Files
tbd-station-14/Content.IntegrationTests/Tests/GameObjects/Components/Mobs/ActionsComponentTests.cs
DrSmugleaf 294b7c4d7f Cleanup integration tests prototype usage, naming and unused variables (#3114)
* Fix naming of prototypes variable in tests

* Remove unused variables in tests

* Remove unused variables in tests

* Replace content entities with test entities

* Fix airlock and lung test
2021-02-09 22:04:47 +01:00

376 lines
18 KiB
C#

using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Content.Client.GameObjects.Components.Mobs;
using Content.Client.UserInterface;
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.Mobs;
using Content.Shared.Actions;
using Content.Shared.GameObjects.Components.Mobs;
using Content.Shared.Utility;
using NUnit.Framework;
using Robust.Client.Interfaces.UserInterface;
using Robust.Client.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.Map;
using Robust.Shared.Utility;
namespace Content.IntegrationTests.Tests.GameObjects.Components.Mobs
{
[TestFixture]
[TestOf(typeof(SharedActionsComponent))]
[TestOf(typeof(ClientActionsComponent))]
[TestOf(typeof(ServerActionsComponent))]
[TestOf(typeof(ItemActionsComponent))]
public class ActionsComponentTests : ContentIntegrationTest
{
const string Prototypes = @"
- type: entity
name: flashlight
parent: BaseItem
id: TestFlashlight
components:
- type: HandheldLight
- type: ItemActions
actions:
- actionType: ToggleLight
- type: PowerCellSlot
- type: Sprite
sprite: Objects/Tools/flashlight.rsi
layers:
- state: lantern_off
- state: HandheldLightOnOverlay
shader: unshaded
visible: false
- type: Item
sprite: Objects/Tools/flashlight.rsi
HeldPrefix: off
- type: PointLight
enabled: false
radius: 3
- type: LoopingSound
- type: Appearance
visuals:
- type: FlashLightVisualizer
";
[Test]
public async Task GrantsAndRevokesActionsTest()
{
var (client, server) = await StartConnectedServerClientPair();
await server.WaitIdleAsync();
await client.WaitIdleAsync();
var serverPlayerManager = server.ResolveDependency<Robust.Server.Interfaces.Player.IPlayerManager>();
var innateActions = new List<ActionType>();
await server.WaitAssertion(() =>
{
var player = serverPlayerManager.GetAllPlayers().Single();
var playerEnt = player.AttachedEntity;
var actionsComponent = playerEnt!.GetComponent<ServerActionsComponent>();
// player should begin with their innate actions granted
innateActions.AddRange(actionsComponent.InnateActions);
foreach (var innateAction in actionsComponent.InnateActions)
{
Assert.That(actionsComponent.TryGetActionState(innateAction, out var innateState));
Assert.That(innateState.Enabled);
}
Assert.That(innateActions.Count, Is.GreaterThan(0));
actionsComponent.Grant(ActionType.DebugInstant);
Assert.That(actionsComponent.TryGetActionState(ActionType.HumanScream, out var state) && state.Enabled);
});
// check that client has the actions
await server.WaitRunTicks(5);
await client.WaitRunTicks(5);
var clientPlayerMgr = client.ResolveDependency<IPlayerManager>();
var clientUIMgr = client.ResolveDependency<IUserInterfaceManager>();
var expectedOrder = new List<ActionType>();
await client.WaitAssertion(() =>
{
var local = clientPlayerMgr.LocalPlayer;
var controlled = local!.ControlledEntity;
var actionsComponent = controlled!.GetComponent<ClientActionsComponent>();
// we should have our innate actions and debug1.
