Add NukeOps Test (#27207)

* Add NukeOps Test

* Update EvacShuttleTest to also check mapinit

* Update RuleMaxTimeRestartTest

* Fix cvar cleanup

* A

* Revert some changes

* comments

* Add MappingTests

* Finally fix the test

* A
This commit is contained in:
Leon Friedrich
2024-04-24 17:38:43 +12:00
committed by GitHub
parent 49f1c8b197
commit 91aa16f08a
16 changed files with 355 additions and 31 deletions

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@@ -1,5 +1,4 @@
#nullable enable
using Robust.Shared.Timing;
namespace Content.IntegrationTests.Pair;
@@ -19,6 +18,22 @@ public sealed partial class TestPair
}
}
/// <summary>
/// Convert a time interval to some number of ticks.
/// </summary>
public int SecondsToTicks(float seconds)
{
return (int) Math.Ceiling(seconds / Server.Timing.TickPeriod.TotalSeconds);
}
/// <summary>
/// Run the server & client in sync for some amount of time
/// </summary>
public async Task RunSeconds(float seconds)
{
await RunTicksSync(SecondsToTicks(seconds));
}
/// <summary>
/// Runs the server-client pair in sync, but also ensures they are both idle each tick.
/// </summary>
@@ -59,4 +74,4 @@ public sealed partial class TestPair
delta = cTick - sTick;
Assert.That(delta, Is.EqualTo(targetDelta));
}
}
}

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@@ -32,6 +32,7 @@ public static partial class PoolManager
(CCVars.GameLobbyEnabled.Name, "false"),
(CCVars.ConfigPresetDevelopment.Name, "false"),
(CCVars.AdminLogsEnabled.Name, "false"),
(CCVars.AutosaveEnabled.Name, "false"),
(CVars.NetBufferSize.Name, "0")
};

