* Data-driven NPC behaviors * Nuked AiLogicProcessor * BehaviorSets are now all stored in yaml (might try making actions also yaml someday) * Added a test to validate all BehaviorSets * Might also try pooling actions in the future to reduce allocs but that'll be way down the line (cough physics). * Forgot to re-add sorting nothing suss * Remove last references * Proper vector2i serialization for tile atmos (#3266) * update map files * update submodule Co-authored-by: cyclowns <cyclowns@protonmail.ch> * Remove weird "S" jumpsuit from existence (#3267) * Change character names to use datasets prototypes (#3259) * Remove old name lists in .txts * Fix tests * LATEST MASTER TECHNOLOGY * Converts AdminMenu to partially use XAML (#3231) * Cleans up Hydroponics content. (#3025) * Adds to IgnoredComponents.cs * Jackboots * Half Done * Moved to diff PR * Everything functional * Fixed Sprays * Nice * Fixed * Update submodule * Fix tests Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> * Stacked sprite visualizer (#3096) * Add Stack Visualizer * Add cigarette pack resources Adds transparent layers for visualizing cigarettes * Add Bag Open/Close Visualizer So storage opened in inventory can have different icons when opened or closed. * Create a component that only enumerates single item Used for creating stuff like matchbox, or cigarettes. As a bonus. It will only update stack visualizer for that particullar item. * Refactoring stuff * Fix other usage of stack in Resources * Add docs * Apply suggestions from code review Apply metalgearsloth suggestions Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Applied suggestions from metalgearsloth * Changed SingleItemStorageComponent to StorageCounterComponent Difference. New component doesn't spawn items, merely counts them. * Refactored StackVisualizer * Fix breakage with master * Update Resources/Prototypes/Entities/Objects/Consumable/fancy.yml Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update with MGS suggestions Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * ApcNet updating fix (#3078) * GridPowerComponent * ApcNet Powered update bugfix * PowerTest fix * Add GridPower to Saltern * test fix * Update canceling cleanup * code cleanup * nullable & code cleanup for test * undo power test nullable * Replaces GridPowerSystem with ApcNetSystem * build fix * Update Content.Server/GameObjects/EntitySystems/ApcNetSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Change all XAML to use spacestation14.io namespace (#3277) * fix pizzaboxes (#3291) Co-authored-by: cyclowns <cyclowns@protonmail.ch> * Spikes fix reopened (#3203) * DoAfter, dead and stun check, DragDropOn * Not ignored anymore * Copied comment deleted * Herbert's an ass * Woops Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> * Make component states dependant on the player getting them (#3280) * Make component states dependant on the player getting them Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> * Updated submodule to v0.3.7. Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Acruid <shatter66@gmail.com> * Hoe fix (#3296) * Initial (#3297) * Sort reagent dispenser entries (#3272) * Sort reagent dispenser entries Saves manually doing it. * zumzum's suggestion Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> * Made firelocks damageable & destructible (#3303) * Move job priority enum parity test ot unit tests (#3300) * Spill hand contents when dropping them in a fall (#3304) * Spill hand contents when dropping them due to falling down * Better approach * cleanup * grammar * stupid * PauseManager moved to Shared (#3288) * Namespace changes for moving IPauseManager to shared. * Namespace changes for moving ITimerManager from Timers to Timing. * Rebase Fixes. * Update engine submodule to v0.3.8 * Improves kick, teleport and ban menus (#3312) * Fix the admin panel not showing the account name (#3322) * Fix name serialization for secret stashes (#3301) * Fix name serialization for secret stashes * Fix old usages of secret part name * Separate ghost warp message into two (#3310) * Separate ghost warp message into two * Remove redundant arguments * Address reviews * Move properties up * Add health overlay and a command to toggle it (#3278) * Add health overlay bar and a command to toggle it * Remove empty line * Content PR for YAML hot reloading (#3319) * Content PR for YAML hot reloading * Add CanAdminReloadPrototypes (host permission) * IndexedPrototype fixes * Update RobustToolbox * Update RobustToolbox * Add an unconspicuous, meaningless and in no way motivated by any external force XML doc to buckle component * Update RobustToolbox * Update submodule to v0.3.12. * Removed unused using statements that prevented compiling. Removed references to IIndexedPrototype that does not exist anymore in the engine. Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: mirrorcult <notzombiedude@gmail.com> Co-authored-by: cyclowns <cyclowns@protonmail.ch> Co-authored-by: Visne <39844191+Visne@users.noreply.github.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Leo <lzimann@users.noreply.github.com> Co-authored-by: Swept <sweptwastaken@protonmail.com> Co-authored-by: Ygg01 <y.laughing.man.y@gmail.com> Co-authored-by: collinlunn <60152240+collinlunn@users.noreply.github.com> Co-authored-by: komunre <49118681+komunre@users.noreply.github.com> Co-authored-by: Acruid <shatter66@gmail.com> Co-authored-by: Peptide90 <78795277+Peptide90@users.noreply.github.com> Co-authored-by: Clyybber <darkmine956@gmail.com>
62 lines
2.1 KiB
C#
62 lines
2.1 KiB
C#
#nullable enable
|
|
using System.Threading.Tasks;
|
|
using NUnit.Framework;
|
|
using Robust.Client.GameObjects;
|
|
using Robust.Client.ResourceManagement;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.Map;
|
|
using Robust.Shared.Prototypes;
|
|
|
|
namespace Content.IntegrationTests.Tests
|
|
{
|
|
[TestFixture]
|
|
public sealed class SpriteTest : ContentIntegrationTest
|
|
{
|
|
/// <summary>
|
|
/// Test RSIs and textures are valid
|
|
/// </summary>
|
|
[Test]
|
|
public async Task TestSpritePaths()
|
|
{
|
|
var (client, server) = await StartConnectedServerClientPair();
|
|
await client.WaitIdleAsync();
|
|
await server.WaitIdleAsync();
|
|
|
|
var resc = client.ResolveDependency<IResourceCache>();
|
|
var entityManager = client.ResolveDependency<IEntityManager>();
|
|
var mapManager = client.ResolveDependency<IMapManager>();
|
|
var prototypeManager = client.ResolveDependency<IPrototypeManager>();
|
|
|
|
await client.WaitIdleAsync();
|
|
|
|
client.Assert(() =>
|
|
{
|
|
var mapId = mapManager.CreateMap();
|
|
string filePath;
|
|
var map = mapManager.GetMapEntity(mapId);
|
|
|
|
foreach (var proto in prototypeManager.EnumeratePrototypes<EntityPrototype>())
|
|
{
|
|
if (proto.Abstract || !proto.Components.ContainsKey("Sprite"))
|
|
continue;
|
|
|
|
var entity = entityManager.SpawnEntity(proto.ID, map.Transform.MapPosition);
|
|
var spriteComponent = entity.GetComponent<ISpriteComponent>();
|
|
|
|
foreach (var layer in spriteComponent.AllLayers)
|
|
{
|
|
|
|
if (layer.RsiState != null && layer.Rsi != null)
|
|
{
|
|
filePath = layer.Rsi.Path + "/" + layer.RsiState + ".png";
|
|
Assert.That(resc.ContentFileExists(filePath), $"Unable to find {filePath}");
|
|
}
|
|
}
|
|
}
|
|
});
|
|
|
|
await client.WaitIdleAsync();
|
|
}
|
|
}
|
|
}
|