1012 lines
32 KiB
C#
1012 lines
32 KiB
C#
#nullable enable
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Diagnostics.CodeAnalysis;
|
|
using System.Linq;
|
|
using System.Linq.Expressions;
|
|
using System.Reflection;
|
|
using System.Threading.Tasks;
|
|
using Content.Client.Chemistry.UI;
|
|
using Content.Client.Construction;
|
|
using Content.Server.Atmos;
|
|
using Content.Server.Atmos.Components;
|
|
using Content.Server.Construction.Components;
|
|
using Content.Server.Gravity;
|
|
using Content.Server.Power.Components;
|
|
using Content.Server.Tools.Components;
|
|
using Content.Shared.Atmos;
|
|
using Content.Shared.Construction.Prototypes;
|
|
using Content.Shared.Gravity;
|
|
using Content.Shared.Item;
|
|
using NUnit.Framework;
|
|
using OpenToolkit.GraphicsLibraryFramework;
|
|
using Robust.Client.GameObjects;
|
|
using Robust.Client.UserInterface;
|
|
using Robust.Client.UserInterface.Controls;
|
|
using Robust.Client.UserInterface.CustomControls;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.Input;
|
|
using Robust.Shared.Log;
|
|
using Robust.Shared.Map;
|
|
using Robust.Shared.Map.Components;
|
|
using Robust.Shared.Maths;
|
|
|
|
namespace Content.IntegrationTests.Tests.Interaction;
|
|
|
|
// This partial class defines various methods that are useful for performing & validating interactions
|
|
public abstract partial class InteractionTest
|
|
{
|
|
/// <summary>
|
|
/// Begin constructing an entity.
|
|
/// </summary>
|
|
protected async Task StartConstruction(string prototype, bool shouldSucceed = true)
|
|
{
|
|
var proto = ProtoMan.Index<ConstructionPrototype>(prototype);
|
|
Assert.That(proto.Type, Is.EqualTo(ConstructionType.Structure));
|
|
|
|
await Client.WaitPost(() =>
|
|
{
|
|
Assert.That(CConSys.TrySpawnGhost(proto, TargetCoords, Direction.South, out Target),
|
|
Is.EqualTo(shouldSucceed));
|
|
|
|
if (!shouldSucceed)
|
|
return;
|
|
var comp = CEntMan.GetComponent<ConstructionGhostComponent>(Target!.Value);
|
|
ConstructionGhostId = comp.GhostId;
|
|
});
|
|
|
|
await RunTicks(1);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Craft an item.
|
|
/// </summary>
|
|
protected async Task CraftItem(string prototype, bool shouldSucceed = true)
|
|
{
|
|
Assert.That(ProtoMan.Index<ConstructionPrototype>(prototype).Type, Is.EqualTo(ConstructionType.Item));
|
|
|
|
// Please someone purge async construction code
|
|
Task<bool> task =default!;
|
|
await Server.WaitPost(() => task = SConstruction.TryStartItemConstruction(prototype, Player));
|
|
|
|
Task? tickTask = null;
|
|
while (!task.IsCompleted)
|
|
{
|
|
tickTask = PoolManager.RunTicksSync(PairTracker.Pair, 1);
|
|
await Task.WhenAny(task, tickTask);
|
|
}
|
|
|
|
if (tickTask != null)
|
|
await tickTask;
|
|
|
|
#pragma warning disable RA0004
|
|
Assert.That(task.Result, Is.EqualTo(shouldSucceed));
|
|
#pragma warning restore RA0004
|
|
|
|
await RunTicks(5);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Spawn an entity entity and set it as the target.
|
|
/// </summary>
|
|
[MemberNotNull(nameof(Target))]
|
|
protected async Task SpawnTarget(string prototype)
|
|
{
|
|
Target = EntityUid.Invalid;
|
|
await Server.WaitPost(() =>
|
|
{
|
|
Target = SEntMan.SpawnEntity(prototype, TargetCoords);
|
|
});
|
|
|
|
await RunTicks(5);
|
|
AssertPrototype(prototype);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Spawn an entity in preparation for deconstruction
|
|
/// </summary>
|
|
protected async Task StartDeconstruction(string prototype)
|
|
{
|
|
await SpawnTarget(prototype);
|
|
Assert.That(SEntMan.TryGetComponent(Target, out ConstructionComponent? comp));
|
|
await Server.WaitPost(() => SConstruction.SetPathfindingTarget(Target!.Value, comp!.DeconstructionNode, comp));
|
|
await RunTicks(5);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Drops and deletes the currently held entity.