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@@ -0,0 +1,187 @@
#nullable enable
using System.Linq;
using Content.Server.Body.Components;
using Content.Server.GameTicking;
using Content.Server.GameTicking.Presets;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.Mind;
using Content.Server.Pinpointer;
using Content.Server.Roles;
using Content.Server.Shuttles.Components;
using Content.Server.Station.Components;
using Content.Shared.CCVar;
using Content.Shared.Damage;
using Content.Shared.FixedPoint;
using Content.Shared.GameTicking;
using Content.Shared.Hands.Components;
using Content.Shared.Inventory;
using Content.Shared.NPC.Systems;
using Content.Shared.NukeOps;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Map.Components;
namespace Content.IntegrationTests.Tests.GameRules;
[TestFixture]
public sealed class NukeOpsTest
{
/// <summary>
/// Check that a nuke ops game mode can start without issue. I.e., that the nuke station and such all get loaded.
/// </summary>
[Test]
public async Task TryStopNukeOpsFromConstantlyFailing()
{
await using var pair = await PoolManager.GetServerClient(new PoolSettings
{
Dirty = true,
DummyTicker = false,
Connected = true,
InLobby = true
});
var server = pair.Server;
var client = pair.Client;
var entMan = server.EntMan;
var mapSys = server.System<MapSystem>();
var ticker = server.System<GameTicker>();
var mindSys = server.System<MindSystem>();
var roleSys = server.System<RoleSystem>();
var invSys = server.System<InventorySystem>();
var factionSys = server.System<NpcFactionSystem>();
Assert.That(server.CfgMan.GetCVar(CCVars.GridFill), Is.False);
server.CfgMan.SetCVar(CCVars.GridFill, true);
// Initially in the lobby
Assert.That(ticker.RunLevel, Is.EqualTo(GameRunLevel.PreRoundLobby));
Assert.That(client.AttachedEntity, Is.Null);
Assert.That(ticker.PlayerGameStatuses[client.User!.Value], Is.EqualTo(PlayerGameStatus.NotReadyToPlay));
// There are no grids or maps
Assert.That(entMan.Count<MapComponent>(), Is.Zero);
Assert.That(entMan.Count<MapGridComponent>(), Is.Zero);
Assert.That(entMan.Count<StationMapComponent>(), Is.Zero);
Assert.That(entMan.Count<StationMemberComponent>(), Is.Zero);
Assert.That(entMan.Count<StationCentcommComponent>(), Is.Zero);
// And no nukie related components
Assert.That(entMan.Count<NukeopsRuleComponent>(), Is.Zero);
Assert.That(entMan.Count<NukeopsRoleComponent>(), Is.Zero);
Assert.That(entMan.Count<NukeOperativeComponent>(), Is.Zero);
Assert.That(entMan.Count<NukeOpsShuttleComponent>(), Is.Zero);
Assert.That(entMan.Count<NukeOperativeSpawnerComponent>(), Is.Zero);
// Ready up and start nukeops
await pair.WaitClientCommand("toggleready True");
Assert.That(ticker.PlayerGameStatuses[client.User!.Value], Is.EqualTo(PlayerGameStatus.ReadyToPlay));
await pair.WaitCommand("forcepreset Nukeops");
await pair.RunTicksSync(10);
// Game should have started
Assert.That(ticker.RunLevel, Is.EqualTo(GameRunLevel.InRound));
Assert.That(ticker.PlayerGameStatuses[client.User!.Value], Is.EqualTo(PlayerGameStatus.JoinedGame));
Assert.That(client.EntMan.EntityExists(client.AttachedEntity));
var player = pair.Player!.AttachedEntity!.Value;
Assert.That(entMan.EntityExists(player));
// Maps now exist
Assert.That(entMan.Count<MapComponent>(), Is.GreaterThan(0));
Assert.That(entMan.Count<MapGridComponent>(), Is.GreaterThan(0));
Assert.That(entMan.Count<StationDataComponent>(), Is.EqualTo(2)); // The main station & nukie station
Assert.That(entMan.Count<StationMemberComponent>(), Is.GreaterThan(3)); // Each station has at least 1 grid, plus some shuttles
Assert.That(entMan.Count<StationCentcommComponent>(), Is.EqualTo(1));
// And we now have nukie related components
Assert.That(entMan.Count<NukeopsRuleComponent>(), Is.EqualTo(1));
Assert.That(entMan.Count<NukeopsRoleComponent>(), Is.EqualTo(1));
Assert.That(entMan.Count<NukeOperativeComponent>(), Is.EqualTo(1));
Assert.That(entMan.Count<NukeOpsShuttleComponent>(), Is.EqualTo(1));
// The player entity should be the nukie commander
var mind = mindSys.GetMind(player)!.Value;
Assert.That(entMan.HasComponent<NukeOperativeComponent>(player));
Assert.That(roleSys.MindIsAntagonist(mind));
