Add interaction tests for mousetraps (#35502)
* Add interaction tests for mousetraps * Silly yaml linter * review * fix debugging thing --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
This commit is contained in:
@@ -132,7 +132,7 @@ public sealed class EmbedTest : InteractionTest
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"Target has unexpected EmbeddedObjects count.");
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// Wait for the cooldown between throws
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await RunSeconds(Hands.ThrowCooldown.Seconds);
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await RunSeconds(Hands!.ThrowCooldown.Seconds);
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// Throw the second projectile
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await ThrowItem();
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@@ -169,6 +169,12 @@ public abstract partial class InteractionTest
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/// <param name="enableToggleable">Whether or not to automatically enable any toggleable items</param>
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protected async Task<NetEntity> PlaceInHands(EntitySpecifier entity, bool enableToggleable = true)
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{
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if (Hands == null)
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{
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Assert.Fail("No HandsComponent");
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return default;
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}
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if (Hands.ActiveHandId == null)
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{
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Assert.Fail("No active hand");
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@@ -210,6 +216,12 @@ public abstract partial class InteractionTest
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{
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entity ??= Target;
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if (Hands == null)
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{
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Assert.Fail("No HandsComponent");
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return;
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}
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if (Hands.ActiveHandId == null)
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{
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Assert.Fail("No active hand");
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@@ -860,7 +872,7 @@ public abstract partial class InteractionTest
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/// List of currently active DoAfters on the player.
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/// </summary>
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protected IEnumerable<Shared.DoAfter.DoAfter> ActiveDoAfters
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=> DoAfters.DoAfters.Values.Where(x => !x.Cancelled && !x.Completed);
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=> DoAfters?.DoAfters.Values.Where(x => !x.Cancelled && !x.Completed) ?? [];
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#region Component
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@@ -125,8 +125,8 @@ public abstract partial class InteractionTest
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protected SharedUserInterfaceSystem CUiSys = default!;
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// player components
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protected HandsComponent Hands = default!;
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protected DoAfterComponent DoAfters = default!;
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protected HandsComponent? Hands;
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protected DoAfterComponent? DoAfters;
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public float TickPeriod => (float)STiming.TickPeriod.TotalSeconds;
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@@ -222,8 +222,8 @@ public abstract partial class InteractionTest
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SPlayer = SEntMan.SpawnEntity(PlayerPrototype, SEntMan.GetCoordinates(PlayerCoords));
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Player = SEntMan.GetNetEntity(SPlayer);
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Server.PlayerMan.SetAttachedEntity(ServerSession, SPlayer);
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Hands = SEntMan.GetComponent<HandsComponent>(SPlayer);
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DoAfters = SEntMan.GetComponent<DoAfterComponent>(SPlayer);
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Hands = SEntMan.GetComponentOrNull<HandsComponent>(SPlayer);
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DoAfters = SEntMan.GetComponentOrNull<DoAfterComponent>(SPlayer);
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});
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// Check player got attached.
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154
Content.IntegrationTests/Tests/Mousetrap/MousetrapTest.cs
Normal file
154
Content.IntegrationTests/Tests/Mousetrap/MousetrapTest.cs
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@@ -0,0 +1,154 @@
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using Content.IntegrationTests.Tests.Movement;
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using Content.Server.NPC.HTN;
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using Content.Shared.Damage;
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using Content.Shared.FixedPoint;
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using Content.Shared.Item.ItemToggle;
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using Content.Shared.Item.ItemToggle.Components;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mousetrap;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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namespace Content.IntegrationTests.Tests.Mousetrap;
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/// <summary>
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/// Spawns a mouse and a mousetrap.
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/// Makes the mouse cross the inactive mousetrap, then activates the trap and
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/// makes the mouse try to cross back over it.
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/// </summary>
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/// <remarks>
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/// Yep, every time the tests run, a virtual mouse dies. Sorry.
