhost(ConstructionPrototype prototype, EntityCoordinates loc, Direction dir)
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=> TrySpawnGhost(prototype, loc, dir, out _);
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/// <summary>
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/// Creates a construction ghost at the given location.
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/// </summary>
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public bool TrySpawnGhost(
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ConstructionPrototype prototype,
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EntityCoordinates loc,
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Direction dir,
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[NotNullWhen(true)] out EntityUid? ghost)
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{
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ghost = null;
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if (_playerManager.LocalPlayer?.ControlledEntity is not { } user ||
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!user.IsValid())
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{
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return;
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return false;
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}
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if (GhostPresent(loc)) return;
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if (GhostPresent(loc))
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return false;
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// This InRangeUnobstructed should probably be replaced with "is there something blocking us in that tile?"
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var predicate = GetPredicate(prototype.CanBuildInImpassable, loc.ToMap(EntityManager));
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if (!_interactionSystem.InRangeUnobstructed(user, loc, 20f, predicate: predicate))
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return;
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return false;
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foreach (var condition in prototype.Conditions)
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{
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if (!condition.Condition(user, loc, dir))
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return;
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return false;
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}
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var ghost = EntityManager.SpawnEntity("constructionghost", loc);
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var comp = EntityManager.GetComponent<ConstructionGhostComponent>(ghost);
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ghost = EntityManager.SpawnEntity("constructionghost", loc);
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var comp = EntityManager.GetComponent<ConstructionGhostComponent>(ghost.Value);
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comp.Prototype = prototype;
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comp.GhostId = _nextId++;
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EntityManager.GetComponent<TransformComponent>(ghost).LocalRotation = dir.ToAngle();
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EntityManager.GetComponent<TransformComponent>(ghost.Value).LocalRotation = dir.ToAngle();
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_ghosts.Add(comp.GhostId, comp);
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var sprite = EntityManager.GetComponent<SpriteComponent>(ghost);
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var sprite = EntityManager.GetComponent<SpriteComponent>(ghost.Value);
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sprite.Color = new Color(48, 255, 48, 128);
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for (int i = 0; i < prototype.Layers.Count; i++)
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@@ -189,7 +202,9 @@ namespace Content.Client.Construction
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}
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if (prototype.CanBuildInImpassable)
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EnsureComp<WallMountComponent>(ghost).Arc = new(Math.Tau);
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EnsureComp<WallMountComponent>(ghost.Value).Arc = new(Math.Tau);
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return true;
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}
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/// <summary>
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@@ -205,7 +220,7 @@ namespace Content.Client.Construction
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return false;
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}
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private void TryStartConstruction(int ghostId)
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public void TryStartConstruction(int ghostId)
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{
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var ghost = _ghosts[ghostId];
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@@ -21,7 +21,7 @@ using static Robust.Client.UserInterface.Controls.BoxContainer;
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namespace Content.Client.Examine
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{
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[UsedImplicitly]
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internal sealed class ExamineSystem : ExamineSystemShared
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public sealed class ExamineSystem : ExamineSystemShared
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{
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[Dependency] private readonly IUserInterfaceManager _userInterfaceManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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@@ -14,6 +14,7 @@ using Content.IntegrationTests.Tests.Interaction.Click;
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using Content.IntegrationTests.Tests.Networking;
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using Content.Server.GameTicking;
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using Content.Shared.CCVar;
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using Microsoft.Diagnostics.Tracing.Parsers.Kernel;
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using NUnit.Framework;
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using Robust.Client;
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using Robust.Server;
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@@ -561,6 +562,7 @@ we are just going to end this here to save a lot of time. This is the exception
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{
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var mapManager = IoCManager.Resolve<IMapManager>();
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mapData.MapId = mapManager.CreateMap();
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mapData.MapUid = mapManager.GetMapEntityId(mapData.MapId);
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mapData.MapGrid = mapManager.CreateGrid(mapData.MapId);
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mapData.GridCoords = new EntityCoordinates(mapData.MapGrid.Owner, 0, 0);
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var tileDefinitionManager = IoCManager.Resolve<ITileDefinitionManager>();
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@@ -790,6 +792,7 @@ public sealed class PoolSettings
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/// </summary>
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public sealed class TestMapData
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{
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public EntityUid MapUid { get; set; }
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public MapId MapId { get; set; }
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public MapGridComponent MapGrid { get; set; }
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public EntityCoordinates GridCoords { get; set; }
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@@ -0,0 +1,99 @@
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using System.Threading.Tasks;
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using Content.IntegrationTests.Tests.Interaction;
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using NUnit.Framework;
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namespace Content.IntegrationTests.Tests.Construction.Interaction;
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public sealed class ComputerConstruction : InteractionTest
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{
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private const string Computer = "Computer";
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private const string ComputerId = "ComputerId";
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private const string ComputerFrame = "ComputerFrame";
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private const string IdBoard = "IDComputerCircuitboard";
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[Test]
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public async Task ConstructComputer()
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{
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// Place ghost
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await StartConstruction(Computer);
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// Initial interaction (ghost turns into real entity)