foreach (var innateAction in innateActions)
{
Assert.That(actionsComponent.TryGetActionState(innateAction, out var innateState));
Assert.That(innateState.Enabled);
}
Assert.That(actionsComponent.TryGetActionState(ActionType.DebugInstant, out var state) && state.Enabled);
// innate actions should've auto-populated into our slots (in non-deterministic order),
// but debug1 should be in the last slot
var actionsUI =
clientUIMgr.StateRoot.Children.FirstOrDefault(c => c is ActionsUI) as ActionsUI;
Assert.That(actionsUI, Is.Not.Null);
var expectedInnate = new HashSet<ActionType>(innateActions);
var expectEmpty = false;
expectedOrder.Clear();
foreach (var slot in actionsUI.Slots)
{
if (expectEmpty)
{
Assert.That(slot.HasAssignment, Is.False);
Assert.That(slot.Item, Is.Null);
Assert.That(slot.Action, Is.Null);
Assert.That(slot.ActionEnabled, Is.False);
continue;
}
Assert.That(slot.HasAssignment);
// all the actions we gave so far are not tied to an item
Assert.That(slot.Item, Is.Null);
Assert.That(slot.Action, Is.Not.Null);
Assert.That(slot.ActionEnabled);
var asAction = slot.Action as ActionPrototype;
Assert.That(asAction, Is.Not.Null);
expectedOrder.Add(asAction.ActionType);
if (expectedInnate.Count != 0)
{
Assert.That(expectedInnate.Remove(asAction.ActionType));
}
else
{
Assert.That(asAction.ActionType, Is.EqualTo(ActionType.DebugInstant));
Assert.That(slot.Cooldown, Is.Null);
expectEmpty = true;
}
}
});
// now revoke the action and check that the client sees it as revoked
await server.WaitAssertion(() =>
{
var player = serverPlayerManager.GetAllPlayers().Single();
var playerEnt = player.AttachedEntity;
var actionsComponent = playerEnt!.GetComponent<ServerActionsComponent>();
actionsComponent.Revoke(ActionType.DebugInstant);
});
await server.WaitRunTicks(5);
await client.WaitRunTicks(5);
await client.WaitAssertion(() =>
{
var local = clientPlayerMgr.LocalPlayer;
var controlled = local!.ControlledEntity;
var actionsComponent = controlled!.GetComponent<ClientActionsComponent>();
// we should have our innate actions, but debug1 should be revoked
foreach (var innateAction in innateActions)
{
Assert.That(actionsComponent.TryGetActionState(innateAction, out var innateState));
Assert.That(innateState.Enabled);
}
Assert.That(actionsComponent.TryGetActionState(ActionType.DebugInstant, out _), Is.False);
// all actions should be in the same order as before, but the slot with DebugInstant should appear
// disabled.
var actionsUI =
clientUIMgr.StateRoot.Children.FirstOrDefault(c => c is ActionsUI) as ActionsUI;
Assert.That(actionsUI, Is.Not.Null);
var idx = 0;
foreach (var slot in actionsUI.Slots)
{
if (idx < expectedOrder.Count)
{
var expected = expectedOrder[idx++];
Assert.That(slot.HasAssignment);
// all the actions we gave so far are not tied to an item
Assert.That(slot.Item, Is.Null);
Assert.That(slot.Action, Is.Not.Null);
var asAction = slot.Action as ActionPrototype;
Assert.That(asAction, Is.Not.Null);
Assert.That(expected, Is.EqualTo(asAction.ActionType));
if (asAction.ActionType == ActionType.DebugInstant)
{
Assert.That(slot.ActionEnabled, Is.False);
}
else
{
Assert.That(slot.ActionEnabled);
}
}
else
{
Assert.That(slot.HasAssignment, Is.False);
Assert.That(slot.Item, Is.Null);
Assert.That(slot.Action, Is.Null);
Assert.That(slot.ActionEnabled, Is.False);
}
}
});
}
[Test]
public async Task GrantsAndRevokesItemActions()
{
var serverOptions = new ServerIntegrationOptions { ExtraPrototypes = Prototypes };
var clientOptions = new ClientIntegrationOptions { ExtraPrototypes = Prototypes };
var (client, server) = await StartConnectedServerClientPair(serverOptions: serverOptions, clientOptions: clientOptions);
await server.WaitIdleAsync();
await client.WaitIdleAsync();
var serverPlayerManager = server.ResolveDependency<Robust.Server.Interfaces.Player.IPlayerManager>();
var serverEntManager = server.ResolveDependency<IEntityManager>();
var serverGameTiming = server.ResolveDependency<IGameTiming>();
var cooldown = Cooldowns.SecondsFromNow(30, serverGameTiming);
