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:
@@ -1,5 +1,4 @@
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#nullable enable
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using Robust.Shared.Timing;
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namespace Content.IntegrationTests.Pair;
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@@ -19,6 +18,22 @@ public sealed partial class TestPair
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}
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}
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/// <summary>
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/// Convert a time interval to some number of ticks.
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/// </summary>
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public int SecondsToTicks(float seconds)
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{
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return (int) Math.Ceiling(seconds / Server.Timing.TickPeriod.TotalSeconds);
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}
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/// <summary>
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/// Run the server & client in sync for some amount of time
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/// </summary>
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public async Task RunSeconds(float seconds)
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{
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await RunTicksSync(SecondsToTicks(seconds));
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}
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/// <summary>
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/// Runs the server-client pair in sync, but also ensures they are both idle each tick.
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/// </summary>
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@@ -59,4 +74,4 @@ public sealed partial class TestPair
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delta = cTick - sTick;
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Assert.That(delta, Is.EqualTo(targetDelta));
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}
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}
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}
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@@ -32,6 +32,7 @@ public static partial class PoolManager
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(CCVars.GameLobbyEnabled.Name, "false"),
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(CCVars.ConfigPresetDevelopment.Name, "false"),
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(CCVars.AdminLogsEnabled.Name, "false"),
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(CCVars.AutosaveEnabled.Name, "false"),
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(CVars.NetBufferSize.Name, "0")
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};
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187
Content.IntegrationTests/Tests/GameRules/NukeOpsTest.cs
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187
Content.IntegrationTests/Tests/GameRules/NukeOpsTest.cs
Normal file
@@ -0,0 +1,187 @@
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#nullable enable
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using System.Linq;
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using Content.Server.Body.Components;
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using Content.Server.GameTicking;
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using Content.Server.GameTicking.Presets;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.Mind;
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using Content.Server.Pinpointer;
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using Content.Server.Roles;
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using Content.Server.Shuttles.Components;
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using Content.Server.Station.Components;
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using Content.Shared.CCVar;
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using Content.Shared.Damage;
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using Content.Shared.FixedPoint;
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using Content.Shared.GameTicking;
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using Content.Shared.Hands.Components;
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using Content.Shared.Inventory;
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using Content.Shared.NPC.Systems;
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using Content.Shared.NukeOps;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map.Components;
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namespace Content.IntegrationTests.Tests.GameRules;
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[TestFixture]
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public sealed class NukeOpsTest
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{
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/// <summary>
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/// Check that a nuke ops game mode can start without issue. I.e., that the nuke station and such all get loaded.
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/// </summary>
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[Test]
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public async Task TryStopNukeOpsFromConstantlyFailing()
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{
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await using var pair = await PoolManager.GetServerClient(new PoolSettings
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{
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Dirty = true,
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DummyTicker = false,
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Connected = true,
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InLobby = true
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});
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var server = pair.Server;
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var client = pair.Client;
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var entMan = server.EntMan;
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var mapSys = server.System<MapSystem>();
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var ticker = server.System<GameTicker>();
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var mindSys = server.System<MindSystem>();
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var roleSys = server.System<RoleSystem>();
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var invSys = server.System<InventorySystem>();
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var factionSys = server.System<NpcFactionSystem>();
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Assert.That(server.CfgMan.GetCVar(CCVars.GridFill), Is.False);
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server.CfgMan.SetCVar(CCVars.GridFill, true);
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// Initially in the lobby
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Assert.That(ticker.RunLevel, Is.EqualTo(GameRunLevel.PreRoundLobby));
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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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// There are no grids or maps
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Assert.That(entMan.Count<MapComponent>(), Is.Zero);
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Assert.That(entMan.Count<MapGridComponent>(), Is.Zero);