|
|
/// </summary>
|
|
protected async Task DeleteHeldEntity()
|
|
{
|
|
if (Hands.ActiveHandEntity is {} held)
|
|
{
|
|
await Server.WaitPost(() =>
|
|
{
|
|
Assert.That(HandSys.TryDrop(Player, null, false, true, Hands));
|
|
SEntMan.DeleteEntity(held);
|
|
Logger.Debug($"Deleting held entity");
|
|
});
|
|
}
|
|
|
|
await RunTicks(1);
|
|
Assert.That(Hands.ActiveHandEntity == null);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Place an entity prototype into the players hand. Deletes any currently held entity.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Automatically enables welders.
|
|
/// </remarks>
|
|
protected async Task<EntityUid?> PlaceInHands(string? id, int quantity = 1, bool enableWelder = true)
|
|
=> await PlaceInHands(id == null ? null : (id, quantity), enableWelder);
|
|
|
|
/// <summary>
|
|
/// Place an entity prototype into the players hand. Deletes any currently held entity.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Automatically enables welders.
|
|
/// </remarks>
|
|
protected async Task<EntityUid?> PlaceInHands(EntitySpecifier? entity, bool enableWelder = true)
|
|
{
|
|
if (Hands.ActiveHand == null)
|
|
{
|
|
Assert.Fail("No active hand");
|
|
return default;
|
|
}
|
|
|
|
await DeleteHeldEntity();
|
|
|
|
if (entity == null || string.IsNullOrWhiteSpace(entity.Prototype))
|
|
{
|
|
await RunTicks(1);
|
|
Assert.That(Hands.ActiveHandEntity == null);
|
|
return null;
|
|
}
|
|
|
|
// spawn and pick up the new item
|
|
EntityUid item = await SpawnEntity(entity, PlayerCoords);
|
|
WelderComponent? welder = null;
|
|
|
|
await Server.WaitPost(() =>
|
|
{
|
|
Assert.That(HandSys.TryPickup(Player, item, Hands.ActiveHand, false, false, false, Hands));
|
|
|
|
// turn on welders
|
|
if (enableWelder && SEntMan.TryGetComponent(item, out welder) && !welder.Lit)
|
|
Assert.That(ToolSys.TryTurnWelderOn(item, Player, welder));
|
|
});
|
|
|
|
await RunTicks(1);
|
|
Assert.That(Hands.ActiveHandEntity, Is.EqualTo(item));
|
|
if (enableWelder && welder != null)
|
|
Assert.That(welder.Lit);
|
|
|
|
return item;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Pick up an entity. Defaults to just deleting the previously held entity.
|
|
/// </summary>
|
|
protected async Task Pickup(EntityUid? uid = null, bool deleteHeld = true)
|
|
{
|
|
uid ??= Target;
|
|
|
|
if (Hands.ActiveHand == null)
|
|
{
|
|
Assert.Fail("No active hand");
|
|
return;
|
|
}
|
|
|
|
if (deleteHeld)
|
|
await DeleteHeldEntity();
|
|
|
|
if (!SEntMan.TryGetComponent(uid, out ItemComponent? item))
|
|
{
|
|
Assert.Fail($"Entity {uid} is not an item");
|
|
return;
|
|
}
|
|
|
|
await Server.WaitPost(() =>
|
|
{
|
|
Assert.That(HandSys.TryPickup(Player, uid!.Value, Hands.ActiveHand, false, false, false, Hands, item));
|
|
});
|
|
|
|
await RunTicks(1);
|
|
Assert.That(Hands.ActiveHandEntity, Is.EqualTo(uid));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Drops the currently held entity.
|
|
/// </summary>
|
|
protected async Task Drop()
|
|
{
|
|
if (Hands.ActiveHandEntity == null)
|
|
{
|
|
Assert.Fail("Not holding any entity to drop");
|
|
return;
|
|
}
|
|
|
|
await Server.WaitPost(() =>
|
|
{
|
|
Assert.That(HandSys.TryDrop(Player, handsComp: Hands));
|
|
});
|
|
|
|
await RunTicks(1);
|
|
Assert.IsNull(Hands.ActiveHandEntity);
|
|
}
|
|
|
|
#region Interact
|
|
|
|
/// <summary>
|
|
/// Use the currently held entity.