ServerActionsComponent serverActionsComponent = null;
ClientActionsComponent clientActionsComponent = null;
IEntity serverPlayerEnt = null;
IEntity serverFlashlight = null;
await server.WaitAssertion(() =>
{
serverPlayerEnt = serverPlayerManager.GetAllPlayers().Single().AttachedEntity;
serverActionsComponent = serverPlayerEnt!.GetComponent<ServerActionsComponent>();
// spawn and give them an item that has actions
serverFlashlight = serverEntManager.SpawnEntity("TestFlashlight",
new EntityCoordinates(new EntityUid(1), (0, 0)));
Assert.That(serverFlashlight.TryGetComponent<ItemActionsComponent>(out var itemActions));
// we expect this only to have a toggle light action initially
var actionConfigs = itemActions.ActionConfigs.ToList();
Assert.That(actionConfigs.Count == 1);
Assert.That(actionConfigs[0].ActionType == ItemActionType.ToggleLight);
Assert.That(actionConfigs[0].Enabled);
// grant an extra item action, before pickup, initially disabled
itemActions.GrantOrUpdate(ItemActionType.DebugToggle, false);
serverPlayerEnt.GetComponent<HandsComponent>().PutInHand(serverFlashlight.GetComponent<ItemComponent>(), false);
// grant an extra item action, after pickup, with a cooldown
itemActions.GrantOrUpdate(ItemActionType.DebugInstant, cooldown: cooldown);
Assert.That(serverActionsComponent.TryGetItemActionStates(serverFlashlight.Uid, out var state));
// they should have been granted all 3 actions
Assert.That(state.Count == 3);
Assert.That(state.TryGetValue(ItemActionType.ToggleLight, out var toggleLightState));
Assert.That(toggleLightState.Equals(new ActionState(true)));
Assert.That(state.TryGetValue(ItemActionType.DebugInstant, out var debugInstantState));
Assert.That(debugInstantState.Equals(new ActionState(true, cooldown: cooldown)));
Assert.That(state.TryGetValue(ItemActionType.DebugToggle, out var debugToggleState));
Assert.That(debugToggleState.Equals(new ActionState(false)));
});
await server.WaitRunTicks(5);
await client.WaitRunTicks(5);
// check that client has the actions, and toggle the light on via the action slot it was auto-assigned to
var clientPlayerMgr = client.ResolveDependency<IPlayerManager>();
var clientUIMgr = client.ResolveDependency<IUserInterfaceManager>();
EntityUid clientFlashlight = default;
await client.WaitAssertion(() =>
{
var local = clientPlayerMgr.LocalPlayer;
var controlled = local!.ControlledEntity;
clientActionsComponent = controlled!.GetComponent<ClientActionsComponent>();
var lightEntry = clientActionsComponent.ItemActionStates()
.Where(entry => entry.Value.ContainsKey(ItemActionType.ToggleLight))
.FirstOrNull();
clientFlashlight = lightEntry!.Value.Key;
Assert.That(lightEntry, Is.Not.Null);
Assert.That(lightEntry.Value.Value.TryGetValue(ItemActionType.ToggleLight, out var lightState));
Assert.That(lightState.Equals(new ActionState(true)));
Assert.That(lightEntry.Value.Value.TryGetValue(ItemActionType.DebugInstant, out var debugInstantState));
Assert.That(debugInstantState.Equals(new ActionState(true, cooldown: cooldown)));
Assert.That(lightEntry.Value.Value.TryGetValue(ItemActionType.DebugToggle, out var debugToggleState));
Assert.That(debugToggleState.Equals(new ActionState(false)));
var actionsUI = clientUIMgr.StateRoot.Children.FirstOrDefault(c => c is ActionsUI) as ActionsUI;
Assert.That(actionsUI, Is.Not.Null);
var toggleLightSlot = actionsUI.Slots.FirstOrDefault(slot => slot.Action is ItemActionPrototype
{
ActionType: ItemActionType.ToggleLight
});
Assert.That(toggleLightSlot, Is.Not.Null);
clientActionsComponent.AttemptAction(toggleLightSlot);
});
await server.WaitRunTicks(5);
await client.WaitRunTicks(5);
// server should see the action toggled on
await server.WaitAssertion(() =>
{
Assert.That(serverActionsComponent.ItemActionStates().TryGetValue(serverFlashlight.Uid, out var lightStates));
Assert.That(lightStates.TryGetValue(ItemActionType.ToggleLight, out var lightState));
Assert.That(lightState, Is.EqualTo(new ActionState(true, toggledOn: true)));
});
// client should see it toggled on.