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await Interact(Steel, 5);
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AssertPrototype(ComputerFrame);
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// Perform construction steps
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await Interact(
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Wrench,
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IdBoard,
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Screw,
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(Cable, 5),
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(Glass, 2),
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Screw);
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// Construction finished, target entity was replaced with a new one:
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AssertPrototype(ComputerId);
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}
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[Test]
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public async Task DeconstructComputer()
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{
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// Spawn initial entity
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await StartDeconstruction(ComputerId);
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// Initial interaction turns id computer into generic computer
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await Interact(Screw);
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AssertPrototype(ComputerFrame);
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// Perform deconstruction steps
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await Interact(
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Pry,
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Cut,
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Screw,
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Pry,
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Wrench,
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Weld);
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// construction finished, entity no longer exists.
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AssertDeleted();
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// Check expected entities were dropped.
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await AssertEntityLookup(
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IdBoard,
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(Cable, 5),
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(Steel, 5),
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(Glass, 2));
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}
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[Test]
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public async Task ChangeComputer()
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{
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// Spawn initial entity
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await SpawnTarget(ComputerId);
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// Initial interaction turns id computer into generic computer
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await Interact(Screw);
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AssertPrototype(ComputerFrame);
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// Perform partial deconstruction steps
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await Interact(
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Pry,
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Cut,
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Screw,
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Pry);
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// Entity should still exist
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AssertPrototype(ComputerFrame);
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// Begin re-constructing with a new circuit board
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await Interact(
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"CargoRequestComputerCircuitboard",
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Screw,
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(Cable, 5),
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(Glass, 2),
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Screw);
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// Construction finished, target entity was replaced with a new one:
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AssertPrototype("ComputerCargoOrders");
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}
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}
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@@ -0,0 +1,127 @@
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using System.Linq;
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using System.Threading.Tasks;
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using Content.IntegrationTests.Tests.Interaction;
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using Content.Shared.Stacks;
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using NUnit.Framework;
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using Robust.Shared.Containers;
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namespace Content.IntegrationTests.Tests.Construction.Interaction;
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public sealed class CraftingTests : InteractionTest
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{
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public const string ShardGlass = "ShardGlass";
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public const string Spear = "Spear";
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/// <summary>
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/// Craft a simple instant recipe
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/// </summary>
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[Test]
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public async Task CraftRods()
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{
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await PlaceInHands(Steel);
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await CraftItem(Rod);
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await FindEntity((Rod, 2));
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}
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/// <summary>
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/// Craft a simple recipe with a DoAfter
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/// </summary>
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[Test]
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public async Task CraftGrenade()
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{
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await PlaceInHands(Steel, 5);
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await CraftItem("ModularGrenadeRecipe");
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await FindEntity("ModularGrenade");
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}
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/// <summary>
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/// Craft a complex recipe (more than one ingredient).
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/// </summary>
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[Test]
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public async Task CraftSpear()
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{
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// Spawn a full tack of rods in the user's hands.
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await PlaceInHands(Rod, 10);
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await SpawnEntity((Cable, 10), PlayerCoords);
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// Attempt (and fail) to craft without glass.
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await CraftItem(Spear, shouldSucceed: false);
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await FindEntity(Spear, shouldSucceed: false);
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// Spawn three shards of glass and finish crafting (only one is needed).
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await SpawnTarget(ShardGlass);
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await SpawnTarget(ShardGlass);
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await SpawnTarget(ShardGlass);
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await CraftItem(Spear);
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await FindEntity(Spear);
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// Player's hands should be full of the remaining rods, except those dropped during the failed crafting attempt.
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// Spear and left over stacks should be on the floor.
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await AssertEntityLookup((Rod, 2), (Cable, 8), (ShardGlass, 2), (Spear, 1));
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}
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// The following is wrapped in an if DEBUG. This is because of cursed state handling bugs. Tests don't (de)serialize
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// net messages and just copy objects by reference. This means that the server will directly modify cached server
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// states on the client's end. Crude fix at the moment is to used modified state handling while in debug mode
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// Otherwise, this test cannot work.
