using System.Threading.Tasks; using Content.Server.Body.Systems; using Content.Server.Buckle.Components; using Content.Server.Buckle.Systems; using Content.Server.Hands.Components; using Content.Shared.ActionBlocker; using Content.Shared.Body.Components; using Content.Shared.Body.Part; using Content.Shared.Hands.EntitySystems; using Content.Shared.Standing; using NUnit.Framework; using Robust.Shared.GameObjects; namespace Content.IntegrationTests.Tests.Buckle { [TestFixture] [TestOf(typeof(BuckleComponent))] [TestOf(typeof(StrapComponent))] public sealed class BuckleTest { private const string BuckleDummyId = "BuckleDummy"; private const string StrapDummyId = "StrapDummy"; private const string ItemDummyId = "ItemDummy"; private static readonly string Prototypes = $@" - type: entity name: {BuckleDummyId} id: {BuckleDummyId} components: - type: Buckle - type: Hands - type: Body prototype: Human - type: StandingState - type: entity name: {StrapDummyId} id: {StrapDummyId} components: - type: Strap - type: entity name: {ItemDummyId} id: {ItemDummyId} components: - type: Item "; [Test] public async Task BuckleUnbuckleCooldownRangeTest() { await using var pairTracker = await PoolManager.GetServerClient(new PoolSettings {ExtraPrototypes = Prototypes}); var server = pairTracker.Pair.Server; var testMap = await PoolManager.CreateTestMap(pairTracker); var coordinates = testMap.GridCoords; var entityManager = server.ResolveDependency(); var actionBlocker = entityManager.EntitySysManager.GetEntitySystem(); var buckleSystem = entityManager.EntitySysManager.GetEntitySystem(); var standingState = entityManager.EntitySysManager.GetEntitySystem(); EntityUid human = default; EntityUid chair = default; BuckleComponent buckle = null; StrapComponent strap = null; await server.WaitAssertion(() => { human = entityManager.SpawnEntity(BuckleDummyId, coordinates); chair = entityManager.SpawnEntity(StrapDummyId, coordinates); // Default state, unbuckled Assert.True(entityManager.TryGetComponent(human, out buckle)); Assert.NotNull(buckle); Assert.Null(buckle.BuckledTo); Assert.False(buckle.Buckled); Assert.True(actionBlocker.CanMove(human)); Assert.True(actionBlocker.CanChangeDirection(human)); Assert.True(standingState.Down(human)); Assert.True(standingState.Stand(human)); // Default state, no buckled entities, strap Assert.True(entityManager.TryGetComponent(chair, out strap)); Assert.NotNull(strap); Assert.IsEmpty(strap.BuckledEntities); Assert.Zero(strap.OccupiedSize); // Side effects of buckling Assert.True(buckleSystem.TryBuckle(human, human, chair, buckle)); Assert.NotNull(buckle.BuckledTo); Assert.True(buckle.Buckled); Assert.False(actionBlocker.CanMove(human)); Assert.False(actionBlocker.CanChangeDirection(human)); Assert.False(standingState.Down(human)); Assert.That( (entityManager.GetComponent(human).WorldPosition - entityManager.GetComponent(chair).WorldPosition).Length, Is.LessThanOrEqualTo(0)); // Side effects of buckling for the strap Assert.That(strap.BuckledEntities, Does.Contain(human)); Assert.That(strap.OccupiedSize, Is.EqualTo(buckle.Size)); Assert.Positive(strap.OccupiedSize); // Trying to buckle while already buckled fails Assert.False(buckleSystem.TryBuckle(human, human, chair, buckle)); // Trying to unbuckle too quickly fails Assert.False(buckleSystem.TryUnbuckle(human, human, buckle: buckle)); Assert.True(buckle.Buckled); Assert.False(buckleSystem.ToggleBuckle(human, human, chair, buckle: buckle)); Assert.True(buckle.Buckled); }); // Wait enough ticks for the unbuckling cooldown to run out await server.WaitRunTicks(60); await server.WaitAssertion(() => { // Still buckled Assert.True(buckle.Buckled); // Unbuckle Assert.True(buckleSystem.TryUnbuckle(human, human, buckle: buckle)); Assert.Null(buckle.BuckledTo); Assert.False(buckle.Buckled); Assert.True(actionBlocker.CanMove(human)); Assert.True(actionBlocker.CanChangeDirection(human)); Assert.True(standingState.Down(human)); // Unbuckle, strap Assert.IsEmpty(strap.BuckledEntities); Assert.Zero(strap.OccupiedSize); // Re-buckling has no cooldown Assert.True(buckleSystem.TryBuckle(human, human, chair, buckle: buckle)); Assert.True(buckle.Buckled); // On cooldown Assert.False(buckleSystem.TryUnbuckle(human, human, buckle: buckle)); Assert.True(buckle.Buckled); Assert.False(buckleSystem.ToggleBuckle(human, human, chair, buckle: buckle)); Assert.True(buckle.Buckled); Assert.False(buckleSystem.ToggleBuckle(human, human, chair, buckle: buckle)); Assert.True(buckle.Buckled); }); // Wait enough ticks for the unbuckling cooldown to run out await server.WaitRunTicks(60); await server.WaitAssertion(() => { // Still buckled Assert.True(buckle.Buckled); // Unbuckle Assert.True(buckleSystem.TryUnbuckle(human, human, buckle: buckle)); Assert.False(buckle.Buckled); // Move away from the chair entityManager.GetComponent(human).WorldPosition += (1000, 1000); // Out of range Assert.False(buckleSystem.TryBuckle(human, human, chair, buckle: buckle)); Assert.False(buckleSystem.TryUnbuckle(human, human, buckle: