#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 { /// /// Check that a nuke ops game mode can start without issue. I.e., that the nuke station and such all get loaded. /// [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(); var ticker = server.System(); var mindSys = server.System(); var roleSys = server.System(); var invSys = server.System(); var factionSys = server.System(); 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)); // Opt into the nukies role. await pair.SetAntagPref("NukeopsCommander", true); // There are no grids or maps Assert.That(entMan.Count(), Is.Zero); Assert.That(entMan.Count(), Is.Zero); Assert.That(entMan.Count(), Is.Zero); Assert.That(entMan.Count(), Is.Zero); Assert.That(entMan.Count(), Is.Zero); // And no nukie related components Assert.That(entMan.Count(), Is.Zero); Assert.That(entMan.Count(), Is.Zero); Assert.That(entMan.Count(), Is.Zero); Assert.That(entMan.Count(), Is.Zero); Assert.That(entMan.Count(), 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(), Is.GreaterThan(0)); Assert.That(entMan.Count(), Is.GreaterThan(0)); Assert.That(entMan.Count(), Is.EqualTo(2)); // The main station & nukie station Assert.That(entMan.Count(), Is.GreaterThan(3)); // Each station has at least 1 grid, plus some shuttles Assert.That(entMan.Count(), Is.EqualTo(1)); // And we now have nukie related components Assert.That(entMan.Count(), Is.EqualTo(1)); Assert.That(entMan.Count(), Is.EqualTo(1)); Assert.That(entMan.Count(), Is.EqualTo(1)); Assert.That(entMan.Count(), Is.EqualTo(1)); // The player entity should be the nukie commander var mind = mindSys.GetMind(player)!.Value; Assert.That(entMan.HasComponent(player)); Assert.That(roleSys.MindIsAntagonist(mind)); Assert.That(roleSys.MindHasRole(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().Single().Component; var mapRule = entMan.AllComponents().Single().Component; foreach (var grid in mapRule.MapGrids) { Assert.That(entMan.EntityExists(grid)); Assert.That(entMan.HasComponent(grid)); Assert.That(entMan.HasComponent(grid)); } Assert.That(entMan.EntityExists(rule.TargetStation)); Assert.That(entMan.HasComponent(rule.TargetStation)); var nukieShuttlEnt = entMan.AllComponents().FirstOrDefault().Uid; Assert.That(entMan.EntityExists(nukieShuttlEnt)); EntityUid? nukieStationEnt = null; foreach (var grid in mapRule.MapGrids) { if (entMan.HasComponent(grid)) { nukieStationEnt = grid; break; } } Assert.That(entMan.EntityExists(nukieStationEnt)); var nukieStation = entMan.GetComponent(nukieStationEnt!.Value); Assert.That(entMan.EntityExists(nukieStation.Station)); Assert.That(nukieStation.Station, Is.Not.EqualTo(rule.TargetStation)); Assert.That(server.MapMan.MapExists(mapRule.Map)); var nukieMap = mapSys.GetMap(mapRule.Map!.Value); var targetStation = entMan.GetComponent(rule.TargetStation!.Value); var targetGrid = targetStation.Grids.First(); var targetMap = entMan.GetComponent(targetGrid).MapUid!.Value; Assert.That(targetMap, Is.Not.EqualTo(nukieMap)); Assert.That(entMan.GetComponent(player).MapUid, Is.EqualTo(nukieMap)); Assert.That(entMan.GetComponent(nukieStationEnt.Value).MapUid, Is.EqualTo(nukieMap)); Assert.That(entMan.GetComponent(nukieShuttlEnt).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(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(nukieStationEnt.Value), Is.GreaterThan(EntityLifeStage.Initialized)); Assert.That(LifeStage(nukieShuttlEnt), 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(player)); Assert.That(entMan.GetComponent(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(player); var damage = entMan.GetComponent(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.SetAntagPref("NukeopsCommander", false); await pair.CleanReturnAsync(); } }