Assert.That(roleSys.MindHasRole<NukeopsRoleComponent>(mind));
Assert.That(factionSys.IsMember(player, "Syndicate"), Is.True);
Assert.That(factionSys.IsMember(player, "NanoTrasen"), Is.False);
var roles = roleSys.MindGetAllRoles(mind);
var cmdRoles = roles.Where(x => x.Prototype == "NukeopsCommander" && x.Component is NukeopsRoleComponent);
Assert.That(cmdRoles.Count(), Is.EqualTo(1));
// The game rule exists, and all the stations/shuttles/maps are properly initialized
var rule = entMan.AllComponents<NukeopsRuleComponent>().Single().Component;
Assert.That(entMan.EntityExists(rule.NukieOutpost));
Assert.That(entMan.EntityExists(rule.NukieShuttle));
Assert.That(entMan.EntityExists(rule.TargetStation));
Assert.That(entMan.HasComponent<MapGridComponent>(rule.NukieOutpost));
Assert.That(entMan.HasComponent<MapGridComponent>(rule.NukieShuttle));
Assert.That(entMan.HasComponent<StationMemberComponent>(rule.NukieOutpost));
Assert.That(entMan.HasComponent<StationDataComponent>(rule.TargetStation));
var nukieStation = entMan.GetComponent<StationMemberComponent>(rule.NukieOutpost!.Value);
Assert.That(entMan.EntityExists(nukieStation.Station));
Assert.That(nukieStation.Station, Is.Not.EqualTo(rule.TargetStation));
Assert.That(server.MapMan.MapExists(rule.NukiePlanet));
var nukieMap = mapSys.GetMap(rule.NukiePlanet!.Value);
var targetStation = entMan.GetComponent<StationDataComponent>(rule.TargetStation!.Value);
var targetGrid = targetStation.Grids.First();
var targetMap = entMan.GetComponent<TransformComponent>(targetGrid).MapUid!.Value;
Assert.That(targetMap, Is.Not.EqualTo(nukieMap));
Assert.That(entMan.GetComponent<TransformComponent>(player).MapUid, Is.EqualTo(nukieMap));
Assert.That(entMan.GetComponent<TransformComponent>(rule.NukieOutpost!.Value).MapUid, Is.EqualTo(nukieMap));
Assert.That(entMan.GetComponent<TransformComponent>(rule.NukieShuttle!.Value).MapUid, Is.EqualTo(nukieMap));
// The maps are all map-initialized, including the player
// Yes, this is necessary as this has repeatedly been broken somehow.
Assert.That(mapSys.IsInitialized(nukieMap));
Assert.That(mapSys.IsInitialized(targetMap));
Assert.That(mapSys.IsPaused(nukieMap), Is.False);
Assert.That(mapSys.IsPaused(targetMap), Is.False);
EntityLifeStage LifeStage(EntityUid? uid) => entMan.GetComponent<MetaDataComponent>(uid!.Value).EntityLifeStage;
Assert.That(LifeStage(player), Is.GreaterThan(EntityLifeStage.Initialized));
Assert.That(LifeStage(nukieMap), Is.GreaterThan(EntityLifeStage.Initialized));
Assert.That(LifeStage(targetMap), Is.GreaterThan(EntityLifeStage.Initialized));
Assert.That(LifeStage(rule.NukieOutpost), Is.GreaterThan(EntityLifeStage.Initialized));
Assert.That(LifeStage(rule.NukieShuttle), Is.GreaterThan(EntityLifeStage.Initialized));
Assert.That(LifeStage(rule.TargetStation), Is.GreaterThan(EntityLifeStage.Initialized));
// Make sure the player has hands. We've had fucking disarmed nukies before.
Assert.That(entMan.HasComponent<HandsComponent>(player));
Assert.That(entMan.GetComponent<HandsComponent>(player).Hands.Count, Is.GreaterThan(0));
// While we're at it, lets make sure they aren't naked. I don't know how many inventory slots all mobs will be
// likely to have in the future. But nukies should probably have at least 3 slots with something in them.
var enumerator = invSys.GetSlotEnumerator(player);
int total = 0;
while (enumerator.NextItem(out _))
{
total++;
}
Assert.That(total, Is.GreaterThan(3));
// Finally lets check the nukie commander passed basic training and figured out how to breathe.
var totalSeconds = 30;
var totalTicks = (int) Math.Ceiling(totalSeconds / server.Timing.TickPeriod.TotalSeconds);
int increment = 5;
var resp = entMan.GetComponent<RespiratorComponent>(player);
var damage = entMan.GetComponent<DamageableComponent>(player);
for (var tick = 0; tick < totalTicks; tick += increment)
{
await pair.RunTicksSync(increment);
Assert.That(resp.SuffocationCycles, Is.LessThanOrEqualTo(resp.SuffocationCycleThreshold));
Assert.That(damage.TotalDamage, Is.EqualTo(FixedPoint2.Zero));
}
ticker.SetGamePreset((GamePresetPrototype?)null);
server.CfgMan.SetCVar(CCVars.GridFill, false);
await pair.CleanReturnAsync();
}
}