await client.WaitAssertion(() =>
{
Assert.That(clientActionsComponent.ItemActionStates().TryGetValue(clientFlashlight, out var lightStates));
Assert.That(lightStates.TryGetValue(ItemActionType.ToggleLight, out var lightState));
Assert.That(lightState, Is.EqualTo(new ActionState(true, toggledOn: true)));
});
await server.WaitAssertion(() =>
{
// drop the item, and the item actions should go away
serverPlayerEnt.GetComponent<HandsComponent>()
.Drop(serverFlashlight, serverPlayerEnt.Transform.Coordinates, false);
Assert.That(serverActionsComponent.ItemActionStates().ContainsKey(serverFlashlight.Uid), Is.False);
});
await server.WaitRunTicks(5);
await client.WaitRunTicks(5);
// client should see they have no item actions for that item either.
await client.WaitAssertion(() =>
{
Assert.That(clientActionsComponent.ItemActionStates().ContainsKey(clientFlashlight), Is.False);
});
await server.WaitAssertion(() =>
{
// pick the item up again, the states should be back to what they were when dropped,
// as the states "stick" with the item
serverPlayerEnt.GetComponent<HandsComponent>().PutInHand(serverFlashlight.GetComponent<ItemComponent>(), false);
Assert.That(serverActionsComponent.ItemActionStates().TryGetValue(serverFlashlight.Uid, out var lightStates));
Assert.That(lightStates.TryGetValue(ItemActionType.ToggleLight, out var lightState));
Assert.That(lightState.Equals(new ActionState(true, toggledOn: true)));
Assert.That(lightStates.TryGetValue(ItemActionType.DebugInstant, out var debugInstantState));
Assert.That(debugInstantState.Equals(new ActionState(true, cooldown: cooldown)));
Assert.That(lightStates.TryGetValue(ItemActionType.DebugToggle, out var debugToggleState));
Assert.That(debugToggleState.Equals(new ActionState(false)));
});
await server.WaitRunTicks(5);
await client.WaitRunTicks(5);
// client should see the actions again, with their states back to what they were
await client.WaitAssertion(() =>
{
Assert.That(clientActionsComponent.ItemActionStates().TryGetValue(clientFlashlight, out var lightStates));
Assert.That(lightStates.TryGetValue(ItemActionType.ToggleLight, out var lightState));
Assert.That(lightState.Equals(new ActionState(true, toggledOn: true)));
Assert.That(lightStates.TryGetValue(ItemActionType.DebugInstant, out var debugInstantState));
Assert.That(debugInstantState.Equals(new ActionState(true, cooldown: cooldown)));
Assert.That(lightStates.TryGetValue(ItemActionType.DebugToggle, out var debugToggleState));
Assert.That(debugToggleState.Equals(new ActionState(false)));
});
}
}
}