|
|
/// </summary>
|
|
protected async Task UseInHand()
|
|
{
|
|
if (Hands.ActiveHandEntity is not {} target)
|
|
{
|
|
Assert.Fail("Not holding any entity");
|
|
return;
|
|
}
|
|
|
|
await Server.WaitPost(() =>
|
|
{
|
|
InteractSys.UserInteraction(Player, SEntMan.GetComponent<TransformComponent>(target).Coordinates, target);
|
|
});
|
|
}
|
|
|
|
/// <summary>
|
|
/// Place an entity prototype into the players hand and interact with the given entity (or target position)
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Empty strings imply empty hands.
|
|
/// </remarks>
|
|
protected async Task Interact(string id, int quantity = 1, bool shouldSucceed = true, bool awaitDoAfters = true)
|
|
=> await Interact((id, quantity), shouldSucceed, awaitDoAfters);
|
|
|
|
/// <summary>
|
|
/// Place an entity prototype into the players hand and interact with the given entity (or target position)
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Empty strings imply empty hands.
|
|
/// </remarks>
|
|
protected async Task Interact(EntitySpecifier entity, bool shouldSucceed = true, bool awaitDoAfters = true)
|
|
{
|
|
// For every interaction, we will also examine the entity, just in case this breaks something, somehow.
|
|
// (e.g., servers attempt to assemble construction examine hints).
|
|
if (Target != null)
|
|
{
|
|
await Client.WaitPost(() => ExamineSys.DoExamine(Target.Value));
|
|
}
|
|
|
|
await PlaceInHands(entity);
|
|
await Interact(shouldSucceed, awaitDoAfters);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Interact with an entity using the currently held entity.
|
|
/// </summary>
|
|
protected async Task Interact(bool shouldSucceed = true, bool awaitDoAfters = true)
|
|
{
|
|
if (Target == null || !Target.Value.IsClientSide())
|
|
{
|
|
await Server.WaitPost(() => InteractSys.UserInteraction(Player, TargetCoords, Target));
|
|
await RunTicks(1);
|
|
}
|
|
else
|
|
{
|
|
// The entity is client-side, so attempt to start construction
|
|
var ghost = CEntMan.GetComponent<ConstructionGhostComponent>(Target.Value);
|
|
await Client.WaitPost(() => CConSys.TryStartConstruction(ghost.GhostId));
|
|
await RunTicks(5);
|
|
}
|
|
|
|
if (awaitDoAfters)
|
|
await AwaitDoAfters(shouldSucceed);
|
|
|
|
await CheckTargetChange(shouldSucceed && awaitDoAfters);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Variant of <see cref="InteractUsing"/> that performs several interactions using different entities.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Empty strings imply empty hands.
|
|
/// </remarks>
|
|
protected async Task Interact(params EntitySpecifier[] specifiers)
|
|
{
|
|
foreach (var spec in specifiers)
|
|
{
|
|
await Interact(spec);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
/// <summary>
|
|
/// Wait for any currently active DoAfters to finish.
|
|
/// </summary>
|
|
protected async Task AwaitDoAfters(bool shouldSucceed = true, int maxExpected = 1)
|
|
{
|
|
if (!ActiveDoAfters.Any())
|
|
return;
|
|
|
|
// Generally expect interactions to only start one DoAfter.
|
|
Assert.That(ActiveDoAfters.Count(), Is.LessThanOrEqualTo(maxExpected));
|
|
|
|
// wait out the DoAfters.
|
|
var doAfters = ActiveDoAfters.ToList();
|
|
while (ActiveDoAfters.Any())
|
|
{
|
|
await RunTicks(10);
|
|
}
|
|
|
|
if (!shouldSucceed)
|
|
return;
|
|
|
|
foreach (var doAfter in doAfters)
|
|
{
|
|
Assert.That(!doAfter.Cancelled);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Cancel any currently active DoAfters. Default arguments are such that it also checks that there is at least one
|
|
/// active DoAfter to cancel.
|
|
/// </summary>
|
|
protected async Task CancelDoAfters(int minExpected = 1, int maxExpected = 1)
|
|
{
|
|
Assert.That(ActiveDoAfters.Count(), Is.GreaterThanOrEqualTo(minExpected));
|
|
Assert.That(ActiveDoAfters.Count(), Is.LessThanOrEqualTo(maxExpected));
|
|
|
|
if (!ActiveDoAfters.Any())
|
|
return;
|
|
|
|
// Cancel all the do-afters
|
|
var doAfters = ActiveDoAfters.ToList();
|
|
await Server.WaitPost(() =>
|
|
{
|
|
foreach (var doAfter in doAfters)
|
|
{
|
|
DoAfterSys.Cancel(Player, doAfter.Index, DoAfters);
|
|
}
|
|
});
|
|
|
|
await RunTicks(1);
|
|
|
|
foreach (var doAfter in doAfters)
|
|
{
|
|
Assert.That(doAfter.Cancelled);
|
|
}
|
|
|
|
Assert.That(ActiveDoAfters.Count(), Is.EqualTo(0));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check if the test's target entity has changed. E.g., construction interactions will swap out entities while
|
|
/// a structure is being built.
