Files
tbd-station-14/Content.IntegrationTests/Tests/Destructible/DestructibleThresholdActivationTest.cs
DrSmugleaf b62cc84e8c Add destructible component threshold triggers (#3080)
* WIP changes

* Fix tests, merge conflict and trigger once behavior

* Update yml

* Change test strings to be consts

* Fix total damage types and classes triggers

* Simplify damage trigger logic, move state to Threshold

* Update outdated code and docs

* Change the name of IBehavior back to IThresholdBehavior

* Change human gibbing to trigger at 400 brute damage

* Change gibbing from brute to blunt damage

* Fix one (1) typo

* Add damage class trigger test

* Add missing nullable enable to thresholds
2021-02-05 13:41:05 +01:00

269 lines
12 KiB
C#

using System.Linq;
using System.Threading.Tasks;
using Content.Server.GameObjects.Components.Destructible;
using Content.Server.GameObjects.Components.Destructible.Thresholds;
using Content.Server.GameObjects.Components.Destructible.Thresholds.Behaviors;
using Content.Server.GameObjects.Components.Destructible.Thresholds.Triggers;
using Content.Shared.Damage;
using Content.Shared.GameObjects.Components.Damage;
using NUnit.Framework;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using static Content.IntegrationTests.Tests.Destructible.DestructibleTestPrototypes;
namespace Content.IntegrationTests.Tests.Destructible
{
[TestFixture]
[TestOf(typeof(DestructibleComponent))]
[TestOf(typeof(Threshold))]
public class DestructibleThresholdActivationTest : ContentIntegrationTest
{
[Test]
public async Task Test()
{
var server = StartServerDummyTicker(new ServerContentIntegrationOption
{
ExtraPrototypes = Prototypes,
ContentBeforeIoC = () =>
{
IoCManager.Resolve<IComponentFactory>().Register<TestThresholdListenerComponent>();
}
});
await server.WaitIdleAsync();
var sEntityManager = server.ResolveDependency<IEntityManager>();
var sMapManager = server.ResolveDependency<IMapManager>();
IEntity sDestructibleEntity;
IDamageableComponent sDamageableComponent = null;
DestructibleComponent sDestructibleComponent = null;
TestThresholdListenerComponent sThresholdListenerComponent = null;
await server.WaitPost(() =>
{
var mapId = new MapId(1);
var coordinates = new MapCoordinates(0, 0, mapId);
sMapManager.CreateMap(mapId);
sDestructibleEntity = sEntityManager.SpawnEntity(DestructibleEntityId, coordinates);
sDamageableComponent = sDestructibleEntity.GetComponent<IDamageableComponent>();
sDestructibleComponent = sDestructibleEntity.GetComponent<DestructibleComponent>();
sThresholdListenerComponent = sDestructibleEntity.GetComponent<TestThresholdListenerComponent>();
});
await server.WaitRunTicks(5);
await server.WaitAssertion(() =>
{
Assert.IsEmpty(sThresholdListenerComponent.ThresholdsReached);
});
await server.WaitAssertion(() =>
{
Assert.True(sDamageableComponent.ChangeDamage(DamageType.Blunt, 10, true));
// No thresholds reached yet, the earliest one is at 20 damage
Assert.IsEmpty(sThresholdListenerComponent.ThresholdsReached);
Assert.True(sDamageableComponent.ChangeDamage(DamageType.Blunt, 10, true));
// Only one threshold reached, 20
Assert.That(sThresholdListenerComponent.ThresholdsReached.Count, Is.EqualTo(1));
// Threshold 20
var msg = sThresholdListenerComponent.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);
sThresholdListenerComponent.ThresholdsReached.Clear();
Assert.True(sDamageableComponent.ChangeDamage(DamageType.Blunt, 30, true));
// One threshold reached, 50, since 20 already triggered before and it has not been healed below that amount
Assert.That(sThresholdListenerComponent.ThresholdsReached.Count, Is.EqualTo(1));
// Threshold 50
msg = sThresholdListenerComponent.ThresholdsReached[0];
threshold = msg.Threshold;
// Check that it matches the YAML prototype
Assert.That(threshold.Behaviors, Has.Count.EqualTo(3));
var soundThreshold = (PlaySoundBehavior) threshold.Behaviors[0];
var spawnThreshold = (SpawnEntitiesBehavior) threshold.Behaviors[1];
var actsThreshold = (DoActsBehavior) threshold.Behaviors[2];
Assert.That(actsThreshold.Acts, Is.EqualTo(ThresholdActs.Breakage));
Assert.That(soundThreshold.Sound, Is.EqualTo("/Audio/Effects/woodhit.ogg"));
Assert.That(spawnThreshold.Spawn, Is.Not.Null);
Assert.That(spawnThreshold.Spawn.Count, Is.EqualTo(1));
Assert.That(spawnThreshold.Spawn.Single().Key, Is.EqualTo(SpawnedEntityId));
Assert.That(spawnThreshold.Spawn.Single().Value.Min, Is.EqualTo(1));