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@@ -19,6 +19,9 @@ namespace Content.IntegrationTests.Tests.GameRules
await using var pair = await PoolManager.GetServerClient(new PoolSettings { InLobby = true });
var server = pair.Server;
Assert.That(server.EntMan.Count<GameRuleComponent>(), Is.Zero);
Assert.That(server.EntMan.Count<ActiveGameRuleComponent>(), Is.Zero);
var entityManager = server.ResolveDependency<IEntityManager>();
var sGameTicker = server.ResolveDependency<IEntitySystemManager>().GetEntitySystem<GameTicker>();
var sGameTiming = server.ResolveDependency<IGameTiming>();
@@ -26,6 +29,9 @@ namespace Content.IntegrationTests.Tests.GameRules
sGameTicker.StartGameRule("MaxTimeRestart", out var ruleEntity);
Assert.That(entityManager.TryGetComponent<MaxTimeRestartRuleComponent>(ruleEntity, out var maxTime));
Assert.That(server.EntMan.Count<GameRuleComponent>(), Is.EqualTo(1));
Assert.That(server.EntMan.Count<ActiveGameRuleComponent>(), Is.EqualTo(1));
await server.WaitAssertion(() =>
{
Assert.That(sGameTicker.RunLevel, Is.EqualTo(GameRunLevel.PreRoundLobby));
@@ -33,6 +39,9 @@ namespace Content.IntegrationTests.Tests.GameRules
sGameTicker.StartRound();
});
Assert.That(server.EntMan.Count<GameRuleComponent>(), Is.EqualTo(1));
Assert.That(server.EntMan.Count<ActiveGameRuleComponent>(), Is.EqualTo(1));
await server.WaitAssertion(() =>
{
Assert.That(sGameTicker.RunLevel, Is.EqualTo(GameRunLevel.InRound));