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Assert.That(entMan.Count<StationMapComponent>(), Is.Zero);
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Assert.That(entMan.Count<StationMemberComponent>(), Is.Zero);
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Assert.That(entMan.Count<StationCentcommComponent>(), Is.Zero);
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// And no nukie related components
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Assert.That(entMan.Count<NukeopsRuleComponent>(), Is.Zero);
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Assert.That(entMan.Count<NukeopsRoleComponent>(), Is.Zero);
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Assert.That(entMan.Count<NukeOperativeComponent>(), Is.Zero);
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Assert.That(entMan.Count<NukeOpsShuttleComponent>(), Is.Zero);
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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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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(client.EntMan.EntityExists(client.AttachedEntity));
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var player = pair.Player!.AttachedEntity!.Value;
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Assert.That(entMan.EntityExists(player));
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// Maps now exist
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Assert.That(entMan.Count<MapComponent>(), Is.GreaterThan(0));
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Assert.That(entMan.Count<MapGridComponent>(), Is.GreaterThan(0));
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Assert.That(entMan.Count<StationDataComponent>(), Is.EqualTo(2)); // The main station & nukie station
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Assert.That(entMan.Count<StationMemberComponent>(), Is.GreaterThan(3)); // Each station has at least 1 grid, plus some shuttles
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Assert.That(entMan.Count<StationCentcommComponent>(), Is.EqualTo(1));
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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<NukeOpsShuttleComponent>(), Is.EqualTo(1));
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// The player entity should be the nukie commander
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var mind = mindSys.GetMind(player)!.Value;
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Assert.That(entMan.HasComponent<NukeOperativeComponent>(player));
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Assert.That(roleSys.MindIsAntagonist(mind));
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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 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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Assert.That(entMan.EntityExists(rule.NukieOutpost));
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Assert.That(entMan.EntityExists(rule.NukieShuttle));
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Assert.That(entMan.EntityExists(rule.TargetStation));
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Assert.That(entMan.HasComponent<MapGridComponent>(rule.NukieOutpost));
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Assert.That(entMan.HasComponent<MapGridComponent>(rule.NukieShuttle));
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Assert.That(entMan.HasComponent<StationMemberComponent>(rule.NukieOutpost));
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Assert.That(entMan.HasComponent<StationDataComponent>(rule.TargetStation));
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var nukieStation = entMan.GetComponent<StationMemberComponent>(rule.NukieOutpost!.Value);
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Assert.That(entMan.EntityExists(nukieStation.Station));
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Assert.That(nukieStation.Station, Is.Not.EqualTo(rule.TargetStation));
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Assert.That(server.MapMan.MapExists(rule.NukiePlanet));
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var nukieMap = mapSys.GetMap(rule.NukiePlanet!.Value);
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var targetStation = entMan.GetComponent<StationDataComponent>(rule.TargetStation!.Value);
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var targetGrid = targetStation.Grids.First();
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var targetMap = entMan.GetComponent<TransformComponent>(targetGrid).MapUid!.Value;
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Assert.That(targetMap, Is.Not.EqualTo(nukieMap));
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Assert.That(entMan.GetComponent<TransformComponent>(player).MapUid, Is.EqualTo(nukieMap));
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Assert.That(entMan.GetComponent<TransformComponent>(rule.NukieOutpost!.Value).MapUid, Is.EqualTo(nukieMap));
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Assert.That(entMan.GetComponent<TransformComponent>(rule.NukieShuttle!.Value).MapUid, Is.EqualTo(nukieMap));
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// The maps are all map-initialized, including the player
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// Yes, this is necessary as this has repeatedly been broken somehow.
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Assert.That(mapSys.IsInitialized(nukieMap));
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Assert.That(mapSys.IsInitialized(targetMap));
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Assert.That(mapSys.IsPaused(nukieMap), Is.False);
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Assert.That(mapSys.IsPaused(targetMap), Is.False);
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EntityLifeStage LifeStage(EntityUid? uid) => entMan.GetComponent<MetaDataComponent>(uid!.Value).EntityLifeStage;
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Assert.That(LifeStage(player), Is.GreaterThan(EntityLifeStage.Initialized));
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Assert.That(LifeStage(nukieMap), Is.GreaterThan(EntityLifeStage.Initialized));
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Assert.That(LifeStage(targetMap), Is.GreaterThan(EntityLifeStage.Initialized));
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Assert.That(LifeStage(rule.NukieOutpost), Is.GreaterThan(EntityLifeStage.Initialized));
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Assert.That(LifeStage(rule.NukieShuttle), Is.GreaterThan(EntityLifeStage.Initialized));
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Assert.That(LifeStage(rule.TargetStation), Is.GreaterThan(EntityLifeStage.Initialized));
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// Make sure the player has hands. We've had fucking disarmed nukies before.
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Assert.That(entMan.HasComponent<HandsComponent>(player));
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Assert.That(entMan.GetComponent<HandsComponent>(player).Hands.Count, Is.GreaterThan(0));
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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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while (enumerator.NextItem(out _))
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{
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total++;
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}
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Assert.That(total, Is.GreaterThan(3));
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// Finally lets check the nukie commander passed basic training and figured out how to breathe.
