Added a test for the MagazineVisualsComponent and fixed found issues (#34491)

This commit is contained in:
Ignaz "Ian" Kraft
2025-02-18 13:32:54 +01:00
committed by GitHub
parent 834e11a482
commit 6d1cdd8639
10 changed files with 132 additions and 19 deletions

View File

@@ -0,0 +1,70 @@
using System.Collections.Generic;
using Content.Client.Weapons.Ranged.Components;
using Content.Shared.Prototypes;
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Prototypes;
namespace Content.IntegrationTests.Tests;
/// <summary>
/// Tests all entity prototypes with the MagazineVisualsComponent.
/// </summary>
[TestFixture]
public sealed class MagazineVisualsSpriteTest
{
[Test]
public async Task MagazineVisualsSpritesExist()
{
await using var pair = await PoolManager.GetServerClient();
var client = pair.Client;
var protoMan = client.ResolveDependency<IPrototypeManager>();
var componentFactory = client.ResolveDependency<IComponentFactory>();
await client.WaitAssertion(() =>
{
foreach (var proto in protoMan.EnumeratePrototypes<EntityPrototype>())
{
if (proto.Abstract || pair.IsTestPrototype(proto))
continue;
if (!proto.TryGetComponent<MagazineVisualsComponent>(out var visuals, componentFactory))
continue;
Assert.That(proto.TryGetComponent<SpriteComponent>(out var sprite, componentFactory),
@$"{proto.ID} has MagazineVisualsComponent but no SpriteComponent.");
Assert.That(proto.HasComponent<AppearanceComponent>(componentFactory),
@$"{proto.ID} has MagazineVisualsComponent but no AppearanceComponent.");
var toTest = new List<(int, string)>();
if (sprite.LayerMapTryGet(GunVisualLayers.Mag, out var magLayerId))
toTest.Add((magLayerId, ""));
if (sprite.LayerMapTryGet(GunVisualLayers.MagUnshaded, out var magUnshadedLayerId))
toTest.Add((magUnshadedLayerId, "-unshaded"));
Assert.That(toTest, Is.Not.Empty,
@$"{proto.ID} has MagazineVisualsComponent but no Mag or MagUnshaded layer map.");
var start = visuals.ZeroVisible ? 0 : 1;
foreach (var (id, midfix) in toTest)
{
Assert.That(sprite.TryGetLayer(id, out var layer));
var rsi = layer.ActualRsi;
for (var i = start; i < visuals.MagSteps; i++)
{
var state = $"{visuals.MagState}{midfix}-{i}";
Assert.That(rsi.TryGetState(state, out _),
@$"{proto.ID} has MagazineVisualsComponent with MagSteps = {visuals.MagSteps}, but {rsi.Path} doesn't have state {state}!");
}
// MagSteps includes the 0th step, so sometimes people are off by one.
var extraState = $"{visuals.MagState}{midfix}-{visuals.MagSteps}";
Assert.That(rsi.TryGetState(extraState, out _), Is.False,
@$"{proto.ID} has MagazineVisualsComponent with MagSteps = {visuals.MagSteps}, but more states exist!");
}
}
});
await pair.CleanReturnAsync();
}
}

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@@ -91,6 +91,10 @@
capacity: 99
- type: Sprite
sprite: Objects/Weapons/Guns/Ammunition/Magazine/CaselessRifle/10x24.rsi
- type: MagazineVisuals
magState: mag
steps: 8
zeroVisible: false
- type: entity
id: MagazinePistolCaselessRifle

View File

@@ -80,6 +80,8 @@
layers:
- state: base
map: ["enum.GunVisualLayers.Base"]
- state: mag-1
map: ["enum.GunVisualLayers.Mag"]
- type: entity
id: MagazineLightRiflePractice
@@ -146,6 +148,6 @@
sprite: Objects/Weapons/Guns/Ammunition/Magazine/LightRifle/pk_box.rsi
- type: MagazineVisuals
magState: mag
steps: 7
steps: 8
zeroVisible: false
- type: Appearance

View File

@@ -59,6 +59,8 @@
layers:
- state: base
map: ["enum.GunVisualLayers.Base"]
- state: mag-1
map: ["enum.GunVisualLayers.Mag"]
- type: entity
id: MagazineMagnum
@@ -129,6 +131,8 @@
layers:
- state: base
map: ["enum.GunVisualLayers.Base"]
- state: mag-1
map: ["enum.GunVisualLayers.Mag"]
- type: entity
id: MagazineMagnumSubMachineGun

View File

@@ -27,7 +27,7 @@
map: ["enum.GunVisualLayers.Mag"]
- type: MagazineVisuals
magState: mag
steps: 5
steps: 6
zeroVisible: false
- type: Appearance
@@ -162,6 +162,8 @@
layers:
- state: base
map: ["enum.GunVisualLayers.Base"]
- state: mag-1
map: ["enum.GunVisualLayers.Mag"]
- type: entity
@@ -212,6 +214,8 @@
layers:
- state: base
map: ["enum.GunVisualLayers.Base"]
- state: mag-1
map: ["enum.GunVisualLayers.Mag"]
- type: entity
id: MagazinePistolHighCapacity
@@ -273,6 +277,8 @@
layers:
- state: base
map: ["enum.GunVisualLayers.Base"]
- state: mag-1
map: ["enum.GunVisualLayers.Mag"]
- type: entity
id: MagazinePistolSubMachineGunPractice

