Files
tbd-station-14/Content.IntegrationTests/Tests/Commands/RejuvenateTest.cs
Leon Friedrich 6cb58e608b ECS verbs and update context menu (#4594)
* Functioning ECS verbs

Currently only ID card console works.

* Changed verb types and allow ID card insertions

* Verb GUI sorting and verb networking

* More networking, and shared components

* Clientside verbs work now.

* Verb enums changed to bitmask flags

* Verb Categories redo

* Fix range check

* GasTank Verb

* Remove unnecessary bodypart verb

* Buckle Verb

* buckle & unbuckle verbs

* Updated range checks

* Item cabinet verbs

* Add range user override

* construction verb

* Chemistry machine verbs

* Climb Verb

* Generalise pulled entity verbs

* ViewVariables Verb

* rejuvenate, delete, sentient, control verbs

* Outfit verb

* inrangeunoccluded and tubedirection verbs

* attach-to verbs

* remove unused verbs and move VV

* Rename DebugVerbSystem

* Ghost role and pointing verbs

* Remove global verbs

* Allow verbs to raise events

* Changing categories and simplifying debug verbs

* Add rotate and flip verbs

* fix rejuvenate test

* redo context menu

* new Add Gas debug verb

* Add Set Temperature debug verb

* Uncuff verb

* Disposal unit verbs

* Add pickup verb

* lock/unlock verb

* Remove verb type, add specific verb events

* rename verb messages -> events

* Context menu displays verbs by interaction type

* Updated context menu HandleMove

previously, checked if entities moved 1 tile from click location.

Now checks if entities moved out of view.

Now you can actually right-click interact with yourself while walking!

* Misc Verb menu GUI changes

* Fix non-human/ghost verbs

* Update types and categories

* Allow non-ghost/human to open context menu

* configuration verb

* tagger verb

* Morgue Verbs

* Medical Scanner Verbs

* Fix solution refactor merge issues

* Fix context menu in-view check

* Remove prepare GUI

* Redo verb restrictions

* Fix context menu UI

* Disposal Verbs

* Spill verb

* Light verb

* Hand Held light verb

* power cell verbs

* storage verbs

and adding names to insert/eject

* Pulling verb

* Close context menu on verb execution

* Strip verb

* AmmoBox verb

* fix pull verb

* gun barrel verbs

revolver verb
energy weapon verbs
Bolt action verb

* Magazine gun barrel  verbs

* Add charger verbs

* PDA verbs

* Transfer amount verb

* Add reagent verb

* make alt-click use ECS verbs

* Delete old verb files

* Magboot verb

* finalising tweaks

* context menu visibility changes

* code cleanup

* Update AdminAddReagentUI.cs

* Remove HasFlag

* Consistent verb keys

* Remove Linq, add comment

* Fix in-inventory check

* Update GUI text alignment and padding

* Added close-menu option

* Changed some "interaction" verbs to "activation"

* Remove verb keys, use sorted sets

* fix master merge

* update some verb text

* Undo Changes

Remove some new verbs that can be added later

undid some .ftl bugfixes, can and should be done separately

* fix merge

* Undo file rename

* fix merge

* Misc Cleanup

* remove contraction

* Fix keybinding issue

* fix comment

* merge fix

* fix merge

* fix merge

* fix merge

* fix merge

* fix open-close verbs

* adjust uncuff verb

* fix merge

and undo the renaming of SharedPullableComponent to PullableComponent. I'm tired of all of those merge conflicts
2021-10-04 20:29:03 -07:00

82 lines
2.9 KiB
C#

using System.Threading.Tasks;
using Content.Server.Administration.Commands;
using Content.Shared.Damage;
using Content.Shared.Damage.Prototypes;
using Content.Shared.MobState;
using NUnit.Framework;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
namespace Content.IntegrationTests.Tests.Commands
{
[TestFixture]
[TestOf(typeof(RejuvenateCommand))]
public class RejuvenateTest : ContentIntegrationTest
{
private const string Prototypes = @"
- type: entity
name: DamageableDummy
id: DamageableDummy
components:
- type: Damageable
damageContainer: Biological
- type: MobState
thresholds:
0: !type:NormalMobState {}
100: !type:CriticalMobState {}
200: !type:DeadMobState {}
";
[Test]
public async Task RejuvenateDeadTest()
{
var options = new ServerIntegrationOptions{ExtraPrototypes = Prototypes};
var server = StartServerDummyTicker(options);
await server.WaitAssertion(() =>
{
var mapManager = IoCManager.Resolve<IMapManager>();
mapManager.CreateNewMapEntity(MapId.Nullspace);
var entityManager = IoCManager.Resolve<IEntityManager>();
var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
var human = entityManager.SpawnEntity("DamageableDummy", MapCoordinates.Nullspace);
// Sanity check
Assert.True(human.TryGetComponent(out DamageableComponent damageable));
Assert.True(human.TryGetComponent(out IMobStateComponent mobState));
mobState.UpdateState(0);
Assert.That(mobState.IsAlive, Is.True);
Assert.That(mobState.IsCritical, Is.False);
Assert.That(mobState.IsDead, Is.False);
Assert.That(mobState.IsIncapacitated, Is.False);
// Kill the entity
DamageSpecifier damage = new(prototypeManager.Index<DamageGroupPrototype>("Toxin"), 10000000);
EntitySystem.Get<DamageableSystem>().TryChangeDamage(human.Uid, damage, true);
// Check that it is dead
Assert.That(mobState.IsAlive, Is.False);
Assert.That(mobState.IsCritical, Is.False);
Assert.That(mobState.IsDead, Is.True);
Assert.That(mobState.IsIncapacitated, Is.True);
// Rejuvenate them
RejuvenateCommand.PerformRejuvenate(human);
// Check that it is alive and with no damage
Assert.That(mobState.IsAlive, Is.True);
Assert.That(mobState.IsCritical, Is.False);
Assert.That(mobState.IsDead, Is.False);
Assert.That(mobState.IsIncapacitated, Is.False);
Assert.That(damageable.TotalDamage, Is.Zero);
});
}
}
}