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var totalSeconds = 30;
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var totalTicks = (int) Math.Ceiling(totalSeconds / server.Timing.TickPeriod.TotalSeconds);
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int increment = 5;
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var resp = entMan.GetComponent<RespiratorComponent>(player);
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var damage = entMan.GetComponent<DamageableComponent>(player);
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for (var tick = 0; tick < totalTicks; tick += increment)
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{
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await pair.RunTicksSync(increment);
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Assert.That(resp.SuffocationCycles, Is.LessThanOrEqualTo(resp.SuffocationCycleThreshold));
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Assert.That(damage.TotalDamage, Is.EqualTo(FixedPoint2.Zero));
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}
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ticker.SetGamePreset((GamePresetPrototype?)null);
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server.CfgMan.SetCVar(CCVars.GridFill, false);
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await pair.CleanReturnAsync();
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}
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}
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@@ -19,6 +19,9 @@ namespace Content.IntegrationTests.Tests.GameRules
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await using var pair = await PoolManager.GetServerClient(new PoolSettings { InLobby = true });
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var server = pair.Server;
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Assert.That(server.EntMan.Count<GameRuleComponent>(), Is.Zero);
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Assert.That(server.EntMan.Count<ActiveGameRuleComponent>(), Is.Zero);
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var entityManager = server.ResolveDependency<IEntityManager>();
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var sGameTicker = server.ResolveDependency<IEntitySystemManager>().GetEntitySystem<GameTicker>();
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var sGameTiming = server.ResolveDependency<IGameTiming>();
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@@ -26,6 +29,9 @@ namespace Content.IntegrationTests.Tests.GameRules
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sGameTicker.StartGameRule("MaxTimeRestart", out var ruleEntity);
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Assert.That(entityManager.TryGetComponent<MaxTimeRestartRuleComponent>(ruleEntity, out var maxTime));
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Assert.That(server.EntMan.Count<GameRuleComponent>(), Is.EqualTo(1));
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Assert.That(server.EntMan.Count<ActiveGameRuleComponent>(), Is.EqualTo(1));
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await server.WaitAssertion(() =>
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{
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Assert.That(sGameTicker.RunLevel, Is.EqualTo(GameRunLevel.PreRoundLobby));
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@@ -33,6 +39,9 @@ namespace Content.IntegrationTests.Tests.GameRules
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sGameTicker.StartRound();
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});
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Assert.That(server.EntMan.Count<GameRuleComponent>(), Is.EqualTo(1));
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Assert.That(server.EntMan.Count<ActiveGameRuleComponent>(), Is.EqualTo(1));
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await server.WaitAssertion(() =>
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{
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Assert.That(sGameTicker.RunLevel, Is.EqualTo(GameRunLevel.InRound));
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@@ -767,14 +767,9 @@ public abstract partial class InteractionTest
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await Pair.RunTicksSync(ticks);
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}
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protected int SecondsToTicks(float seconds)
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{
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return (int) Math.Ceiling(seconds / TickPeriod);
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}
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protected async Task RunSeconds(float seconds)
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{
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await RunTicks(SecondsToTicks(seconds));
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await Pair.RunSeconds(seconds);
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}
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#endregion
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@@ -12,7 +12,6 @@ using Content.Shared.Body.Part;
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using Content.Shared.DoAfter;
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using Content.Shared.Hands.Components;
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using Content.Shared.Interaction;
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using Content.Server.Item;
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using Content.Shared.Mind;
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using Content.Shared.Players;
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using Robust.Client.Input;
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102
Content.IntegrationTests/Tests/Mapping/MappingTests.cs
Normal file
102
Content.IntegrationTests/Tests/Mapping/MappingTests.cs
Normal file
@@ -0,0 +1,102 @@
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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namespace Content.IntegrationTests.Tests.Mapping;
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[TestFixture]
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public sealed class MappingTests
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{
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/// <summary>
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/// Checks that the mapping command creates paused & uninitialized maps.