|
|
/// </summary>
|
|
protected async Task CheckTargetChange(bool shouldSucceed)
|
|
{
|
|
EntityUid newTarget = default;
|
|
if (Target == null)
|
|
return;
|
|
var target = Target.Value;
|
|
|
|
await RunTicks(5);
|
|
|
|
if (target.IsClientSide())
|
|
{
|
|
Assert.That(CEntMan.Deleted(target), Is.EqualTo(shouldSucceed),
|
|
$"Construction ghost was {(shouldSucceed ? "not deleted" : "deleted")}.");
|
|
|
|
if (shouldSucceed)
|
|
{
|
|
Assert.That(CTestSystem.Ghosts.TryGetValue(ConstructionGhostId, out newTarget),
|
|
$"Failed to get construction entity from ghost Id");
|
|
|
|
await Client.WaitPost(() => Logger.Debug($"Construction ghost {ConstructionGhostId} became entity {newTarget}"));
|
|
Target = newTarget;
|
|
}
|
|
}
|
|
|
|
if (STestSystem.EntChanges.TryGetValue(Target.Value, out newTarget))
|
|
{
|
|
await Server.WaitPost(
|
|
() => Logger.Debug($"Construction entity {Target.Value} changed to {newTarget}"));
|
|
|
|
Target = newTarget;
|
|
}
|
|
|
|
if (Target != target)
|
|
await CheckTargetChange(shouldSucceed);
|
|
}
|
|
|
|
#region Asserts
|
|
|
|
protected void AssertPrototype(string? prototype, EntityUid? target = null)
|
|
{
|
|
target ??= Target;
|
|
if (target == null)
|
|
{
|
|
Assert.Fail("No target specified");
|
|
return;
|
|
}
|
|
|
|
var meta = SEntMan.GetComponent<MetaDataComponent>(target.Value);
|
|
Assert.That(meta.EntityPrototype?.ID, Is.EqualTo(prototype));
|
|
}
|
|
|
|
protected void AssertAnchored(bool anchored = true, EntityUid? target = null)
|
|
{
|
|
target ??= Target;
|
|
if (target == null)
|
|
{
|
|
Assert.Fail("No target specified");
|
|
return;
|
|
}
|
|
|
|
var sXform = SEntMan.GetComponent<TransformComponent>(target.Value);
|
|
var cXform = CEntMan.GetComponent<TransformComponent>(target.Value);
|
|
Assert.That(sXform.Anchored, Is.EqualTo(anchored));
|
|
Assert.That(cXform.Anchored, Is.EqualTo(anchored));
|
|
}
|
|
|
|
protected void AssertDeleted(bool deleted = true, EntityUid? target = null)
|
|
{
|
|
target ??= Target;
|
|
if (target == null)
|
|
{
|
|
Assert.Fail("No target specified");
|
|
return;
|
|
}
|
|
|
|
Assert.That(SEntMan.Deleted(target), Is.EqualTo(deleted));
|
|
Assert.That(CEntMan.Deleted(target), Is.EqualTo(deleted));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Assert whether or not the target has the given component.
|
|
/// </summary>
|
|
protected void AssertComp<T>(bool hasComp = true, EntityUid? target = null)
|
|
{
|
|
target ??= Target;
|
|
if (target == null)
|
|
{
|
|
Assert.Fail("No target specified");
|
|
return;
|
|
}
|
|
|
|
Assert.That(SEntMan.HasComponent<T>(target), Is.EqualTo(hasComp));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check that the tile at the target position matches some prototype.
|
|
/// </summary>
|
|
protected async Task AssertTile(string? proto, EntityCoordinates? coords = null)
|
|
{
|
|
var targetTile = proto == null
|
|
? Tile.Empty
|
|
: new Tile(TileMan[proto].TileId);
|
|
|
|
Tile tile = Tile.Empty;
|
|
var pos = (coords ?? TargetCoords).ToMap(SEntMan, Transform);
|
|
await Server.WaitPost(() =>
|
|
{
|
|
if (MapMan.TryFindGridAt(pos, out var grid))
|
|
tile = grid.GetTileRef(coords ?? TargetCoords).Tile;
|
|
});
|
|
|
|
Assert.That(tile.TypeId, Is.EqualTo(targetTile.TypeId));
|
|
}
|
|
|
|
protected void AssertGridCount(int value)
|
|
{
|
|
var count = 0;
|
|
var query = SEntMan.AllEntityQueryEnumerator<MapGridComponent, TransformComponent>();
|
|
while (query.MoveNext(out _, out var xform))
|
|
{
|
|
if (xform.MapUid == MapData.MapUid)
|
|
count++;
|
|
}
|
|
|
|
Assert.That(count, Is.EqualTo(value));
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Entity lookups
|
|
|
|
/// <summary>
|
|
/// Returns entities in an area around the target. Ignores the map, grid, player, target, and contained entities.
