Add Job preference tests (#28625)

* Misc Job related changes

* Add JobTest

* A

* Aa

* Lets not confuse the yaml linter

* fixes

* a
This commit is contained in:
Leon Friedrich
2024-06-06 02:19:24 +12:00
committed by GitHub
parent e1541351a5
commit adeed705e6
44 changed files with 538 additions and 262 deletions

View File

@@ -8,7 +8,6 @@ using Content.Shared.Roles;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Network;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.UnitTesting;
@@ -135,32 +134,73 @@ public sealed partial class TestPair
}
/// <summary>
/// Helper method for enabling or disabling a antag role
/// Set a user's antag preferences. Modified preferences are automatically reset at the end of the test.
/// </summary>
public async Task SetAntagPref(ProtoId<AntagPrototype> id, bool value)
public async Task SetAntagPreference(ProtoId<AntagPrototype> id, bool value, NetUserId? user = null)
{
await SetAntagPref(Client.User!.Value, id, value);
user ??= Client.User!.Value;
if (user is not {} userId)
return;
var prefMan = Server.ResolveDependency<IServerPreferencesManager>();
var prefs = prefMan.GetPreferences(userId);
// Automatic preference resetting only resets slot 0.
Assert.That(prefs.SelectedCharacterIndex, Is.EqualTo(0));
var profile = (HumanoidCharacterProfile) prefs.Characters[0];
var newProfile = profile.WithAntagPreference(id, value);
_modifiedProfiles.Add(userId);
await Server.WaitPost(() => prefMan.SetProfile(userId, 0, newProfile).Wait());
}
public async Task SetAntagPref(NetUserId user, ProtoId<AntagPrototype> id, bool value)
/// <summary>
/// Set a user's job preferences. Modified preferences are automatically reset at the end of the test.
/// </summary>
public async Task SetJobPriority(ProtoId<JobPrototype> id, JobPriority value, NetUserId? user = null)
{
user ??= Client.User!.Value;
if (user is { } userId)
await SetJobPriorities(userId, (id, value));
}
/// <inheritdoc cref="SetJobPriority"/>
public async Task SetJobPriorities(params (ProtoId<JobPrototype>, JobPriority)[] priorities)
=> await SetJobPriorities(Client.User!.Value, priorities);
/// <inheritdoc cref="SetJobPriority"/>
public async Task SetJobPriorities(NetUserId user, params (ProtoId<JobPrototype>, JobPriority)[] priorities)
{
var highCount = priorities.Count(x => x.Item2 == JobPriority.High);
Assert.That(highCount, Is.LessThanOrEqualTo(1), "Cannot have more than one high priority job");
var prefMan = Server.ResolveDependency<IServerPreferencesManager>();
var prefs = prefMan.GetPreferences(user);
// what even is the point of ICharacterProfile if we always cast it to HumanoidCharacterProfile to make it usable?
var profile = (HumanoidCharacterProfile) prefs.SelectedCharacter;
var profile = (HumanoidCharacterProfile) prefs.Characters[0];
var dictionary = new Dictionary<ProtoId<JobPrototype>, JobPriority>(profile.JobPriorities);
Assert.That(profile.AntagPreferences.Contains(id), Is.EqualTo(!value));
var newProfile = profile.WithAntagPreference(id, value);
// Automatic preference resetting only resets slot 0.
Assert.That(prefs.SelectedCharacterIndex, Is.EqualTo(0));
await Server.WaitPost(() =>
if (highCount != 0)
{
prefMan.SetProfile(user, prefs.SelectedCharacterIndex, newProfile).Wait();
});
foreach (var (key, priority) in dictionary)
{
if (priority == JobPriority.High)
dictionary[key] = JobPriority.Medium;
}
}
// And why the fuck does it always create a new preference and profile object instead of just reusing them?
var newPrefs = prefMan.GetPreferences(user);
var newProf = (HumanoidCharacterProfile) newPrefs.SelectedCharacter;
Assert.That(newProf.AntagPreferences.Contains(id), Is.EqualTo(value));
foreach (var (job, priority) in priorities)
{
if (priority == JobPriority.Never)
dictionary.Remove(job);
else
dictionary[job] = priority;
}
var newProfile = profile.WithJobPriorities(dictionary);
_modifiedProfiles.Add(user);
await Server.WaitPost(() => prefMan.SetProfile(user, 0, newProfile).Wait());
}
}