Files
tbd-station-14/Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs
Leon Friedrich df584ad446 ECS damageable (#4529)
* 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
2021-09-14 10:07:37 -07:00

187 lines
8.2 KiB
C#

using System.Threading.Tasks;
using Content.Server.Destructible.Thresholds.Triggers;
using Content.Shared.Damage;
using Content.Shared.Damage.Prototypes;
using NUnit.Framework;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using static Content.IntegrationTests.Tests.Destructible.DestructibleTestPrototypes;
namespace Content.IntegrationTests.Tests.Destructible
{
[TestFixture]
[TestOf(typeof(DamageGroupTrigger))]
[TestOf(typeof(AndTrigger))]
public class DestructibleDamageGroupTest : ContentIntegrationTest
{
[Test]
public async Task AndTest()
{
var server = StartServerDummyTicker(new ServerContentIntegrationOption
{
ExtraPrototypes = Prototypes
});
await server.WaitIdleAsync();
var sEntityManager = server.ResolveDependency<IEntityManager>();
var sMapManager = server.ResolveDependency<IMapManager>();
var sPrototypeManager = server.ResolveDependency<IPrototypeManager>();
var sEntitySystemManager = server.ResolveDependency<IEntitySystemManager>();
IEntity sDestructibleEntity = null;
DamageableComponent sDamageableComponent = null;
TestDestructibleListenerSystem sTestThresholdListenerSystem = null;
DamageableSystem sDamageableSystem = null;
await server.WaitPost(() =>
{
var mapId = new MapId(1);
var coordinates = new MapCoordinates(0, 0, mapId);
sMapManager.CreateMap(mapId);
sDestructibleEntity = sEntityManager.SpawnEntity(DestructibleDamageGroupEntityId, coordinates);
sDamageableComponent = sDestructibleEntity.GetComponent<DamageableComponent>();
sTestThresholdListenerSystem = sEntitySystemManager.GetEntitySystem<TestDestructibleListenerSystem>();
sDamageableSystem = sEntitySystemManager.GetEntitySystem<DamageableSystem>();
});
await server.WaitRunTicks(5);
await server.WaitAssertion(() =>
{
Assert.IsEmpty(sTestThresholdListenerSystem.ThresholdsReached);
});
await server.WaitAssertion(() =>
{
var bruteDamageGroup = sPrototypeManager.Index<DamageGroupPrototype>("TestBrute");
var burnDamageGroup = sPrototypeManager.Index<DamageGroupPrototype>("TestBurn");
DamageSpecifier bruteDamage = new(bruteDamageGroup,5);
DamageSpecifier burnDamage = new(burnDamageGroup,5);
// Raise brute damage to 5
sDamageableSystem.TryChangeDamage(sDestructibleEntity.Uid, bruteDamage, true);
// No thresholds reached yet, the earliest one is at 10 damage
Assert.IsEmpty(sTestThresholdListenerSystem.ThresholdsReached);
// Raise brute damage to 10
sDamageableSystem.TryChangeDamage(sDestructibleEntity.Uid, bruteDamage, true);
// No threshold reached, burn needs to be 10 as well
Assert.IsEmpty(sTestThresholdListenerSystem.ThresholdsReached);
// Raise burn damage to 10
sDamageableSystem.TryChangeDamage(sDestructibleEntity.Uid, burnDamage * 2, true);
// One threshold reached, brute 10 + burn 10
Assert.That(sTestThresholdListenerSystem.ThresholdsReached.Count, Is.EqualTo(1));
// Threshold brute 10 + burn 10
var msg = sTestThresholdListenerSystem.ThresholdsReached[0];
var threshold = msg.Threshold;
// Check that it matches the YAML prototype
Assert.That(threshold.Behaviors, Is.Empty);
Assert.NotNull(threshold.Trigger);
Assert.That(threshold.Triggered, Is.True);
Assert.IsInstanceOf<AndTrigger>(threshold.Trigger);