|
|
/// </summary>
|
|
protected async Task<HashSet<EntityUid>> DoEntityLookup(LookupFlags flags = LookupFlags.Uncontained)
|
|
{
|
|
var lookup = SEntMan.System<EntityLookupSystem>();
|
|
|
|
HashSet<EntityUid> entities = default!;
|
|
await Server.WaitPost(() =>
|
|
{
|
|
// Get all entities left behind by deconstruction
|
|
entities = lookup.GetEntitiesIntersecting(MapId, Box2.CentredAroundZero((10, 10)), flags);
|
|
|
|
var xformQuery = SEntMan.GetEntityQuery<TransformComponent>();
|
|
|
|
HashSet<EntityUid> toRemove = new();
|
|
foreach (var ent in entities)
|
|
{
|
|
var transform = xformQuery.GetComponent(ent);
|
|
|
|
if (ent == transform.MapUid
|
|
|| ent == transform.GridUid
|
|
|| ent == Player
|
|
|| ent == Target)
|
|
{
|
|
toRemove.Add(ent);
|
|
}
|
|
}
|
|
|
|
entities.ExceptWith(toRemove);
|
|
});
|
|
|
|
return entities;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs an entity lookup and asserts that only the listed entities exist and that they are all present.
|
|
/// Ignores the grid, map, player, target and contained entities.
|
|
/// </summary>
|
|
protected async Task AssertEntityLookup(params EntitySpecifier[] entities)
|
|
{
|
|
var collection = new EntitySpecifierCollection(entities);
|
|
await AssertEntityLookup(collection);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs an entity lookup and asserts that only the listed entities exist and that they are all present.
|
|
/// Ignores the grid, map, player, target and contained entities.
|
|
/// </summary>
|
|
protected async Task AssertEntityLookup(
|
|
EntitySpecifierCollection collection,
|
|
bool failOnMissing = true,
|
|
bool failOnExcess = true,
|
|
LookupFlags flags = LookupFlags.Uncontained)
|
|
{
|
|
var expected = collection.Clone();
|
|
var entities = await DoEntityLookup(flags);
|
|
var found = ToEntityCollection(entities);
|
|
expected.Remove(found);
|
|
expected.ConvertToStacks(ProtoMan, Factory);
|
|
|
|
if (expected.Entities.Count == 0)
|
|
return;
|
|
|
|
Assert.Multiple(() =>
|
|
{
|
|
foreach (var (proto, quantity) in expected.Entities)
|
|
{
|
|
if (quantity < 0 && failOnExcess)
|
|
Assert.Fail($"Unexpected entity/stack: {proto}, quantity: {-quantity}");
|
|
|
|
if (quantity > 0 && failOnMissing)
|
|
Assert.Fail($"Missing entity/stack: {proto}, quantity: {quantity}");
|
|
|
|
if (quantity == 0)
|
|
throw new Exception("Error in entity collection math.");
|
|
}
|
|
});
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs an entity lookup and attempts to find an entity matching the given entity specifier.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This is used to check that an item-crafting attempt was successful. Ideally crafting items would just return the
|
|
/// entity or raise an event or something.
|
|
/// </remarks>
|
|
protected async Task<EntityUid> FindEntity(
|
|
EntitySpecifier spec,
|
|
LookupFlags flags = LookupFlags.Uncontained | LookupFlags.Contained,
|
|
bool shouldSucceed = true)
|
|
{
|
|
spec.ConvertToStack(ProtoMan, Factory);
|
|
|
|
var entities = await DoEntityLookup(flags);
|
|
foreach (var uid in entities)
|
|
{
|
|
var found = ToEntitySpecifier(uid);
|
|
if (spec.Prototype != found.Prototype)
|
|
continue;
|
|
|
|
if (found.Quantity >= spec.Quantity)
|
|
return uid;
|
|
|
|
// TODO combine stacks?
