* ECS and damage Data * Comments and newlines * Added Comments * Make TryChangeDamageEvent immutable * Remove SetAllDamage event Use public SetAllDamage function instead * Undo destructible mistakes That was some shit code. * Rename DamageData to DamageSpecifier And misc small edits misc * Cache trigger prototypes. * Renaming destructible classes & functions * Revert "Cache trigger prototypes." This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586. * Replace prototypes with prototype IDs. * Split damage.yml into individual files * move get/handle component state to system * Update HealthChange doc * Make godmode call Dirty() on damageable component * Add Initialize() to fix damage test * Make non-static * uncache resistance set prototype and trim DamageableComponentState * Remove unnecessary Dirty() calls during initialization * RemoveTryChangeDamageEvent * revert Dirty() * Fix MobState relying on DamageableComponent.Dirty() * Fix DisposalUnit Tests. These were previously failing, but because the async was not await-ed, this never raised the exception. After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing * Disposal test 2: electric boogaloo * Fix typos/mistakes also add comments and fix spacing. * Use Uids instead of IEntity * fix merge * Comments, a merge issue, and making some damage ignore resistances * Extend DamageSpecifier and use it for DamageableComponent * fix master merge * Fix Disposal unit test. Again. Snapgrids were removed in master * Execute Exectute
187 lines
8.2 KiB
C#
187 lines
8.2 KiB
C#
using System.Threading.Tasks;
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using Content.Server.Destructible.Thresholds.Triggers;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Prototypes;
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using NUnit.Framework;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using static Content.IntegrationTests.Tests.Destructible.DestructibleTestPrototypes;
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namespace Content.IntegrationTests.Tests.Destructible
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{
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[TestFixture]
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[TestOf(typeof(DamageGroupTrigger))]
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[TestOf(typeof(AndTrigger))]
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public class DestructibleDamageGroupTest : ContentIntegrationTest
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{
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[Test]
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public async Task AndTest()
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{
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var server = StartServerDummyTicker(new ServerContentIntegrationOption
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{
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ExtraPrototypes = Prototypes
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});
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await server.WaitIdleAsync();
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var sEntityManager = server.ResolveDependency<IEntityManager>();
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var sMapManager = server.ResolveDependency<IMapManager>();
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var sPrototypeManager = server.ResolveDependency<IPrototypeManager>();
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var sEntitySystemManager = server.ResolveDependency<IEntitySystemManager>();
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IEntity sDestructibleEntity = null;
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DamageableComponent sDamageableComponent = null;
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TestDestructibleListenerSystem sTestThresholdListenerSystem = null;
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DamageableSystem sDamageableSystem = null;
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await server.WaitPost(() =>
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{
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var mapId = new MapId(1);
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var coordinates = new MapCoordinates(0, 0, mapId);
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sMapManager.CreateMap(mapId);
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sDestructibleEntity = sEntityManager.SpawnEntity(DestructibleDamageGroupEntityId, coordinates);
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sDamageableComponent = sDestructibleEntity.GetComponent<DamageableComponent>();
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sTestThresholdListenerSystem = sEntitySystemManager.GetEntitySystem<TestDestructibleListenerSystem>();
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sDamageableSystem = sEntitySystemManager.GetEntitySystem<DamageableSystem>();
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});
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await server.WaitRunTicks(5);
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await server.WaitAssertion(() =>
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{
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Assert.IsEmpty(sTestThresholdListenerSystem.ThresholdsReached);
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});
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await server.WaitAssertion(() =>
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{
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var bruteDamageGroup = sPrototypeManager.Index<DamageGroupPrototype>("TestBrute");
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var burnDamageGroup = sPrototypeManager.Index<DamageGroupPrototype>("TestBurn");
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DamageSpecifier bruteDamage = new(bruteDamageGroup,5);
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DamageSpecifier burnDamage = new(burnDamageGroup,5);
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// Raise brute damage to 5
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sDamageableSystem.TryChangeDamage(sDestructibleEntity.Uid, bruteDamage, true);
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// No thresholds reached yet, the earliest one is at 10 damage
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Assert.IsEmpty(sTestThresholdListenerSystem.ThresholdsReached);
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// Raise brute damage to 10
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sDamageableSystem.TryChangeDamage(sDestructibleEntity.Uid, bruteDamage, true);
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// No threshold reached, burn needs to be 10 as well
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Assert.IsEmpty(sTestThresholdListenerSystem.ThresholdsReached);
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// Raise burn damage to 10
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sDamageableSystem.TryChangeDamage(sDestructibleEntity.Uid, burnDamage * 2, true);
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// One threshold reached, brute 10 + burn 10
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Assert.That(sTestThresholdListenerSystem.ThresholdsReached.Count, Is.EqualTo(1));
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// Threshold brute 10 + burn 10