View File

@@ -59,6 +59,8 @@
layers:
- state: base
map: ["enum.GunVisualLayers.Base"]
- state: mag-1
map: ["enum.GunVisualLayers.Mag"]
- type: entity
id: MagazineRifleIncendiary

View File

@@ -51,6 +51,11 @@
layers:
- state: base
map: [ "enum.GunVisualLayers.Base" ]
# TODO: This is actually a issue with all the speed loaders:
# You can mix different ammo types, but it will always
# use the one it was printed for.
- state: base-6
map: [ "enum.GunVisualLayers.Mag" ]
- type: entity
id: SpeedLoaderMagnumIncendiary

View File

@@ -23,11 +23,6 @@
- type: Battery
maxCharge: 1000
startingCharge: 1000
- type: MagazineVisuals
magState: mag
steps: 5
zeroVisible: false
- type: Appearance
- type: StaticPrice
price: 500
@@ -160,6 +155,11 @@
- state: mag-unshaded-4
map: ["enum.GunVisualLayers.MagUnshaded"]
shader: unshaded
- type: MagazineVisuals
magState: mag
steps: 5
zeroVisible: false
- type: Appearance
- type: Clothing
sprite: Objects/Weapons/Guns/Battery/makeshift.rsi
- type: HitscanBatteryAmmoProvider
@@ -212,6 +212,11 @@
- state: mag-unshaded-4
map: ["enum.GunVisualLayers.MagUnshaded"]
shader: unshaded
- type: MagazineVisuals
magState: mag
steps: 5
zeroVisible: false
- type: Appearance
- type: Clothing
sprite: Objects/Weapons/Guns/Battery/laser_gun.rsi
- type: Gun
@@ -250,6 +255,11 @@
- state: mag-unshaded-4
map: ["enum.GunVisualLayers.MagUnshaded"]
shader: unshaded
- type: MagazineVisuals
magState: mag
steps: 5
zeroVisible: false
- type: Appearance
- type: Clothing
sprite: Objects/Weapons/Guns/Battery/pulse_pistol.rsi
- type: Gun
@@ -279,6 +289,11 @@
- state: mag-unshaded-4
map: ["enum.GunVisualLayers.MagUnshaded"]
shader: unshaded
- type: MagazineVisuals
magState: mag
steps: 5
zeroVisible: false
- type: Appearance
- type: Clothing
sprite: Objects/Weapons/Guns/Battery/pulse_carbine.rsi
- type: Gun
@@ -310,6 +325,11 @@
- state: mag-unshaded-4
map: ["enum.GunVisualLayers.MagUnshaded"]
shader: unshaded
- type: MagazineVisuals
magState: mag
steps: 5
zeroVisible: false
- type: Appearance
- type: Clothing
sprite: Objects/Weapons/Guns/Battery/pulse_rifle.rsi
- type: Gun
@@ -337,6 +357,11 @@
- state: mag-unshaded-4
map: ["enum.GunVisualLayers.MagUnshaded"]
shader: unshaded
- type: MagazineVisuals
magState: mag
steps: 5
zeroVisible: false
- type: Appearance
- type: Clothing
sprite: Objects/Weapons/Guns/Battery/laser_cannon.rsi
- type: Gun
@@ -507,6 +532,7 @@
magState: mag
steps: 5
zeroVisible: true
- type: Appearance
- type: StaticPrice
price: 260
@@ -711,11 +737,6 @@
- type: BatterySelfRecharger
autoRecharge: true
autoRechargeRate: 40
- type: MagazineVisuals
magState: mag
steps: 5
zeroVisible: true
- type: Appearance
- type: StaticPrice
price: 750
@@ -733,6 +754,11 @@
- state: mag-unshaded-4
map: ["enum.GunVisualLayers.MagUnshaded"]
shader: unshaded
- type: MagazineVisuals
magState: mag
steps: 5
zeroVisible: false
- type: Appearance
- type: Clothing
sprite: Objects/Weapons/Guns/Battery/energy_shotgun.rsi
- type: Gun

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@@ -31,7 +31,6 @@
sprite: Objects/Weapons/Guns/HMGs/minigun.rsi
layers:
- state: icon
map: ["enum.GunVisualLayers.Base"]
- type: Item
sprite: Objects/Weapons/Guns/HMGs/minigun.rsi
- type: Gun
@@ -41,11 +40,6 @@
- type: BallisticAmmoProvider
proto: CartridgeMinigun
capacity: 1000
- type: MagazineVisuals
magState: mag
steps: 4
zeroVisible: true
- type: Appearance
- type: ContainerContainer
containers:
ballistic-ammo: !type:Container

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@@ -117,7 +117,7 @@
path: /Audio/Weapons/Guns/MagIn/batrifle_magin.ogg
- type: MagazineVisuals
magState: mag
steps: 1
steps: 2
zeroVisible: true
- type: Appearance