|
|
}
|
|
|
|
if (shouldSucceed)
|
|
Assert.Fail($"Could not find stack/entity with prototype {spec.Prototype}");
|
|
|
|
return default;
|
|
}
|
|
|
|
#endregion
|
|
|
|
/// <summary>
|
|
/// List of currently active DoAfters on the player.
|
|
/// </summary>
|
|
protected IEnumerable<Shared.DoAfter.DoAfter> ActiveDoAfters
|
|
=> DoAfters.DoAfters.Values.Where(x => !x.Cancelled && !x.Completed);
|
|
|
|
/// <summary>
|
|
/// Convenience method to get components on the target. Returns SERVER-SIDE components.
|
|
/// </summary>
|
|
protected T Comp<T>(EntityUid? target = null)
|
|
{
|
|
target ??= Target;
|
|
if (target == null)
|
|
Assert.Fail("No target specified");
|
|
|
|
return SEntMan.GetComponent<T>(target!.Value);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set the tile at the target position to some prototype.
|
|
/// </summary>
|
|
protected async Task SetTile(string? proto, EntityCoordinates? coords = null, MapGridComponent? grid = null)
|
|
{
|
|
var tile = proto == null
|
|
? Tile.Empty
|
|
: new Tile(TileMan[proto].TileId);
|
|
|
|
var pos = (coords ?? TargetCoords).ToMap(SEntMan, Transform);
|
|
|
|
await Server.WaitPost(() =>
|
|
{
|
|
if (grid != null || MapMan.TryFindGridAt(pos, out grid))
|
|
{
|
|
grid.SetTile(coords ?? TargetCoords, tile);
|
|
return;
|
|
}
|
|
|
|
if (proto == null)
|
|
return;
|
|
|
|
grid = MapMan.CreateGrid(MapData.MapId);
|
|
var gridXform = SEntMan.GetComponent<TransformComponent>(grid.Owner);
|
|
Transform.SetWorldPosition(gridXform, pos.Position);
|
|
grid.SetTile(coords ?? TargetCoords, tile);
|
|
|
|
if (!MapMan.TryFindGridAt(pos, out grid))
|
|
Assert.Fail("Failed to create grid?");
|
|
});
|
|
await AssertTile(proto, coords);
|
|
}
|
|
|
|
protected async Task Delete(EntityUid uid)
|
|
{
|
|
await Server.WaitPost(() => SEntMan.DeleteEntity(uid));
|
|
await RunTicks(5);
|
|
}
|
|
|
|
#region Time/Tick managment
|
|
|
|
protected async Task RunTicks(int ticks)
|
|
{
|
|
await PoolManager.RunTicksSync(PairTracker.Pair, ticks);
|
|
}
|
|
|
|
protected int SecondsToTicks(float seconds)
|
|
=> (int) Math.Ceiling(seconds / TickPeriod);
|
|
|
|
protected async Task RunSeconds(float seconds)
|
|
=> await RunTicks(SecondsToTicks(seconds));
|
|
|
|
#endregion
|
|
|
|
#region BUI
|
|
/// <summary>
|
|
/// Sends a bui message using the given bui key.
|
|
/// </summary>
|
|
protected async Task SendBui(Enum key, BoundUserInterfaceMessage msg, EntityUid? target = null)
|
|
{
|
|
if (!TryGetBui(key, out var bui))
|
|
return;
|
|
|
|
await Client.WaitPost(() => bui.SendMessage(msg));
|
|
|
|
// allow for client -> server and server -> client messages to be sent.
|
|
await RunTicks(15);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sends a bui message using the given bui key.
|
|
/// </summary>
|
|
protected async Task CloseBui(Enum key, EntityUid? target = null)
|
|
{
|
|
if (!TryGetBui(key, out var bui))
|
|
return;
|
|
|
|
await Client.WaitPost(() => bui.Close());
|
|
|
|
// allow for client -> server and server -> client messages to be sent.
|
|
await RunTicks(15);
|
|
}
|
|
|
|
protected bool TryGetBui(Enum key, [NotNullWhen(true)] out BoundUserInterface? bui, EntityUid? target = null, bool shouldSucceed = true)
|
|
{
|
|
bui = null;
|
|
target ??= Target;
|
|
if (target == null)
|
|
{
|
|
Assert.Fail("No target specified");
|
|
return false;
|
|
}
|
|
|
|
if (!CEntMan.TryGetComponent(target, out ClientUserInterfaceComponent? ui))
|
|
{
|
|
if (shouldSucceed)
|
|
Assert.Fail($"Entity {SEntMan.ToPrettyString(target.Value)} does not have a bui component");
|
|
return false;
|
|
}
|
|
|
|
bui = ui.Interfaces.FirstOrDefault(x => x.UiKey.Equals(key));
|
|
if (bui == null)
|
|
{
|
|
if (shouldSucceed)
|
|
Assert.Fail($"Entity {SEntMan.ToPrettyString(target.Value)} does not have an open bui with key {key.GetType()}.{key}.");
|
|
return false;
|
|
}
|
|
|
|
Assert.That(shouldSucceed, Is.True);
|
|
return true;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region UI
|
|
|
|
/// <summary>
|
|
/// Presses and releases a button on some client-side window. Will fail if the button cannot be found.