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@@ -767,14 +767,9 @@ public abstract partial class InteractionTest
await Pair.RunTicksSync(ticks);
}
protected int SecondsToTicks(float seconds)
{
return (int) Math.Ceiling(seconds / TickPeriod);
}
protected async Task RunSeconds(float seconds)
{
await RunTicks(SecondsToTicks(seconds));
await Pair.RunSeconds(seconds);
}
#endregion

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@@ -12,7 +12,6 @@ using Content.Shared.Body.Part;
using Content.Shared.DoAfter;
using Content.Shared.Hands.Components;
using Content.Shared.Interaction;
using Content.Server.Item;
using Content.Shared.Mind;
using Content.Shared.Players;
using Robust.Client.Input;

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@@ -0,0 +1,102 @@
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
namespace Content.IntegrationTests.Tests.Mapping;
[TestFixture]
public sealed class MappingTests
{
/// <summary>
/// Checks that the mapping command creates paused & uninitialized maps.
/// </summary>
[Test]
public async Task MappingTest()
{
await using var pair = await PoolManager.GetServerClient(new PoolSettings {Dirty = true, Connected = true, DummyTicker = false});
var server = pair.Server;
var entMan = server.EntMan;
var mapSys = server.System<MapSystem>();
await pair.RunTicksSync(5);
var mapId = 1;
while (mapSys.MapExists(new(mapId)))
{
mapId++;
}
await pair.WaitClientCommand($"mapping {mapId}");
var map = mapSys.GetMap(new MapId(mapId));
var mapXform = server.Transform(map);
Assert.That(mapXform.MapUid, Is.EqualTo(map));
Assert.That(mapXform.MapID, Is.EqualTo(new MapId(mapId)));
var xform = server.Transform(pair.Player!.AttachedEntity!.Value);
Assert.That(xform.MapUid, Is.EqualTo(map));
Assert.That(mapSys.IsInitialized(map), Is.False);
Assert.That(mapSys.IsPaused(map), Is.True);
Assert.That(server.MetaData(map).EntityLifeStage, Is.EqualTo(EntityLifeStage.Initialized));
Assert.That(server.MetaData(map).EntityPaused, Is.True);
// Spawn a new entity
EntityUid ent = default;
await server.WaitPost(() =>
{
ent = entMan.Spawn(null, new MapCoordinates(default, new(mapId)));
});
await pair.RunTicksSync(5);
Assert.That(server.MetaData(ent).EntityLifeStage, Is.EqualTo(EntityLifeStage.Initialized));
Assert.That(server.MetaData(ent).EntityPaused, Is.True);
// Save the map
var file = $"{nameof(MappingTest)}.yml";
await pair.WaitClientCommand($"savemap {mapId} {file}");
// Mapinitialize it
await pair.WaitClientCommand($"mapinit {mapId}");
Assert.That(mapSys.IsInitialized(map), Is.True);
Assert.That(mapSys.IsPaused(map), Is.False);
Assert.That(server.MetaData(map).EntityLifeStage, Is.EqualTo(EntityLifeStage.MapInitialized));
Assert.That(server.MetaData(map).EntityPaused, Is.False);
Assert.That(server.MetaData(ent).EntityLifeStage, Is.EqualTo(EntityLifeStage.MapInitialized));
Assert.That(server.MetaData(ent).EntityPaused, Is.False);
await server.WaitPost(() => entMan.DeleteEntity(map));
// Load the saved map
mapId++;
while (mapSys.MapExists(new(mapId)))
{
mapId++;
}
await pair.WaitClientCommand($"mapping {mapId} {file}");
map = mapSys.GetMap(new MapId(mapId));
// And it should all be paused and un-initialized
xform = server.Transform(pair.Player!.AttachedEntity!.Value);
Assert.That(xform.MapUid, Is.EqualTo(map));
Assert.That(mapSys.IsInitialized(map), Is.False);
Assert.That(mapSys.IsPaused(map), Is.True);
Assert.That(server.MetaData(map).EntityLifeStage, Is.EqualTo(EntityLifeStage.Initialized));
Assert.That(server.MetaData(map).EntityPaused, Is.True);
mapXform = server.Transform(map);
Assert.That(mapXform.MapUid, Is.EqualTo(map));
Assert.That(mapXform.MapID, Is.EqualTo(new MapId(mapId)));
Assert.That(mapXform.ChildCount, Is.EqualTo(2));
mapXform.ChildEnumerator.MoveNext(out ent);
if (ent == pair.Player.AttachedEntity)
mapXform.ChildEnumerator.MoveNext(out ent);
Assert.That(server.MetaData(ent).EntityLifeStage, Is.EqualTo(EntityLifeStage.Initialized));
Assert.That(server.MetaData(ent).EntityPaused, Is.True);
await server.WaitPost(() => entMan.DeleteEntity(map));
await pair.CleanReturnAsync();
}
}