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#if DEBUG
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/// <summary>
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/// Cancel crafting a complex recipe.
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/// </summary>
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[Test]
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public async Task CancelCraft()
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{
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var rods = await SpawnEntity((Rod, 10), TargetCoords);
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var wires = await SpawnEntity((Cable, 10), TargetCoords);
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var shard = await SpawnEntity(ShardGlass, TargetCoords);
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var rodStack = SEntMan.GetComponent<StackComponent>(rods);
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var wireStack = SEntMan.GetComponent<StackComponent>(wires);
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await RunTicks(5);
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var sys = SEntMan.System<SharedContainerSystem>();
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Assert.That(sys.IsEntityInContainer(rods), Is.False);
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Assert.That(sys.IsEntityInContainer(wires), Is.False);
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Assert.That(sys.IsEntityInContainer(shard), Is.False);
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await Server.WaitPost(() => SConstruction.TryStartItemConstruction(Spear, Player));
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await RunTicks(1);
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// DoAfter is in progress. Entity not spawned, stacks have been split and someingredients are in a container.
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Assert.That(ActiveDoAfters.Count(), Is.EqualTo(1));
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Assert.That(sys.IsEntityInContainer(shard), Is.True);
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Assert.That(sys.IsEntityInContainer(rods), Is.False);
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Assert.That(sys.IsEntityInContainer(wires), Is.False);
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Assert.That(rodStack.Count, Is.EqualTo(8));
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Assert.That(wireStack.Count, Is.EqualTo(8));
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await FindEntity(Spear, shouldSucceed: false);
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// Cancel the DoAfter. Should drop ingredients to the floor.
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await CancelDoAfters();
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Assert.That(sys.IsEntityInContainer(rods), Is.False);
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Assert.That(sys.IsEntityInContainer(wires), Is.False);
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Assert.That(sys.IsEntityInContainer(shard), Is.False);
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await FindEntity(Spear, shouldSucceed: false);
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await AssertEntityLookup((Rod, 10), (Cable, 10), (ShardGlass, 1));
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// Re-attempt the do-after
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await Server.WaitPost(() => SConstruction.TryStartItemConstruction(Spear, Player));
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await RunTicks(1);
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// DoAfter is in progress. Entity not spawned, ingredients are in a container.
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Assert.That(ActiveDoAfters.Count(), Is.EqualTo(1));
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Assert.That(sys.IsEntityInContainer(shard), Is.True);
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await FindEntity(Spear, shouldSucceed: false);
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// Finish the DoAfter
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await AwaitDoAfters();
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// Spear has been crafted. Rods and wires are no longer contained. Glass has been consumed.
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await FindEntity(Spear);
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Assert.That(sys.IsEntityInContainer(rods), Is.False);
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Assert.That(sys.IsEntityInContainer(wires), Is.False);
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Assert.That(SEntMan.Deleted(shard));
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}
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#endif
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}
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@@ -0,0 +1,59 @@
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using System.Threading.Tasks;
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using Content.IntegrationTests.Tests.Interaction;
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using Content.Shared.Construction.Prototypes;
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using NUnit.Framework;
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using Robust.Shared.Maths;
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namespace Content.IntegrationTests.Tests.Construction.Interaction;
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/// <summary>
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/// Check that we can build grilles on top of windows, but not the other way around.
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/// </summary>
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public sealed class GrilleWindowConstruction : InteractionTest
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{
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private const string Grille = "Grille";
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private const string Window = "Window";
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[Test]
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public async Task WindowOnGrille()
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{
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// Construct Grille
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await StartConstruction(Grille);
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await Interact(Rod, 10);
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AssertPrototype(Grille);
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var grille = Target;
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// Construct Window
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await StartConstruction(Window);
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await Interact(Glass, 10);
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AssertPrototype(Window);
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// Deconstruct Window
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await Interact(Screw, Wrench);
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AssertDeleted();
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// Deconstruct Grille
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Target = grille;
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await Interact(Cut);
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AssertDeleted();
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}
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[Test]
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[TestCase(Grille, Grille)]
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[TestCase(Window, Grille)]
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[TestCase(Window, Window)]
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public async Task ConstructionBlocker(string first, string second)
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{
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// Spawn blocking entity
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await SpawnTarget(first);
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// Further construction attempts fail - blocked by first entity interaction.
