Hotbar Improvements + Item Action Integration Test (#2749)

* my IDE keeps wanting to change this so....

* Add item actions integration test, fix bug where empty item action
dict was left in SharedActionsComponent state

* bigger hotbar arrows

* nice wide hotbar pagination hitboxes

* add ability to switch hotbar loadout
via keybinds

* always highlight on drag over
of actions hotbar

* dont rely on content entity for integration test
This commit is contained in:
chairbender
2020-12-22 06:41:56 -08:00
committed by GitHub
parent 7f7f22ef5d
commit 9a3dee2042
14 changed files with 386 additions and 48 deletions

View File

@@ -1,19 +1,22 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Content.Client.GameObjects.Components.Mobs;
using Content.Client.UserInterface;
using Content.Client.UserInterface.Controls;
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.Mobs;
using Content.Shared.Actions;
using Content.Shared.Alert;
using Content.Shared.GameObjects.Components.Mobs;
using Content.Shared.GameObjects.EntitySystems;
using NUnit.Framework;
using Robust.Client.Interfaces.UserInterface;
using Robust.Client.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Map;
using Content.Shared.Utility;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.Utility;
namespace Content.IntegrationTests.Tests.GameObjects.Components.Mobs
{
@@ -21,8 +24,39 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.Mobs
[TestOf(typeof(SharedActionsComponent))]
[TestOf(typeof(ClientActionsComponent))]
[TestOf(typeof(ServerActionsComponent))]
[TestOf(typeof(ItemActionsComponent))]
public class ActionsComponentTests : ContentIntegrationTest
{
const string PROTOTYPES = @"
- type: entity
name: flashlight
parent: BaseItem
id: TestFlashlight
components:
- type: HandheldLight
- type: ItemActions
actions:
- actionType: ToggleLight
- type: PowerCellSlot
- type: Sprite
sprite: Objects/Tools/flashlight.rsi
layers:
- state: lantern_off
- state: HandheldLightOnOverlay
shader: unshaded
visible: false
- type: Item
sprite: Objects/Tools/flashlight.rsi
HeldPrefix: off
- type: PointLight
enabled: false
radius: 3
- type: LoopingSound
- type: Appearance
visuals:
- type: FlashLightVisualizer
";
[Test]
public async Task GrantsAndRevokesActionsTest()
{
@@ -47,6 +81,7 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.Mobs
Assert.That(actionsComponent.TryGetActionState(innateAction, out var innateState));
Assert.That(innateState.Enabled);
}
Assert.That(innateActions.Count, Is.GreaterThan(0));
actionsComponent.Grant(ActionType.DebugInstant);
Assert.That(actionsComponent.TryGetActionState(ActionType.HumanScream, out var state) && state.Enabled);
@@ -182,5 +217,161 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.Mobs
});
}
[Test]
public async Task GrantsAndRevokesItemActions()
{
var serverOptions = new ServerIntegrationOptions { ExtraPrototypes = PROTOTYPES };
var clientOptions = new ClientIntegrationOptions { ExtraPrototypes = PROTOTYPES };
var (client, server) = await StartConnectedServerClientPair(serverOptions: serverOptions, clientOptions: clientOptions);
await server.WaitIdleAsync();
await client.WaitIdleAsync();
var serverPlayerManager = server.ResolveDependency<Robust.Server.Interfaces.Player.IPlayerManager>();
var serverEntManager = server.ResolveDependency<IEntityManager>();
var serverGameTiming = server.ResolveDependency<IGameTiming>();
var cooldown = Cooldowns.SecondsFromNow(30, serverGameTiming);
ServerActionsComponent serverActionsComponent = null;
ClientActionsComponent clientActionsComponent = null;
IEntity serverPlayerEnt = null;
IEntity serverFlashlight = null;
await server.WaitAssertion(() =>
{
serverPlayerEnt = serverPlayerManager.GetAllPlayers().Single().AttachedEntity;
serverActionsComponent = serverPlayerEnt.GetComponent<ServerActionsComponent>();
// spawn and give them an item that has actions
serverFlashlight = serverEntManager.SpawnEntity("TestFlashlight",
new EntityCoordinates(new EntityUid(1), (0, 0)));
Assert.That(serverFlashlight.TryGetComponent<ItemActionsComponent>(out var itemActions));
// we expect this only to have a toggle light action initially
var actionConfigs = itemActions.ActionConfigs.ToList();
Assert.That(actionConfigs.Count == 1);
Assert.That(actionConfigs[0].ActionType == ItemActionType.ToggleLight);
Assert.That(actionConfigs[0].Enabled);
// grant an extra item action, before pickup, initially disabled
itemActions.GrantOrUpdate(ItemActionType.DebugToggle, false);
serverPlayerEnt.GetComponent<HandsComponent>().PutInHand(serverFlashlight.GetComponent<ItemComponent>(), false);
// grant an extra item action, after pickup, with a cooldown
itemActions.GrantOrUpdate(ItemActionType.DebugInstant, cooldown: cooldown);
Assert.That(serverActionsComponent.TryGetItemActionStates(serverFlashlight.Uid, out var state));
// they should have been granted all 3 actions
Assert.That(state.Count == 3);
Assert.That(state.TryGetValue(ItemActionType.ToggleLight, out var toggleLightState));
Assert.That(toggleLightState.Equals(new ActionState(true)));