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@@ -28,10 +28,11 @@ public sealed class EvacShuttleTest
// Dummy ticker tests should not have centcomm
Assert.That(entMan.Count<StationCentcommComponent>(), Is.Zero);
var shuttleEnabled = pair.Server.CfgMan.GetCVar(CCVars.EmergencyShuttleEnabled);
pair.Server.CfgMan.SetCVar(CCVars.GameMap, "Saltern");
pair.Server.CfgMan.SetCVar(CCVars.GameDummyTicker, false);
Assert.That(pair.Server.CfgMan.GetCVar(CCVars.GridFill), Is.False);
pair.Server.CfgMan.SetCVar(CCVars.EmergencyShuttleEnabled, true);
pair.Server.CfgMan.SetCVar(CCVars.GameDummyTicker, false);
var gameMap = pair.Server.CfgMan.GetCVar(CCVars.GameMap);
pair.Server.CfgMan.SetCVar(CCVars.GameMap, "Saltern");
await server.WaitPost(() => ticker.RestartRound());
await pair.RunTicksSync(25);
@@ -71,6 +72,20 @@ public sealed class EvacShuttleTest
Assert.That(shuttleXform.MapUid, Is.Not.Null);
Assert.That(shuttleXform.MapUid, Is.EqualTo(centcommMap));
// All of these should have been map-initialized.
var mapSys = entMan.System<SharedMapSystem>();
Assert.That(mapSys.IsInitialized(centcommMap), Is.True);
Assert.That(mapSys.IsInitialized(salternXform.MapUid), Is.True);
Assert.That(mapSys.IsPaused(centcommMap), Is.False);
Assert.That(mapSys.IsPaused(salternXform.MapUid!.Value), Is.False);
EntityLifeStage LifeStage(EntityUid uid) => entMan.GetComponent<MetaDataComponent>(uid).EntityLifeStage;
Assert.That(LifeStage(saltern), Is.EqualTo(EntityLifeStage.MapInitialized));
Assert.That(LifeStage(shuttle), Is.EqualTo(EntityLifeStage.MapInitialized));
Assert.That(LifeStage(centcomm), Is.EqualTo(EntityLifeStage.MapInitialized));
Assert.That(LifeStage(centcommMap), Is.EqualTo(EntityLifeStage.MapInitialized));
Assert.That(LifeStage(salternXform.MapUid.Value), Is.EqualTo(EntityLifeStage.MapInitialized));
// Set up shuttle timing
var evacSys = server.System<EmergencyShuttleSystem>();
evacSys.TransitTime = ShuttleSystem.DefaultTravelTime; // Absolute minimum transit time, so the test has to run for at least this long
@@ -78,19 +93,15 @@ public sealed class EvacShuttleTest
var dockTime = server.CfgMan.GetCVar(CCVars.EmergencyShuttleDockTime);
server.CfgMan.SetCVar(CCVars.EmergencyShuttleDockTime, 2);
async Task RunSeconds(float seconds)
{
await pair.RunTicksSync((int) Math.Ceiling(seconds / server.Timing.TickPeriod.TotalSeconds));
}
// Call evac shuttle.
await pair.WaitCommand("callshuttle 0:02");
await RunSeconds(3);
await pair.RunSeconds(3);
// Shuttle should have arrived on the station
Assert.That(shuttleXform.MapUid, Is.EqualTo(salternXform.MapUid));
await RunSeconds(2);
await pair.RunSeconds(2);
// Shuttle should be FTLing back to centcomm
Assert.That(entMan.Count<FTLMapComponent>(), Is.EqualTo(1));
@@ -101,14 +112,15 @@ public sealed class EvacShuttleTest
Assert.That(shuttleXform.MapUid, Is.EqualTo(ftl.Owner));
// Shuttle should have arrived at centcomm
await RunSeconds(ShuttleSystem.DefaultTravelTime);
await pair.RunSeconds(ShuttleSystem.DefaultTravelTime);
Assert.That(shuttleXform.MapUid, Is.EqualTo(centcommMap));
// Round should be ending now
Assert.That(ticker.RunLevel, Is.EqualTo(GameRunLevel.PostRound));
server.CfgMan.SetCVar(CCVars.EmergencyShuttleDockTime, dockTime);
pair.Server.CfgMan.SetCVar(CCVars.EmergencyShuttleEnabled, shuttleEnabled);
pair.Server.CfgMan.SetCVar(CCVars.EmergencyShuttleEnabled, false);
pair.Server.CfgMan.SetCVar(CCVars.GameMap, gameMap);
await pair.CleanReturnAsync();
}
}

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@@ -253,6 +253,8 @@ public sealed class CriminalRecordsConsoleSystem : SharedCriminalRecordsConsoleS
{
var name = Identity.Name(uid, EntityManager);
var xform = Transform(uid);
// TODO use the entity's station? Not the station of the map that it happens to currently be on?
var station = _station.GetStationInMap(xform.MapID);
if (station != null && _stationRecords.GetRecordByName(station.Value, name) is { } id)

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@@ -100,7 +100,7 @@ namespace Content.Server.GameTicking
SetGamePreset(LobbyEnabled ? _configurationManager.GetCVar(CCVars.GameLobbyDefaultPreset) : "sandbox");
}
public void SetGamePreset(GamePresetPrototype preset, bool force = false)
public void SetGamePreset(GamePresetPrototype? preset, bool force = false)
{
// Do nothing if this game ticker is a dummy!
if (DummyTicker)

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@@ -165,7 +165,7 @@ namespace Content.Server.GameTicking
var gridIds = _map.LoadMap(targetMapId, ev.GameMap.MapPath.ToString(), ev.Options);
_metaData.SetEntityName(_mapManager.GetMapEntityId(targetMapId), "Station map");
_metaData.SetEntityName(_mapManager.GetMapEntityId(targetMapId), $"station map - {map.MapName}");
var gridUids = gridIds.ToList();
RaiseLocalEvent(new PostGameMapLoad(map, targetMapId, gridUids, stationName));