|
|
/// </summary>
|
|
protected async Task ClickControl<TWindow>(string name) where TWindow : BaseWindow
|
|
{
|
|
await ClickControl(GetControl<TWindow, Control>(name));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Simulates a click and release at the center of some UI Constrol.
|
|
/// </summary>
|
|
protected async Task ClickControl(Control control)
|
|
{
|
|
var screenCoords = new ScreenCoordinates(
|
|
control.GlobalPixelPosition + control.PixelSize/2,
|
|
control.Window?.Id ?? default);
|
|
|
|
var relativePos = screenCoords.Position / control.UIScale - control.GlobalPosition;
|
|
var relativePixelPos = screenCoords.Position - control.GlobalPixelPosition;
|
|
|
|
var args = new GUIBoundKeyEventArgs(
|
|
EngineKeyFunctions.UIClick,
|
|
BoundKeyState.Down,
|
|
screenCoords,
|
|
default,
|
|
relativePos,
|
|
relativePixelPos);
|
|
|
|
await Client.DoGuiEvent(control, args);
|
|
await RunTicks(1);
|
|
|
|
args = new GUIBoundKeyEventArgs(
|
|
EngineKeyFunctions.UIClick,
|
|
BoundKeyState.Up,
|
|
screenCoords,
|
|
default,
|
|
relativePos,
|
|
relativePixelPos);
|
|
|
|
await Client.DoGuiEvent(control, args);
|
|
await RunTicks(1);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attempts to find a control on some client-side window. Will fail if the control cannot be found.
|
|
/// </summary>
|
|
protected TControl GetControl<TWindow, TControl>(string name)
|
|
where TWindow : BaseWindow
|
|
where TControl : Control
|
|
{
|
|
var control = GetControl<TWindow>(name);
|
|
Assert.That(control.GetType().IsAssignableTo(typeof(TControl)));
|
|
return (TControl) control;
|
|
}
|
|
|
|
protected Control GetControl<TWindow>(string name) where TWindow : BaseWindow
|
|
{
|
|
const BindingFlags flags = BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic;
|
|
var field = typeof(TWindow).GetField(name, flags);
|
|
var prop = typeof(TWindow).GetProperty(name, flags);
|
|
|
|
if (field == null && prop == null)
|
|
{
|
|
Assert.Fail($"Window {typeof(TWindow).Name} does not have a field or property named {name}");
|
|
return default!;
|
|
}
|
|
|
|
var window = GetWindow<TWindow>();
|
|
var control = (field?.GetValue(window) ?? prop?.GetValue(window)) as Control;
|
|
|
|
if (control == null)
|
|
{
|
|
Assert.Fail($"{name} was null or was not a control.");
|
|
return default!;
|
|
}
|
|
|
|
return control;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attempts to find a currently open client-side window. Will fail if the window cannot be found.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Note that this just returns the very first open window of this type that is found.
|
|
/// </remarks>
|
|
protected TWindow GetWindow<TWindow>() where TWindow : BaseWindow
|
|
{
|
|
if (TryFindWindow(out TWindow? window))
|
|
return window;
|
|
|
|
Assert.Fail($"Could not find a window assignable to {nameof(TWindow)}");
|
|
return default!;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attempts to find a currently open client-side window.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Note that this just returns the very first open window of this type that is found.
|
|
/// </remarks>
|
|
protected bool TryFindWindow<TWindow>([NotNullWhen(true)] out TWindow? window) where TWindow : BaseWindow
|
|
{
|
|
TryFindWindow(typeof(TWindow), out var control);
|
|
window = control as TWindow;
|
|
return window != null;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Attempts to find a currently open client-side window.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Note that this just returns the very first open window of this type that is found.