Assert.That(state.TryGetValue(ItemActionType.DebugInstant, out var debugInstantState));
Assert.That(debugInstantState.Equals(new ActionState(true, cooldown: cooldown)));
Assert.That(state.TryGetValue(ItemActionType.DebugToggle, out var debugToggleState));
Assert.That(debugToggleState.Equals(new ActionState(false)));
});
await server.WaitRunTicks(5);
await client.WaitRunTicks(5);
// check that client has the actions, and toggle the light on via the action slot it was auto-assigned to
var clientPlayerMgr = client.ResolveDependency<IPlayerManager>();
var clientUIMgr = client.ResolveDependency<IUserInterfaceManager>();
var clientEntMgr = client.ResolveDependency<IEntityManager>();
EntityUid clientFlashlight = default;
await client.WaitAssertion(() =>
{
var local = clientPlayerMgr.LocalPlayer;
var controlled = local.ControlledEntity;
clientActionsComponent = controlled.GetComponent<ClientActionsComponent>();
var lightEntry = clientActionsComponent.ItemActionStates()
.Where(entry => entry.Value.ContainsKey(ItemActionType.ToggleLight))
.FirstOrNull();
clientFlashlight = lightEntry.Value.Key;
Assert.That(lightEntry, Is.Not.Null);
Assert.That(lightEntry.Value.Value.TryGetValue(ItemActionType.ToggleLight, out var lightState));
Assert.That(lightState.Equals(new ActionState(true)));
Assert.That(lightEntry.Value.Value.TryGetValue(ItemActionType.DebugInstant, out var debugInstantState));
Assert.That(debugInstantState.Equals(new ActionState(true, cooldown: cooldown)));
Assert.That(lightEntry.Value.Value.TryGetValue(ItemActionType.DebugToggle, out var debugToggleState));
Assert.That(debugToggleState.Equals(new ActionState(false)));
var actionsUI = clientUIMgr.StateRoot.Children.FirstOrDefault(c => c is ActionsUI) as ActionsUI;
Assert.That(actionsUI, Is.Not.Null);
var toggleLightSlot = actionsUI.Slots.FirstOrDefault(slot => slot.Action is ItemActionPrototype
{
ActionType: ItemActionType.ToggleLight
});
Assert.That(toggleLightSlot, Is.Not.Null);
clientActionsComponent.AttemptAction(toggleLightSlot);
});
await server.WaitRunTicks(5);
await client.WaitRunTicks(5);
// server should see the action toggled on
await server.WaitAssertion(() =>
{
Assert.That(serverActionsComponent.ItemActionStates().TryGetValue(serverFlashlight.Uid, out var lightStates));
Assert.That(lightStates.TryGetValue(ItemActionType.ToggleLight, out var lightState));
Assert.That(lightState, Is.EqualTo(new ActionState(true, toggledOn: true)));
});
// client should see it toggled on.
await client.WaitAssertion(() =>
{
Assert.That(clientActionsComponent.ItemActionStates().TryGetValue(clientFlashlight, out var lightStates));
Assert.That(lightStates.TryGetValue(ItemActionType.ToggleLight, out var lightState));
Assert.That(lightState, Is.EqualTo(new ActionState(true, toggledOn: true)));
});
await server.WaitAssertion(() =>
{
// drop the item, and the item actions should go away
serverPlayerEnt.GetComponent<HandsComponent>()
.Drop(serverFlashlight, serverPlayerEnt.Transform.Coordinates, false);
Assert.That(serverActionsComponent.ItemActionStates().ContainsKey(serverFlashlight.Uid), Is.False);
});
await server.WaitRunTicks(5);
await client.WaitRunTicks(5);
// client should see they have no item actions for that item either.
await client.WaitAssertion(() =>
{
Assert.That(clientActionsComponent.ItemActionStates().ContainsKey(clientFlashlight), Is.False);
});
await server.WaitAssertion(() =>
{
// pick the item up again, the states should be back to what they were when dropped,
// as the states "stick" with the item
serverPlayerEnt.GetComponent<HandsComponent>().PutInHand(serverFlashlight.GetComponent<ItemComponent>(), false);
Assert.That(serverActionsComponent.ItemActionStates().TryGetValue(serverFlashlight.Uid, out var lightStates));
Assert.That(lightStates.TryGetValue(ItemActionType.ToggleLight, out var lightState));
Assert.That(lightState.Equals(new ActionState(true, toggledOn: true)));
Assert.That(lightStates.TryGetValue(ItemActionType.DebugInstant, out var debugInstantState));
Assert.That(debugInstantState.Equals(new ActionState(true, cooldown: cooldown)));
Assert.That(lightStates.TryGetValue(ItemActionType.DebugToggle, out var debugToggleState));
Assert.That(debugToggleState.Equals(new ActionState(false)));
});
await server.WaitRunTicks(5);
await client.WaitRunTicks(5);
// client should see the actions again, with their states back to what they were
await client.WaitAssertion(() =>
{
Assert.That(clientActionsComponent.ItemActionStates().TryGetValue(clientFlashlight, out var lightStates));
Assert.That(lightStates.TryGetValue(ItemActionType.ToggleLight, out var lightState));
Assert.That(lightState.Equals(new ActionState(true, toggledOn: true)));
Assert.That(lightStates.TryGetValue(ItemActionType.DebugInstant, out var debugInstantState));
Assert.That(debugInstantState.Equals(new ActionState(true, cooldown: cooldown)));
Assert.That(lightStates.TryGetValue(ItemActionType.DebugToggle, out var debugToggleState));
Assert.That(debugToggleState.Equals(new ActionState(false)));
});
}
}
}