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var msg = sTestThresholdListenerSystem.ThresholdsReached[0];
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var threshold = msg.Threshold;
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// Check that it matches the YAML prototype
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Assert.That(threshold.Behaviors, Is.Empty);
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Assert.NotNull(threshold.Trigger);
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Assert.That(threshold.Triggered, Is.True);
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Assert.IsInstanceOf<AndTrigger>(threshold.Trigger);
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var trigger = (AndTrigger) threshold.Trigger;
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Assert.IsInstanceOf<DamageGroupTrigger>(trigger.Triggers[0]);
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Assert.IsInstanceOf<DamageGroupTrigger>(trigger.Triggers[1]);
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sTestThresholdListenerSystem.ThresholdsReached.Clear();
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// Raise brute damage to 20
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sDamageableSystem.TryChangeDamage(sDestructibleEntity.Uid, bruteDamage * 2, true);
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// No new thresholds reached
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Assert.IsEmpty(sTestThresholdListenerSystem.ThresholdsReached);
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// Raise burn damage to 20
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sDamageableSystem.TryChangeDamage(sDestructibleEntity.Uid, burnDamage * 2, true);
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// No new thresholds reached
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Assert.IsEmpty(sTestThresholdListenerSystem.ThresholdsReached);
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// Lower brute damage to 0
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sDamageableSystem.TryChangeDamage(sDestructibleEntity.Uid, bruteDamage * -10);
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Assert.That(sDamageableComponent.TotalDamage,Is.EqualTo(20));
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// No new thresholds reached, healing should not trigger it
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Assert.IsEmpty(sTestThresholdListenerSystem.ThresholdsReached);
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// Raise brute damage back up to 10
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sDamageableSystem.TryChangeDamage(sDestructibleEntity.Uid, bruteDamage * 2, true);
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// 10 brute + 10 burn threshold reached, brute was healed and brought back to its threshold amount and slash stayed the same
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Assert.That(sTestThresholdListenerSystem.ThresholdsReached.Count, Is.EqualTo(1));
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sTestThresholdListenerSystem.ThresholdsReached.Clear();
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// Heal both classes of damage to 0
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sDamageableSystem.SetAllDamage(sDamageableComponent, 0);
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// No new thresholds reached, healing should not trigger it
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Assert.IsEmpty(sTestThresholdListenerSystem.ThresholdsReached);
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// Raise brute damage to 10
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sDamageableSystem.TryChangeDamage(sDestructibleEntity.Uid, bruteDamage * 2, true);
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// No new thresholds reached
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Assert.IsEmpty(sTestThresholdListenerSystem.ThresholdsReached);
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// Raise burn damage to 10
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sDamageableSystem.TryChangeDamage(sDestructibleEntity.Uid, burnDamage * 2, true);
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// Both classes of damage were healed and then raised again, the threshold should have been reached as triggers once is default false
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Assert.That(sTestThresholdListenerSystem.ThresholdsReached.Count, Is.EqualTo(1));
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// Threshold brute 10 + burn 10
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msg = sTestThresholdListenerSystem.ThresholdsReached[0];
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threshold = msg.Threshold;
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// Check that it matches the YAML prototype
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Assert.That(threshold.Behaviors, Is.Empty);
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Assert.NotNull(threshold.Trigger);
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Assert.That(threshold.Triggered, Is.True);
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Assert.IsInstanceOf<AndTrigger>(threshold.Trigger);
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trigger = (AndTrigger) threshold.Trigger;
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Assert.IsInstanceOf<DamageGroupTrigger>(trigger.Triggers[0]);
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Assert.IsInstanceOf<DamageGroupTrigger>(trigger.Triggers[1]);
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sTestThresholdListenerSystem.ThresholdsReached.Clear();
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// Change triggers once to true
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threshold.TriggersOnce = true;
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// Heal brute and burn back to 0
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sDamageableSystem.SetAllDamage(sDamageableComponent, 0);
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// No new thresholds reached from healing
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Assert.IsEmpty(sTestThresholdListenerSystem.ThresholdsReached);
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// Raise brute damage to 10
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sDamageableSystem.TryChangeDamage(sDestructibleEntity.Uid, bruteDamage * 2, true);
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// No new thresholds reached
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Assert.IsEmpty(sTestThresholdListenerSystem.ThresholdsReached);
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// Raise burn damage to 10
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sDamageableSystem.TryChangeDamage(sDestructibleEntity.Uid, burnDamage * 2, true);
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// No new thresholds reached as triggers once is set to true and it already triggered before
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Assert.IsEmpty(sTestThresholdListenerSystem.ThresholdsReached);
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});
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}
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}
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}
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