buckle)); Assert.False(buckleSystem.ToggleBuckle(human, human, chair, buckle: buckle)); // Move near the chair entityManager.GetComponent(human).WorldPosition = entityManager.GetComponent(chair).WorldPosition + (0.5f, 0); // In range Assert.True(buckleSystem.TryBuckle(human, human, chair, buckle: buckle)); Assert.True(buckle.Buckled); Assert.False(buckleSystem.TryUnbuckle(human, human, buckle: buckle)); Assert.True(buckle.Buckled); Assert.False(buckleSystem.ToggleBuckle(human, human, chair, buckle: buckle)); Assert.True(buckle.Buckled); // Force unbuckle Assert.True(buckleSystem.TryUnbuckle(human, human, true, buckle: buckle)); Assert.False(buckle.Buckled); Assert.True(actionBlocker.CanMove(human)); Assert.True(actionBlocker.CanChangeDirection(human)); Assert.True(standingState.Down(human)); // Re-buckle Assert.True(buckleSystem.TryBuckle(human, human, chair, buckle: buckle)); // Move away from the chair entityManager.GetComponent(human).WorldPosition += (1, 0); }); await server.WaitRunTicks(1); await server.WaitAssertion(() => { // No longer buckled Assert.False(buckle.Buckled); Assert.Null(buckle.BuckledTo); Assert.IsEmpty(strap.BuckledEntities); }); await pairTracker.CleanReturnAsync(); } [Test] public async Task BuckledDyingDropItemsTest() { await using var pairTracker = await PoolManager.GetServerClient(new PoolSettings {NoClient = true, ExtraPrototypes = Prototypes}); var server = pairTracker.Pair.Server; var testMap = await PoolManager.CreateTestMap(pairTracker); var coordinates = testMap.GridCoords; EntityUid human = default; BuckleComponent buckle = null; HandsComponent hands = null; BodyComponent body = null; await server.WaitIdleAsync(); var entityManager = server.ResolveDependency(); var handsSys = entityManager.EntitySysManager.GetEntitySystem(); var buckleSystem = entityManager.EntitySysManager.GetEntitySystem(); await server.WaitAssertion(() => { human = entityManager.SpawnEntity(BuckleDummyId, coordinates); var chair = entityManager.SpawnEntity(StrapDummyId, coordinates); // Component sanity check Assert.True(entityManager.TryGetComponent(human, out buckle)); Assert.True(entityManager.HasComponent(chair)); Assert.True(entityManager.TryGetComponent(human, out hands)); Assert.True(entityManager.TryGetComponent(human, out body)); // Buckle Assert.True(buckleSystem.TryBuckle(human, human, chair, buckle: buckle)); Assert.NotNull(buckle.BuckledTo); Assert.True(buckle.Buckled); // Put an item into every hand for (var i = 0; i < hands.Count; i++) { var akms = entityManager.SpawnEntity(ItemDummyId, coordinates); Assert.True(handsSys.TryPickupAnyHand(human, akms)); } }); await server.WaitRunTicks(10); await server.WaitAssertion(() => { // Still buckled Assert.True(buckle.Buckled); // With items in all hands foreach (var hand in hands.Hands.Values) { Assert.NotNull(hand.HeldEntity); } var bodySystem = entityManager.System(); var legs = bodySystem.GetBodyChildrenOfType(body.Owner, BodyPartType.Leg, body); // Break our guy's kneecaps foreach (var leg in legs) { bodySystem.DropPart(leg.Id, leg.Component); } }); await server.WaitRunTicks(10); await server.WaitAssertion(() => { // Still buckled Assert.True(buckle.Buckled); // Now with no item in any hand foreach (var hand in hands.Hands.Values) { Assert.Null(hand.HeldEntity); } buckleSystem.TryUnbuckle(human, human, true, buckle: buckle); }); await pairTracker.CleanReturnAsync(); } [Test] public async Task ForceUnbuckleBuckleTest() { await using var pairTracker = await PoolManager.GetServerClient(new PoolSettings {NoClient = true, ExtraPrototypes = Prototypes}); var server = pairTracker.Pair.Server; var testMap = await PoolManager.CreateTestMap(pairTracker); var coordinates = testMap.GridCoords; var entityManager = server.ResolveDependency(); var buckleSystem = entityManager.System(); EntityUid human = default; EntityUid chair = default; BuckleComponent buckle = null; await server.WaitAssertion(() => { human = entityManager.SpawnEntity(BuckleDummyId, coordinates); chair = entityManager.SpawnEntity(StrapDummyId, coordinates); // Component sanity check Assert.True(entityManager.TryGetComponent(human, out buckle)); Assert.True(entityManager.HasComponent(chair)); // Buckle Assert.True(buckleSystem.TryBuckle(human, human, chair, buckle: buckle)); Assert.NotNull(buckle.BuckledTo); Assert.True(buckle.Buckled); // Move the buckled entity away entityManager.GetComponent(human).WorldPosition += (100, 0); }); await PoolManager.WaitUntil(server, () => !buckle.Buckled, 10); Assert.False(buckle.Buckled); await server.WaitAssertion(() => { // Move the now unbuckled entity back onto the chair entityManager.GetComponent(human).WorldPosition -= (100, 0); // Buckle Assert.True(buckleSystem.TryBuckle(human, human, chair, buckle: buckle)); Assert.NotNull(buckle.BuckledTo); Assert.True(buckle.Buckled); }); await server.WaitRunTicks(60); await server.WaitAssertion(() => { // Still buckled Assert.NotNull(buckle.BuckledTo); Assert.True(buckle.Buckled); }); await pairTracker.CleanReturnAsync(); } } }