Files
tbd-station-14/Content.IntegrationTests/Tests/GameObjects/Components/Mobs/AlertsComponentTests.cs
chairbender 5f788c3318 Alerts System and UI (#2529)
* #272 add bordered panel for effects bar

* #272 avoid mouse overlapping tooltip when near edges,
change tooltip colors to match mockups

* #272 WIP defining status effect states as YML and
sending them as encoded integers

* #272 refactor to use new alert system

* #272 refactor to use new alert system

* #272 fix various bugs with new alert system and update
alerts to have color

* #272 WIP

* #272 rename status effects to alerts

* #272 WIP reworking alert internals to avoid code dup
and eliminate enum

* #272 refactor alerts to use
categories and fix various bugs

* #272 more alert bugfixes

* #272 alert ordering

* #272 callback-based approach for alert clicks

* #272 add debug commands for alerts

* #272 utilize new GridContainer capabilities for sizing of alerts tab

* #272 scale alerts height based on
window size

* #272 fix tooltip flicker

* #272 transparent alert panel

* #272 adjust styles to match injazz mockups more, add cooldown info in tooltip

* #272 adjust styles to match injazz mockups more, add cooldown info in tooltip

* #272 alert prototype tests

* #272 alert manager tests

* #272 alert order tests

* #272 simple unit test for alerts component

* #272 integration test for alerts

* #272 rework alerts to use enums instead
of id / category

* #272 various cleanups for PR

* #272 use byte for more compact alert messages

* #272 rename StatusEffects folder to Alerts,
add missing NetSerializable
2020-11-10 15:22:19 +11:00

111 lines
4.5 KiB
C#

using System.Linq;
using System.Threading.Tasks;
using Content.Client.GameObjects.Components.Mobs;
using Content.Client.UserInterface;
using Content.Server.GameObjects.Components.Mobs;
using Content.Shared.Alert;
using NUnit.Framework;
using Robust.Client.Interfaces.UserInterface;
using Robust.Client.Player;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.IoC;
using Robust.Shared.Map;
namespace Content.IntegrationTests.Tests.GameObjects.Components.Mobs
{
[TestFixture]
[TestOf(typeof(ClientAlertsComponent))]
[TestOf(typeof(ServerAlertsComponent))]
public class AlertsComponentTests : ContentIntegrationTest
{
[Test]
public async Task AlertsTest()
{
var (client, server) = await StartConnectedServerClientPair();
await server.WaitIdleAsync();
await client.WaitIdleAsync();
var serverPlayerManager = server.ResolveDependency<Robust.Server.Interfaces.Player.IPlayerManager>();
await server.WaitAssertion(() =>
{
var player = serverPlayerManager.GetAllPlayers().Single();
var playerEnt = player.AttachedEntity;
Assert.NotNull(playerEnt);
var alertsComponent = playerEnt.GetComponent<ServerAlertsComponent>();
Assert.NotNull(alertsComponent);
// show 2 alerts
alertsComponent.ShowAlert(AlertType.Debug1);
alertsComponent.ShowAlert(AlertType.Debug2);
});
await server.WaitRunTicks(5);
await client.WaitRunTicks(5);
var clientPlayerMgr = client.ResolveDependency<IPlayerManager>();
var clientUIMgr = client.ResolveDependency<IUserInterfaceManager>();
await client.WaitAssertion(() =>
{
var local = clientPlayerMgr.LocalPlayer;
Assert.NotNull(local);
var controlled = local.ControlledEntity;
Assert.NotNull(controlled);
var alertsComponent = controlled.GetComponent<ClientAlertsComponent>();
Assert.NotNull(alertsComponent);
// find the alertsui
var alertsUI =
clientUIMgr.StateRoot.Children.FirstOrDefault(c => c is AlertsUI) as AlertsUI;
Assert.NotNull(alertsUI);
// we should be seeing 3 alerts - our health, and the 2 debug alerts, in a specific order.
Assert.That(alertsUI.Grid.ChildCount, Is.EqualTo(3));
var alertControls = alertsUI.Grid.Children.Select(c => c as AlertControl);
var alertIDs = alertControls.Select(ac => ac.Alert.AlertType).ToArray();
var expectedIDs = new [] {AlertType.HumanHealth, AlertType.Debug1, AlertType.Debug2};
Assert.That(alertIDs, Is.EqualTo(expectedIDs));
});
await server.WaitAssertion(() =>
{
var player = serverPlayerManager.GetAllPlayers().Single();
var playerEnt = player.AttachedEntity;
Assert.NotNull(playerEnt);
var alertsComponent = playerEnt.GetComponent<ServerAlertsComponent>();
Assert.NotNull(alertsComponent);
alertsComponent.ClearAlert(AlertType.Debug1);
});
await server.WaitRunTicks(5);
await client.WaitRunTicks(5);
await client.WaitAssertion(() =>
{
var local = clientPlayerMgr.LocalPlayer;
Assert.NotNull(local);
var controlled = local.ControlledEntity;
Assert.NotNull(controlled);
var alertsComponent = controlled.GetComponent<ClientAlertsComponent>();
Assert.NotNull(alertsComponent);
// find the alertsui
var alertsUI =
clientUIMgr.StateRoot.Children.FirstOrDefault(c => c is AlertsUI) as AlertsUI;
Assert.NotNull(alertsUI);
// we should be seeing only 2 alerts now because one was cleared
Assert.That(alertsUI.Grid.ChildCount, Is.EqualTo(2));
var alertControls = alertsUI.Grid.Children.Select(c => c as AlertControl);
var alertIDs = alertControls.Select(ac => ac.Alert.AlertType).ToArray();
var expectedIDs = new [] {AlertType.HumanHealth, AlertType.Debug2};
Assert.That(alertIDs, Is.EqualTo(expectedIDs));
});
}
}
}