Use dummy sessions in NukeOpsTest (#28549)
* Add dummy sessions * Update NukeOpsTest * Fix PvsBenchmark
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@@ -57,8 +57,17 @@ public sealed class NukeOpsTest
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Assert.That(client.AttachedEntity, Is.Null);
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Assert.That(ticker.PlayerGameStatuses[client.User!.Value], Is.EqualTo(PlayerGameStatus.NotReadyToPlay));
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// Add several dummy players
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var dummies = await pair.Server.AddDummySessions(3);
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await pair.RunTicksSync(5);
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// Opt into the nukies role.
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await pair.SetAntagPref("NukeopsCommander", true);
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await pair.SetAntagPref(dummies[1].UserId, "NukeopsMedic", true);
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// Initially, the players have no attached entities
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Assert.That(pair.Player?.AttachedEntity, Is.Null);
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Assert.That(dummies.All(x => x.AttachedEntity == null));
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// There are no grids or maps
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Assert.That(entMan.Count<MapComponent>(), Is.Zero);
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@@ -75,17 +84,20 @@ public sealed class NukeOpsTest
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Assert.That(entMan.Count<NukeOperativeSpawnerComponent>(), Is.Zero);
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// Ready up and start nukeops
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await pair.WaitClientCommand("toggleready True");
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Assert.That(ticker.PlayerGameStatuses[client.User!.Value], Is.EqualTo(PlayerGameStatus.ReadyToPlay));
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ticker.ToggleReadyAll(true);
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Assert.That(ticker.PlayerGameStatuses.Values.All(x => x == PlayerGameStatus.ReadyToPlay));
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await pair.WaitCommand("forcepreset Nukeops");
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await pair.RunTicksSync(10);
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// Game should have started
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Assert.That(ticker.RunLevel, Is.EqualTo(GameRunLevel.InRound));
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Assert.That(ticker.PlayerGameStatuses[client.User!.Value], Is.EqualTo(PlayerGameStatus.JoinedGame));
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Assert.That(ticker.PlayerGameStatuses.Values.All(x => x == PlayerGameStatus.JoinedGame));
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Assert.That(client.EntMan.EntityExists(client.AttachedEntity));
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var dummyEnts = dummies.Select(x => x.AttachedEntity ?? default).ToArray();
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var player = pair.Player!.AttachedEntity!.Value;
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Assert.That(entMan.EntityExists(player));
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Assert.That(dummyEnts.All(e => entMan.EntityExists(e)));
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// Maps now exist
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Assert.That(entMan.Count<MapComponent>(), Is.GreaterThan(0));
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@@ -96,8 +108,8 @@ public sealed class NukeOpsTest
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// And we now have nukie related components
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Assert.That(entMan.Count<NukeopsRuleComponent>(), Is.EqualTo(1));
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Assert.That(entMan.Count<NukeopsRoleComponent>(), Is.EqualTo(1));
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Assert.That(entMan.Count<NukeOperativeComponent>(), Is.EqualTo(1));
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Assert.That(entMan.Count<NukeopsRoleComponent>(), Is.EqualTo(2));
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Assert.That(entMan.Count<NukeOperativeComponent>(), Is.EqualTo(2));
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Assert.That(entMan.Count<NukeOpsShuttleComponent>(), Is.EqualTo(1));
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// The player entity should be the nukie commander
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@@ -107,11 +119,36 @@ public sealed class NukeOpsTest
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Assert.That(roleSys.MindHasRole<NukeopsRoleComponent>(mind));
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Assert.That(factionSys.IsMember(player, "Syndicate"), Is.True);
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Assert.That(factionSys.IsMember(player, "NanoTrasen"), Is.False);
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var roles = roleSys.MindGetAllRoles(mind);
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var cmdRoles = roles.Where(x => x.Prototype == "NukeopsCommander" && x.Component is NukeopsRoleComponent);
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Assert.That(cmdRoles.Count(), Is.EqualTo(1));
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// The second dummy player should be a medic
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var dummyMind = mindSys.GetMind(dummyEnts[1])!.Value;
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Assert.That(entMan.HasComponent<NukeOperativeComponent>(dummyEnts[1]));
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Assert.That(roleSys.MindIsAntagonist(dummyMind));
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Assert.That(roleSys.MindHasRole<NukeopsRoleComponent>(dummyMind));
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Assert.That(factionSys.IsMember(dummyEnts[1], "Syndicate"), Is.True);
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Assert.That(factionSys.IsMember(dummyEnts[1], "NanoTrasen"), Is.False);
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roles = roleSys.MindGetAllRoles(dummyMind);
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cmdRoles = roles.Where(x => x.Prototype == "NukeopsMedic" && x.Component is NukeopsRoleComponent);
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Assert.That(cmdRoles.Count(), Is.EqualTo(1));
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// The other two players should have just spawned in as normal.
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CheckDummy(0);
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CheckDummy(2);
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void CheckDummy(int i)
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{
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var ent = dummyEnts[i];
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var mind = mindSys.GetMind(ent)!.Value;
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Assert.That(entMan.HasComponent<NukeOperativeComponent>(ent), Is.False);
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Assert.That(roleSys.MindIsAntagonist(mind), Is.False);
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Assert.That(roleSys.MindHasRole<NukeopsRoleComponent>(mind), Is.False);
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Assert.That(factionSys.IsMember(ent, "Syndicate"), Is.False);
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Assert.That(factionSys.IsMember(ent, "NanoTrasen"), Is.True);
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Assert.That(roleSys.MindGetAllRoles(mind).Any(x => x.Component is NukeopsRoleComponent), Is.False);
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}
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// The game rule exists, and all the stations/shuttles/maps are properly initialized
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var rule = entMan.AllComponents<NukeopsRuleComponent>().Single().Component;
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var gridsRule = entMan.AllComponents<RuleGridsComponent>().Single().Component;
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@@ -178,7 +215,7 @@ public sealed class NukeOpsTest
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// While we're at it, lets make sure they aren't naked. I don't know how many inventory slots all mobs will be
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// likely to have in the future. But nukies should probably have at least 3 slots with something in them.
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var enumerator = invSys.GetSlotEnumerator(player);
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int total = 0;
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var total = 0;
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while (enumerator.NextItem(out _))
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{
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total++;
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@@ -200,6 +237,7 @@ public sealed class NukeOpsTest
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ticker.SetGamePreset((GamePresetPrototype?)null);
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await pair.SetAntagPref("NukeopsCommander", false);
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await pair.SetAntagPref(dummies[1].UserId, "NukeopsMedic", false);
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await pair.CleanReturnAsync();
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}
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}
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