* Remove mob crit states At least where it was just a dummy mob state. I'm lazy so this will buff mobs where they will remain active until their death state. * Update Resources/Prototypes/Entities/Mobs/NPCs/behonker.yml Co-authored-by: faint <46868845+ficcialfaint@users.noreply.github.com> --------- Co-authored-by: faint <46868845+ficcialfaint@users.noreply.github.com>
98 lines
3.8 KiB
C#
98 lines
3.8 KiB
C#
using Content.Server.Administration.Commands;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.FixedPoint;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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namespace Content.IntegrationTests.Tests.Commands
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{
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[TestFixture]
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[TestOf(typeof(RejuvenateCommand))]
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public sealed class RejuvenateTest
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{
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private const string Prototypes = @"
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- type: entity
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name: DamageableDummy
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id: DamageableDummy
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components:
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- type: Damageable
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damageContainer: Biological
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- type: MobState
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- type: MobThresholds
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thresholds:
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0: Alive
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200: Dead
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";
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[Test]
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public async Task RejuvenateDeadTest()
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{
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await using var pairTracker = await PoolManager.GetServerClient(new PoolSettings
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{
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NoClient = true,
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ExtraPrototypes = Prototypes
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});
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var server = pairTracker.Pair.Server;
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var entManager = server.ResolveDependency<IEntityManager>();
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var mapManager = server.ResolveDependency<IMapManager>();
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var prototypeManager = server.ResolveDependency<IPrototypeManager>();
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var mobStateSystem = entManager.EntitySysManager.GetEntitySystem<MobStateSystem>();
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var damSystem = entManager.EntitySysManager.GetEntitySystem<DamageableSystem>();
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await server.WaitAssertion(() =>
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{
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var human = entManager.SpawnEntity("DamageableDummy", MapCoordinates.Nullspace);
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DamageableComponent damageable = null;
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MobStateComponent mobState = null;
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// Sanity check
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Assert.Multiple(() =>
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{
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Assert.That(entManager.TryGetComponent(human, out damageable));
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Assert.That(entManager.TryGetComponent(human, out mobState));
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});
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Assert.Multiple(() =>
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{
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Assert.That(mobStateSystem.IsAlive(human, mobState), Is.True);
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Assert.That(mobStateSystem.IsCritical(human, mobState), Is.False);
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Assert.That(mobStateSystem.IsDead(human, mobState), Is.False);
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Assert.That(mobStateSystem.IsIncapacitated(human, mobState), Is.False);
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});
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// Kill the entity
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DamageSpecifier damage = new(prototypeManager.Index<DamageGroupPrototype>("Toxin"), FixedPoint2.New(10000000));
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damSystem.TryChangeDamage(human, damage, true);
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// Check that it is dead
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Assert.Multiple(() =>
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{
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Assert.That(mobStateSystem.IsAlive(human, mobState), Is.False);
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Assert.That(mobStateSystem.IsCritical(human, mobState), Is.False);
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Assert.That(mobStateSystem.IsDead(human, mobState), Is.True);
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Assert.That(mobStateSystem.IsIncapacitated(human, mobState), Is.True);
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});
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// Rejuvenate them
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RejuvenateCommand.PerformRejuvenate(human);
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// Check that it is alive and with no damage
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Assert.Multiple(() =>
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{
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Assert.That(mobStateSystem.IsAlive(human, mobState), Is.True);
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Assert.That(mobStateSystem.IsCritical(human, mobState), Is.False);
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Assert.That(mobStateSystem.IsDead(human, mobState), Is.False);
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Assert.That(mobStateSystem.IsIncapacitated(human, mobState), Is.False);
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Assert.That(damageable.TotalDamage, Is.EqualTo(FixedPoint2.Zero));
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});
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});
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await pairTracker.CleanReturnAsync();
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}
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}
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}
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