var trigger = (AndTrigger) threshold.Trigger;
Assert.IsInstanceOf<DamageGroupTrigger>(trigger.Triggers[0]);
Assert.IsInstanceOf<DamageGroupTrigger>(trigger.Triggers[1]);
sTestThresholdListenerSystem.ThresholdsReached.Clear();
// Raise brute damage to 20
sDamageableSystem.TryChangeDamage(sDestructibleEntity.Uid, bruteDamage * 2, true);
// No new thresholds reached
Assert.IsEmpty(sTestThresholdListenerSystem.ThresholdsReached);
// Raise burn damage to 20
sDamageableSystem.TryChangeDamage(sDestructibleEntity.Uid, burnDamage * 2, true);
// No new thresholds reached
Assert.IsEmpty(sTestThresholdListenerSystem.ThresholdsReached);
// Lower brute damage to 0
sDamageableSystem.TryChangeDamage(sDestructibleEntity.Uid, bruteDamage * -10);
Assert.That(sDamageableComponent.TotalDamage,Is.EqualTo(20));
// No new thresholds reached, healing should not trigger it
Assert.IsEmpty(sTestThresholdListenerSystem.ThresholdsReached);
// Raise brute damage back up to 10
sDamageableSystem.TryChangeDamage(sDestructibleEntity.Uid, bruteDamage * 2, true);
// 10 brute + 10 burn threshold reached, brute was healed and brought back to its threshold amount and slash stayed the same
Assert.That(sTestThresholdListenerSystem.ThresholdsReached.Count, Is.EqualTo(1));
sTestThresholdListenerSystem.ThresholdsReached.Clear();
// Heal both classes of damage to 0
sDamageableSystem.SetAllDamage(sDamageableComponent, 0);
// No new thresholds reached, healing should not trigger it
Assert.IsEmpty(sTestThresholdListenerSystem.ThresholdsReached);
// Raise brute damage to 10
sDamageableSystem.TryChangeDamage(sDestructibleEntity.Uid, bruteDamage * 2, true);
// No new thresholds reached
Assert.IsEmpty(sTestThresholdListenerSystem.ThresholdsReached);
// Raise burn damage to 10
sDamageableSystem.TryChangeDamage(sDestructibleEntity.Uid, burnDamage * 2, true);
// Both classes of damage were healed and then raised again, the threshold should have been reached as triggers once is default false
Assert.That(sTestThresholdListenerSystem.ThresholdsReached.Count, Is.EqualTo(1));
// Threshold brute 10 + burn 10
msg = sTestThresholdListenerSystem.ThresholdsReached[0];
threshold = msg.Threshold;
// Check that it matches the YAML prototype
Assert.That(threshold.Behaviors, Is.Empty);
Assert.NotNull(threshold.Trigger);
Assert.That(threshold.Triggered, Is.True);
Assert.IsInstanceOf<AndTrigger>(threshold.Trigger);
trigger = (AndTrigger) threshold.Trigger;
Assert.IsInstanceOf<DamageGroupTrigger>(trigger.Triggers[0]);
Assert.IsInstanceOf<DamageGroupTrigger>(trigger.Triggers[1]);
sTestThresholdListenerSystem.ThresholdsReached.Clear();
// Change triggers once to true
threshold.TriggersOnce = true;
// Heal brute and burn back to 0
sDamageableSystem.SetAllDamage(sDamageableComponent, 0);
// No new thresholds reached from healing
Assert.IsEmpty(sTestThresholdListenerSystem.ThresholdsReached);
// Raise brute damage to 10
sDamageableSystem.TryChangeDamage(sDestructibleEntity.Uid, bruteDamage * 2, true);
// No new thresholds reached
Assert.IsEmpty(sTestThresholdListenerSystem.ThresholdsReached);
// Raise burn damage to 10
sDamageableSystem.TryChangeDamage(sDestructibleEntity.Uid, burnDamage * 2, true);
// No new thresholds reached as triggers once is set to true and it already triggered before
Assert.IsEmpty(sTestThresholdListenerSystem.ThresholdsReached);
});
}
}
}