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/// </remarks>
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public sealed class MousetrapMouseMoveOverTest : MovementTest
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{
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private static readonly EntProtoId MousetrapProtoId = "Mousetrap";
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private static readonly EntProtoId MouseProtoId = "MobMouse";
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protected override string PlayerPrototype => MouseProtoId.Id; // use a mouse as the player entity
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[Test]
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public async Task MouseMoveOverTest()
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{
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// Make sure the mouse doesn't have any AI active
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await Server.WaitPost(() => SEntMan.RemoveComponent<HTNComponent>(SPlayer));
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// Spawn a mouse trap
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await SpawnTarget(MousetrapProtoId);
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Assert.That(Delta(), Is.GreaterThan(0.5), "Mouse and mousetrap not in expected positions.");
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Assert.That(HasComp<MousetrapComponent>(),
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$"{MousetrapProtoId} does not have a MousetrapComponent. If you're refactoring, please update this test!");
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Assert.That(TryComp<ItemToggleComponent>(out var itemToggleComp),
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$"{MousetrapProtoId} does not have a ItemToggleComponent. If you're refactoring, please update this test!");
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Assert.That(itemToggleComp.Activated, Is.False, "Mousetrap started active.");
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// The mouse is spawned by the test before the atmosphere is added, so it has some barotrauma damage already
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// TODO: fix this since it can have an impact on integration tests
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Assert.That(SEntMan.TryGetComponent<DamageableComponent>(SPlayer, out var damageComp),
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$"Player does not have a DamageableComponent.");
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var startingDamage = damageComp.TotalDamage;
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Assert.That(SEntMan.TryGetComponent<MobStateComponent>(SPlayer, out var mouseMobStateComp),
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$"{MouseProtoId} does not have a MobStateComponent.");
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Assert.That(mouseMobStateComp.CurrentState, Is.EqualTo(MobState.Alive), "Mouse was not alive when spawned.");
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// Move mouse over the trap
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await Move(DirectionFlag.East, 1f);
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Assert.That(Delta(), Is.LessThan(0.5), "Mouse did not move over mousetrap.");
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// Walking over an inactive trap does not trigger it
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Assert.That(damageComp.TotalDamage, Is.LessThanOrEqualTo(startingDamage), "Mouse took damage from inactive trap!");
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Assert.That(itemToggleComp.Activated, Is.False, "Mousetrap was activated.");
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// Activate the trap
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var itemToggleSystem = Server.System<ItemToggleSystem>();
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await Server.WaitAssertion(() =>
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{
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Assert.That(itemToggleSystem.TrySetActive(STarget.Value, true), "Could not activate the mouse trap.");
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});
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await Move(DirectionFlag.West, 1f);
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Assert.That(Delta(), Is.LessThan(0.1), "Mouse moved past active mousetrap.");
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// Walking over an active trap triggers it
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Assert.That(damageComp.TotalDamage, Is.GreaterThan(startingDamage), "Mouse did not take damage from active trap!");
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Assert.That(itemToggleComp.Activated, Is.False, "Mousetrap was not deactivated after triggering.");
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Assert.That(mouseMobStateComp.CurrentState, Is.EqualTo(MobState.Dead), "Mouse was not killed by trap.");
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}
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}
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/// <summary>
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/// Spawns a mousetrap and makes the player walk over it without shoes.
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/// Gives the player some shoes and makes them walk back over the trap.
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/// </summary>
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public sealed class MousetrapHumanMoveOverTest : MovementTest
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{
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private static readonly EntProtoId MousetrapProtoId = "Mousetrap";
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private const string ShoesProtoId = "InteractionTestShoes";
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[TestPrototypes]
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private static readonly string TestPrototypes = $@"
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- type: entity
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parent: ClothingShoesBase
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id: {ShoesProtoId}
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components:
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- type: Sprite
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sprite: Clothing/Shoes/Boots/workboots.rsi
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";
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[Test]
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public async Task HumanMoveOverTest()
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{
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await SpawnTarget(MousetrapProtoId);
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Assert.That(Delta(), Is.GreaterThan(0.5), "Player and mousetrap not in expected positions.");
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Assert.That(HasComp<MousetrapComponent>(),
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$"{MousetrapProtoId} does not have a MousetrapComponent. If you're refactoring, please update this test!");
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Assert.That(TryComp<ItemToggleComponent>(out var itemToggleComp),
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$"{MousetrapProtoId} does not have a ItemToggleComponent. If you're refactoring, please update this test!");
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// Activate the trap
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var itemToggleSystem = Server.System<ItemToggleSystem>();
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await Server.WaitAssertion(() =>
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{
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Assert.That(itemToggleSystem.TrySetActive(STarget.Value, true), "Could not activate the mouse trap.");
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});
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Assert.That(SEntMan.TryGetComponent<DamageableComponent>(SPlayer, out var damageComp),
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$"Player does not have a DamageableComponent.");
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var startingDamage = damageComp.TotalDamage;
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// Move player over the trap
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await Move(DirectionFlag.East, 0.5f);
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Assert.That(Delta(), Is.LessThan(0.5), "Player did not move over mousetrap.");
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// Walking over the trap without shoes activates it
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Assert.That(damageComp.TotalDamage, Is.GreaterThan(startingDamage), "Player did not take damage.");
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Assert.That(itemToggleComp.Activated, Is.False, "Mousetrap was not deactivated after triggering.");
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// Reactivate the trap
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await Server.WaitAssertion(() =>
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{
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Assert.That(itemToggleSystem.TrySetActive(STarget.Value, true), "Could not activate the mouse trap.");
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});
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var afterStepDamage = damageComp.TotalDamage;
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// Give the player some shoes
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await PlaceInHands(ShoesProtoId);
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// Thanks to quick-equip, using the shoes will wear them
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await UseInHand();
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// Move back over the trap
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await Move(DirectionFlag.West, 1f);
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Assert.That(Delta(), Is.GreaterThan(0.5), "Player did not move back over mousetrap.");
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// Walking over the trap with shoes on does not activate it
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Assert.That(damageComp.TotalDamage, Is.LessThanOrEqualTo(afterStepDamage), "Player took damage from trap!");
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Assert.That(itemToggleComp.Activated, "Mousetrap was deactivated despite the player being protected by shoes.");
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}
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}
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