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/// </summary>
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[Test]
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public async Task MappingTest()
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{
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await using var pair = await PoolManager.GetServerClient(new PoolSettings {Dirty = true, Connected = true, DummyTicker = false});
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var server = pair.Server;
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var entMan = server.EntMan;
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var mapSys = server.System<MapSystem>();
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await pair.RunTicksSync(5);
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var mapId = 1;
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while (mapSys.MapExists(new(mapId)))
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{
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mapId++;
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}
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await pair.WaitClientCommand($"mapping {mapId}");
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var map = mapSys.GetMap(new MapId(mapId));
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var mapXform = server.Transform(map);
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Assert.That(mapXform.MapUid, Is.EqualTo(map));
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Assert.That(mapXform.MapID, Is.EqualTo(new MapId(mapId)));
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var xform = server.Transform(pair.Player!.AttachedEntity!.Value);
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Assert.That(xform.MapUid, Is.EqualTo(map));
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Assert.That(mapSys.IsInitialized(map), Is.False);
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Assert.That(mapSys.IsPaused(map), Is.True);
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Assert.That(server.MetaData(map).EntityLifeStage, Is.EqualTo(EntityLifeStage.Initialized));
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Assert.That(server.MetaData(map).EntityPaused, Is.True);
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// Spawn a new entity
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EntityUid ent = default;
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await server.WaitPost(() =>
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{
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ent = entMan.Spawn(null, new MapCoordinates(default, new(mapId)));
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});
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await pair.RunTicksSync(5);
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Assert.That(server.MetaData(ent).EntityLifeStage, Is.EqualTo(EntityLifeStage.Initialized));
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Assert.That(server.MetaData(ent).EntityPaused, Is.True);
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// Save the map
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var file = $"{nameof(MappingTest)}.yml";
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await pair.WaitClientCommand($"savemap {mapId} {file}");
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// Mapinitialize it
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await pair.WaitClientCommand($"mapinit {mapId}");
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Assert.That(mapSys.IsInitialized(map), Is.True);
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Assert.That(mapSys.IsPaused(map), Is.False);
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Assert.That(server.MetaData(map).EntityLifeStage, Is.EqualTo(EntityLifeStage.MapInitialized));
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Assert.That(server.MetaData(map).EntityPaused, Is.False);
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Assert.That(server.MetaData(ent).EntityLifeStage, Is.EqualTo(EntityLifeStage.MapInitialized));
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Assert.That(server.MetaData(ent).EntityPaused, Is.False);
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await server.WaitPost(() => entMan.DeleteEntity(map));
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// Load the saved map
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mapId++;
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while (mapSys.MapExists(new(mapId)))
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{
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mapId++;
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}
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await pair.WaitClientCommand($"mapping {mapId} {file}");
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map = mapSys.GetMap(new MapId(mapId));
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// And it should all be paused and un-initialized
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xform = server.Transform(pair.Player!.AttachedEntity!.Value);
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Assert.That(xform.MapUid, Is.EqualTo(map));
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Assert.That(mapSys.IsInitialized(map), Is.False);
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Assert.That(mapSys.IsPaused(map), Is.True);
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Assert.That(server.MetaData(map).EntityLifeStage, Is.EqualTo(EntityLifeStage.Initialized));
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Assert.That(server.MetaData(map).EntityPaused, Is.True);
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mapXform = server.Transform(map);
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Assert.That(mapXform.MapUid, Is.EqualTo(map));
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Assert.That(mapXform.MapID, Is.EqualTo(new MapId(mapId)));
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Assert.That(mapXform.ChildCount, Is.EqualTo(2));
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mapXform.ChildEnumerator.MoveNext(out ent);
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if (ent == pair.Player.AttachedEntity)
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mapXform.ChildEnumerator.MoveNext(out ent);
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Assert.That(server.MetaData(ent).EntityLifeStage, Is.EqualTo(EntityLifeStage.Initialized));
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Assert.That(server.MetaData(ent).EntityPaused, Is.True);
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await server.WaitPost(() => entMan.DeleteEntity(map));
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await pair.CleanReturnAsync();
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}
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}
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@@ -28,10 +28,11 @@ public sealed class EvacShuttleTest
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// Dummy ticker tests should not have centcomm
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Assert.That(entMan.Count<StationCentcommComponent>(), Is.Zero);
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var shuttleEnabled = pair.Server.CfgMan.GetCVar(CCVars.EmergencyShuttleEnabled);
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pair.Server.CfgMan.SetCVar(CCVars.GameMap, "Saltern");
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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();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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));
|
||||
|
||||
@@ -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" };
|
||||
|
||||
@@ -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());
|
||||
}
|
||||
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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))
|
||||
|
||||
@@ -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;
|
||||
|
||||
Reference in New Issue
Block a user