|
|
/// </remarks>
|
|
protected bool TryFindWindow(Type type, [NotNullWhen(true)] out BaseWindow? window)
|
|
{
|
|
Assert.That(type.IsAssignableTo(typeof(BaseWindow)));
|
|
window = UiMan.WindowRoot.Children
|
|
.OfType<BaseWindow>()
|
|
.Where(x => x.IsOpen)
|
|
.FirstOrDefault(x => x.GetType().IsAssignableTo(type));
|
|
|
|
return window != null;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Power
|
|
|
|
protected void ToggleNeedPower(EntityUid? target = null)
|
|
{
|
|
var comp = Comp<ApcPowerReceiverComponent>(target);
|
|
comp.NeedsPower = !comp.NeedsPower;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Map Setup
|
|
|
|
/// <summary>
|
|
/// Adds gravity to a given entity. Defaults to the grid if no entity is specified.
|
|
/// </summary>
|
|
protected async Task AddGravity(EntityUid? uid = null)
|
|
{
|
|
var target = uid ?? MapData.GridUid;
|
|
await Server.WaitPost(() =>
|
|
{
|
|
var gravity = SEntMan.EnsureComponent<GravityComponent>(target);
|
|
SEntMan.System<GravitySystem>().EnableGravity(target, gravity);
|
|
});
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds a default atmosphere to the test map.
|
|
/// </summary>
|
|
protected async Task AddAtmosphere(EntityUid? uid = null)
|
|
{
|
|
var target = uid ?? MapData.MapUid;
|
|
await Server.WaitPost(() =>
|
|
{
|
|
var atmos = SEntMan.EnsureComponent<MapAtmosphereComponent>(target);
|
|
atmos.Space = false;
|
|
var moles = new float[Atmospherics.AdjustedNumberOfGases];
|
|
moles[(int) Gas.Oxygen] = 21.824779f;
|
|
moles[(int) Gas.Nitrogen] = 82.10312f;
|
|
|
|
atmos.Mixture = new GasMixture(2500)
|
|
{
|
|
Temperature = 293.15f,
|
|
Moles = moles,
|
|
};
|
|
});
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Inputs
|
|
|
|
/// <summary>
|
|
/// Make the client press and then release a key. This assumes the key is currently released.
|
|
/// </summary>
|
|
protected async Task PressKey(
|
|
BoundKeyFunction key,
|
|
int ticks = 1,
|
|
EntityCoordinates? coordinates = null,
|
|
EntityUid cursorEntity = default)
|
|
{
|
|
await SetKey(key, BoundKeyState.Down, coordinates, cursorEntity);
|
|
await RunTicks(ticks);
|
|
await SetKey(key, BoundKeyState.Up, coordinates, cursorEntity);
|
|
await RunTicks(1);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Make the client press or release a key
|
|
/// </summary>
|
|
protected async Task SetKey(
|
|
BoundKeyFunction key,
|
|
BoundKeyState state,
|
|
EntityCoordinates? coordinates = null,
|
|
EntityUid cursorEntity = default)
|
|
{
|
|
var coords = coordinates ?? TargetCoords;
|
|
ScreenCoordinates screen = default;
|
|
|
|
var funcId = InputManager.NetworkBindMap.KeyFunctionID(key);
|
|
var message = new FullInputCmdMessage(CTiming.CurTick, CTiming.TickFraction, funcId, state,
|
|
coords, screen, cursorEntity);
|
|
|
|
await Client.WaitPost(() => InputSystem.HandleInputCommand(ClientSession, key, message));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Variant of <see cref="SetKey"/> for setting movement keys.
|
|
/// </summary>
|
|
protected async Task SetMovementKey(DirectionFlag dir, BoundKeyState state)
|
|
{
|
|
if ((dir & DirectionFlag.South) != 0)
|
|
await SetKey(EngineKeyFunctions.MoveDown, state);
|
|
|
|
if ((dir & DirectionFlag.East) != 0)
|
|
await SetKey(EngineKeyFunctions.MoveRight, state);
|
|
|
|
if ((dir & DirectionFlag.North) != 0)
|
|
await SetKey(EngineKeyFunctions.MoveUp, state);
|
|
|
|
if ((dir & DirectionFlag.West) != 0)
|
|
await SetKey(EngineKeyFunctions.MoveLeft, state);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Make the client hold the move key in some direction for some amount of time.
|
|
/// </summary>
|
|
protected async Task Move(DirectionFlag dir, float seconds)
|
|
{
|
|
await SetMovementKey(dir, BoundKeyState.Down);
|
|
await RunSeconds(seconds);
|
|
await SetMovementKey(dir, BoundKeyState.Up);
|
|
await RunTicks(1);
|
|
}
|
|
|
|
#endregion
|
|
}
|