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await Client.WaitPost(() =>
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{
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var proto = ProtoMan.Index<ConstructionPrototype>(second);
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Assert.That(CConSys.TrySpawnGhost(proto, TargetCoords, Direction.South, out _), Is.False);
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});
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}
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}
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@@ -0,0 +1,89 @@
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using System.Threading.Tasks;
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using Content.IntegrationTests.Tests.Interaction;
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using NUnit.Framework;
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namespace Content.IntegrationTests.Tests.Construction.Interaction;
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public sealed class MachineConstruction : InteractionTest
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{
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private const string MachineFrame = "MachineFrame";
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private const string Unfinished = "UnfinishedMachineFrame";
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private const string ProtolatheBoard = "ProtolatheMachineCircuitboard";
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private const string Protolathe = "Protolathe";
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private const string Beaker = "Beaker";
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[Test]
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public async Task ConstructProtolathe()
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{
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await StartConstruction(MachineFrame);
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await Interact(Steel, 5);
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AssertPrototype(Unfinished);
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await Interact(Wrench, Cable);
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AssertPrototype(MachineFrame);
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await Interact(ProtolatheBoard, Bin1, Bin1, Manipulator1, Manipulator1, Beaker, Beaker, Screw);
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AssertPrototype(Protolathe);
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}
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[Test]
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public async Task DeconstructProtolathe()
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{
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await StartDeconstruction(Protolathe);
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await Interact(Screw, Pry);
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AssertPrototype(MachineFrame);
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await Interact(Pry, Cut);
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AssertPrototype(Unfinished);
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await Interact(Wrench, Screw);
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AssertDeleted();
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await AssertEntityLookup(
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(Steel, 5),
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(Cable, 1),
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(Beaker, 2),
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(Manipulator1, 2),
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(Bin1, 2),
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(ProtolatheBoard, 1));
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}
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[Test]
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public async Task ChangeMachine()
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{
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// Partially deconstruct a protolathe.
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await SpawnTarget(Protolathe);
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await Interact(Screw, Pry, Pry);
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AssertPrototype(MachineFrame);
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// Change it into an autolathe
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await Interact("AutolatheMachineCircuitboard");
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AssertPrototype(MachineFrame);
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await Interact(Bin1, Bin1, Bin1, Manipulator1, Glass, Screw);
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AssertPrototype("Autolathe");
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}
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[Test]
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public async Task UpgradeLathe()
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{
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// Partially deconstruct a protolathe.
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await SpawnTarget(Protolathe);
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// Initially has all quality-1 parts.
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foreach (var part in SConstruction.GetAllParts(Target!.Value))
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{
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Assert.That(part.Rating, Is.EqualTo(1));
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}
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// Partially deconstruct lathe
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await Interact(Screw, Pry, Pry);
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AssertPrototype(MachineFrame);
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// Reconstruct with better parts.
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await Interact(ProtolatheBoard, Bin4, Bin4, Manipulator4, Manipulator4, Beaker, Beaker);
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await Interact(Screw);
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AssertPrototype(Protolathe);
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// Query now returns higher quality parts.
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foreach (var part in SConstruction.GetAllParts(Target!.Value))
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{
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Assert.That(part.Rating, Is.EqualTo(4));
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}
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}
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}
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@@ -0,0 +1,69 @@
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using System.Threading.Tasks;
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using Content.IntegrationTests.Tests.Interaction;
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using Content.Server.Power.Components;
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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);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
@@ -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");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -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";
|
||||
}
|
||||
|
||||
@@ -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 };
|
||||
}
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
@@ -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));
|
||||
}
|
||||
198
Content.IntegrationTests/Tests/Interaction/InteractionTest.cs
Normal file
198
Content.IntegrationTests/Tests/Interaction/InteractionTest.cs
Normal 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();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
@@ -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();
|
||||
}
|
||||
}
|
||||
|
||||
121
Content.IntegrationTests/Tests/Tiles/TileConstructionTests.cs
Normal file
121
Content.IntegrationTests/Tests/Tiles/TileConstructionTests.cs
Normal 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));
|
||||
}
|
||||
}
|
||||
|
||||
28
Content.IntegrationTests/Tests/Weldable/WeldableTests.cs
Normal file
28
Content.IntegrationTests/Tests/Weldable/WeldableTests.cs
Normal 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.
|
||||
}
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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();
|
||||
}
|
||||
|
||||
@@ -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>();
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -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
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
|
||||
@@ -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.
|
||||
|
||||
Reference in New Issue
Block a user