* Make damage work through messages and events, make destructible not inherit ruinable or reference damageable * Copy sound logic to destructible component for now * Fix typo * Fix prototype error * Remove breakable component damageable reference * Remove breakable construction reference * Remove ruinable component * Move thresholds to individual components and away from damageable * Add threshold property to damageable component code * Add thresholds to destructible component, add states to damageable, remove damage container, fix up mob states * Being alive isn't normal * Fix not reading the id * Merge fixes * YAML fixes * Grammar moment * Remove unnecessary dependency * Update thresholds doc * Change naming of thresholds to states in MobStateComponent * Being alive is once again normal * Make DamageState a byte * Bring out classes structs and enums from DestructibleComponent * Add test for destructible thresholds * Merge fixes * More merge fixes and fix rejuvenate test * Remove IMobState.IsConscious * More merge fixes someone please god review this shit already * Fix rejuvenate test * Update outdated destructible in YAML * Fix repeatedly entering the current state * Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test * Update saltern
81 lines
2.8 KiB
C#
81 lines
2.8 KiB
C#
using System.Threading.Tasks;
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using Content.Server.GlobalVerbs;
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using Content.Shared.Damage;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Mobs.State;
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using NUnit.Framework;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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namespace Content.IntegrationTests.Tests.Commands
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{
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[TestFixture]
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[TestOf(typeof(RejuvenateVerb))]
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public class RejuvenateTest : ContentIntegrationTest
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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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damagePrototype: biologicalDamageContainer
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criticalThreshold: 100
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deadThreshold: 200
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- type: MobState
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thresholds:
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0: !type:NormalMobState {}
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100: !type:CriticalMobState {}
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200: !type:DeadMobState {}
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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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var options = new ServerIntegrationOptions{ExtraPrototypes = Prototypes};
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var server = StartServerDummyTicker(options);
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await server.WaitAssertion(() =>
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{
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var mapManager = IoCManager.Resolve<IMapManager>();
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mapManager.CreateNewMapEntity(MapId.Nullspace);
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var entityManager = IoCManager.Resolve<IEntityManager>();
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var human = entityManager.SpawnEntity("DamageableDummy", MapCoordinates.Nullspace);
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// Sanity check
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Assert.True(human.TryGetComponent(out IDamageableComponent damageable));
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Assert.True(human.TryGetComponent(out IMobStateComponent mobState));
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Assert.That(mobState.IsAlive, Is.True);
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Assert.That(mobState.IsCritical, Is.False);
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Assert.That(mobState.IsDead, Is.False);
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Assert.That(mobState.IsIncapacitated, Is.False);
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// Kill the entity
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damageable.ChangeDamage(DamageClass.Brute, 10000000, true);
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// Check that it is dead
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Assert.That(mobState.IsAlive, Is.False);
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Assert.That(mobState.IsCritical, Is.False);
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Assert.That(mobState.IsDead, Is.True);
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Assert.That(mobState.IsIncapacitated, Is.True);
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// Rejuvenate them
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RejuvenateVerb.PerformRejuvenate(human);
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// Check that it is alive and with no damage
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Assert.That(mobState.IsAlive, Is.True);
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Assert.That(mobState.IsCritical, Is.False);
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Assert.That(mobState.IsDead, Is.False);
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Assert.That(mobState.IsIncapacitated, Is.False);
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Assert.That(damageable.TotalDamage, Is.Zero);
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});
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}
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}
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}
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