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@@ -6,11 +6,7 @@ using Content.Shared.NPC.Prototypes;
using Content.Shared.Roles;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Utility;
namespace Content.Server.GameTicking.Rules.Components;
@@ -116,13 +112,14 @@ public sealed partial class NukeopsRuleComponent : Component
[DataField]
public List<WinCondition> WinConditions = new ();
public MapId? NukiePlanet;
// TODO full game save
// TODO: use components, don't just cache entity UIDs
// There have been (and probably still are) bugs where these refer to deleted entities from old rounds.
// Whenever this gets fixed, update NukiesTest.
public EntityUid? NukieOutpost;
public EntityUid? NukieShuttle;
public EntityUid? TargetStation;
public MapId? NukiePlanet;
/// <summary>
/// Data to be used in <see cref="OnMindAdded"/> for an operative once the Mind has been added.
@@ -131,7 +128,7 @@ public sealed partial class NukeopsRuleComponent : Component
public Dictionary<EntityUid, string> OperativeMindPendingData = new();
[DataField(required: true)]
public ProtoId<NpcFactionPrototype> Faction = default!;
public ProtoId<NpcFactionPrototype> Faction;
[DataField]
public NukeopSpawnPreset CommanderSpawnDetails = new() { AntagRoleProto = "NukeopsCommander", GearProto = "SyndicateCommanderGearFull", NamePrefix = "nukeops-role-commander", NameList = "SyndicateNamesElite" };

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@@ -33,6 +33,7 @@ public sealed class MaxTimeRestartRuleSystem : GameRuleSystem<MaxTimeRestartRule
public void RestartTimer(MaxTimeRestartRuleComponent component)
{
// TODO FULL GAME SAVE
component.TimerCancel.Cancel();
component.TimerCancel = new CancellationTokenSource();
Timer.Spawn(component.RoundMaxTime, () => TimerFired(component), component.TimerCancel.Token);
@@ -49,6 +50,7 @@ public sealed class MaxTimeRestartRuleSystem : GameRuleSystem<MaxTimeRestartRule
_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-restarting-in-seconds",("seconds", (int) component.RoundEndDelay.TotalSeconds)));
// TODO FULL GAME SAVE
Timer.Spawn(component.RoundEndDelay, () => GameTicker.RestartRound());
}

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@@ -53,7 +53,7 @@ namespace Content.Server.Mapping
}
#if DEBUG
shell.WriteError(Loc.GetString("cmd-mapping-warning"));
shell.WriteLine(Loc.GetString("cmd-mapping-warning"));
#endif
MapId mapId;

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@@ -211,7 +211,7 @@ public sealed class StationRecordsSystem : SharedStationRecordsSystem
/// </remarks>
public uint? GetRecordByName(EntityUid station, string name, StationRecordsComponent? records = null)
{
if (!Resolve(station, ref records))
if (!Resolve(station, ref records, false))
return null;
foreach (var (id, record) in GetRecordsOfType<GeneralStationRecord>(station, records))

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@@ -137,11 +137,13 @@ public abstract class SharedRoleSystem : EntitySystem
public bool MindHasRole<T>(EntityUid mindId) where T : IComponent
{
DebugTools.Assert(HasComp<MindComponent>(mindId));
return HasComp<T>(mindId);
}
public List<RoleInfo> MindGetAllRoles(EntityUid mindId)
{
DebugTools.Assert(HasComp<MindComponent>(mindId));
var ev = new MindGetAllRolesEvent(new List<RoleInfo>());
RaiseLocalEvent(mindId, ref ev);
return ev.Roles;
@@ -152,6 +154,7 @@ public abstract class SharedRoleSystem : EntitySystem
if (mindId == null)
return false;
DebugTools.Assert(HasComp<MindComponent>(mindId));
var ev = new MindIsAntagonistEvent();
RaiseLocalEvent(mindId.Value, ref ev);
return ev.IsAntagonist;