Add validation test for ExplosionPrototypes (#37621)
* Add validation test for ExplosionPrototype * Remove runtime validation in prototype
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@@ -0,0 +1,28 @@
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using Content.Shared.Explosion;
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namespace Content.IntegrationTests.Tests.Explosion;
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public sealed class ExplosionPrototypeTest
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{
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[Test]
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public async Task ValidateExplosionPrototypes()
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{
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await using var pair = await PoolManager.GetServerClient();
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var server = pair.Server;
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var entMan = server.EntMan;
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var protoMan = server.ProtoMan;
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var protos = protoMan.EnumeratePrototypes<ExplosionPrototype>();
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Assert.Multiple(() =>
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{
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foreach (var proto in protos)
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{
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Assert.That(proto._tileBreakChance, Is.Not.Empty, $"Empty tile break chance definitions for explosion prototype: {proto.ID}");
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Assert.That(proto._tileBreakChance, Has.Length.EqualTo(proto._tileBreakIntensity.Length), $"Malformed tile break chance definitions for explosion prototype: {proto.ID}");
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}
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});
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await pair.CleanReturnAsync();
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}
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}
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@@ -36,14 +36,14 @@ public sealed partial class ExplosionPrototype : IPrototype
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/// explosion intensity to a tile break chance via linear interpolation.
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/// explosion intensity to a tile break chance via linear interpolation.
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/// </summary>
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/// </summary>
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[DataField("tileBreakChance")]
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[DataField("tileBreakChance")]
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private float[] _tileBreakChance = { 0f, 1f };
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public float[] _tileBreakChance = { 0f, 1f };
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/// <summary>
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/// <summary>
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/// This set of points, together with <see cref="_tileBreakChance"/> define a function that maps the
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/// This set of points, together with <see cref="_tileBreakChance"/> define a function that maps the
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/// explosion intensity to a tile break chance via linear interpolation.
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/// explosion intensity to a tile break chance via linear interpolation.
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/// </summary>
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/// </summary>
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[DataField("tileBreakIntensity")]
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[DataField("tileBreakIntensity")]
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private float[] _tileBreakIntensity = {0f, 15f };
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public float[] _tileBreakIntensity = { 0f, 15f };
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/// <summary>
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/// <summary>
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/// When a tile is broken by an explosion, the intensity is reduced by this amount and is used to try and
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/// When a tile is broken by an explosion, the intensity is reduced by this amount and is used to try and
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@@ -115,19 +115,13 @@ public sealed partial class ExplosionPrototype : IPrototype
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/// </summary>
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/// </summary>
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public float TileBreakChance(float intensity)
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public float TileBreakChance(float intensity)
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{
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{
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if (_tileBreakChance.Length == 0 || _tileBreakChance.Length != _tileBreakIntensity.Length)
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{
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Logger.Error($"Malformed tile break chance definitions for explosion prototype: {ID}");
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return 0;
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}
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if (intensity >= _tileBreakIntensity[^1] || _tileBreakIntensity.Length == 1)
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if (intensity >= _tileBreakIntensity[^1] || _tileBreakIntensity.Length == 1)
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return _tileBreakChance[^1];
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return _tileBreakChance[^1];
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if (intensity <= _tileBreakIntensity[0])
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if (intensity <= _tileBreakIntensity[0])
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return _tileBreakChance[0];
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return _tileBreakChance[0];
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int i = Array.FindIndex(_tileBreakIntensity, k => k >= intensity);
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var i = Array.FindIndex(_tileBreakIntensity, k => k >= intensity);
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var slope = (_tileBreakChance[i] - _tileBreakChance[i - 1]) / (_tileBreakIntensity[i] - _tileBreakIntensity[i - 1]);
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var slope = (_tileBreakChance[i] - _tileBreakChance[i - 1]) / (_tileBreakIntensity[i] - _tileBreakIntensity[i - 1]);
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return _tileBreakChance[i - 1] + slope * (intensity - _tileBreakIntensity[i - 1]);
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return _tileBreakChance[i - 1] + slope * (intensity - _tileBreakIntensity[i - 1]);
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