Assert.That(spawnThreshold.Spawn.Single().Value.Max, Is.EqualTo(1));
Assert.NotNull(threshold.Trigger);
Assert.That(threshold.Triggered, Is.True);
sThresholdListenerComponent.ThresholdsReached.Clear();
// Damage for 50 again, up to 100 now
Assert.True(sDamageableComponent.ChangeDamage(DamageType.Blunt, 50, true));
// No thresholds reached as they weren't healed below the trigger amount
Assert.IsEmpty(sThresholdListenerComponent.ThresholdsReached);
// Heal down to 0
sDamageableComponent.Heal();
// Damage for 100, up to 100
Assert.True(sDamageableComponent.ChangeDamage(DamageType.Blunt, 100, true));
// Two thresholds reached as damage increased past the previous, 20 and 50
Assert.That(sThresholdListenerComponent.ThresholdsReached.Count, Is.EqualTo(2));
sThresholdListenerComponent.ThresholdsReached.Clear();
// Heal the entity for 40 damage, down to 60
sDamageableComponent.ChangeDamage(DamageType.Blunt, -40, true);
// Thresholds don't work backwards
Assert.That(sThresholdListenerComponent.ThresholdsReached, Is.Empty);
// Damage for 10, up to 70
sDamageableComponent.ChangeDamage(DamageType.Blunt, 10, true);
// Not enough healing to de-trigger a threshold
Assert.That(sThresholdListenerComponent.ThresholdsReached, Is.Empty);
// Heal by 30, down to 40
sDamageableComponent.ChangeDamage(DamageType.Blunt, -30, true);
// Thresholds don't work backwards
Assert.That(sThresholdListenerComponent.ThresholdsReached, Is.Empty);
// Damage up to 50 again
sDamageableComponent.ChangeDamage(DamageType.Blunt, 10, true);
// The 50 threshold should have triggered again, after being healed
Assert.That(sThresholdListenerComponent.ThresholdsReached.Count, Is.EqualTo(1));
msg = sThresholdListenerComponent.ThresholdsReached[0];
threshold = msg.Threshold;
// Check that it matches the YAML prototype
Assert.That(threshold.Behaviors, Has.Count.EqualTo(3));
soundThreshold = (PlaySoundBehavior) threshold.Behaviors[0];
spawnThreshold = (SpawnEntitiesBehavior) threshold.Behaviors[1];
actsThreshold = (DoActsBehavior) threshold.Behaviors[2];
// Check that it matches the YAML prototype
Assert.That(actsThreshold.Acts, Is.EqualTo(ThresholdActs.Breakage));
Assert.That(soundThreshold.Sound, Is.EqualTo("/Audio/Effects/woodhit.ogg"));
Assert.That(spawnThreshold.Spawn, Is.Not.Null);
Assert.That(spawnThreshold.Spawn.Count, Is.EqualTo(1));
Assert.That(spawnThreshold.Spawn.Single().Key, Is.EqualTo(SpawnedEntityId));
Assert.That(spawnThreshold.Spawn.Single().Value.Min, Is.EqualTo(1));
Assert.That(spawnThreshold.Spawn.Single().Value.Max, Is.EqualTo(1));
Assert.NotNull(threshold.Trigger);
Assert.That(threshold.Triggered, Is.True);
// Reset thresholds reached
sThresholdListenerComponent.ThresholdsReached.Clear();
// Heal all damage
sDamageableComponent.Heal();
// Damage up to 50
sDamageableComponent.ChangeDamage(DamageType.Blunt, 50, true);
// Check that the total damage matches
Assert.That(sDamageableComponent.TotalDamage, Is.EqualTo(50));
// Both thresholds should have triggered
Assert.That(sThresholdListenerComponent.ThresholdsReached, Has.Exactly(2).Items);
// Verify the first one, should be the lowest one (20)
msg = sThresholdListenerComponent.ThresholdsReached[0];
var trigger = (TotalDamageTrigger) msg.Threshold.Trigger;
Assert.NotNull(trigger);
Assert.That(trigger.Damage, Is.EqualTo(20));
threshold = msg.Threshold;
// Check that it matches the YAML prototype
Assert.That(threshold.Behaviors, Is.Empty);
// Verify the second one, should be the highest one (50)
msg = sThresholdListenerComponent.ThresholdsReached[1];
trigger = (TotalDamageTrigger) msg.Threshold.Trigger;
Assert.NotNull(trigger);
Assert.That(trigger.Damage, Is.EqualTo(50));
threshold = msg.Threshold;
Assert.That(threshold.Behaviors, Has.Count.EqualTo(3));
soundThreshold = (PlaySoundBehavior) threshold.Behaviors[0];
spawnThreshold = (SpawnEntitiesBehavior) threshold.Behaviors[1];
actsThreshold = (DoActsBehavior) threshold.Behaviors[2];
// Check that it matches the YAML prototype
Assert.That(actsThreshold.Acts, Is.EqualTo(ThresholdActs.Breakage));
Assert.That(soundThreshold.Sound, Is.EqualTo("/Audio/Effects/woodhit.ogg"));
Assert.That(spawnThreshold.Spawn, Is.Not.Null);
Assert.That(spawnThreshold.Spawn.Count, Is.EqualTo(1));
Assert.That(spawnThreshold.Spawn.Single().Key, Is.EqualTo(SpawnedEntityId));
Assert.That(spawnThreshold.Spawn.Single().Value.Min, Is.EqualTo(1));
Assert.That(spawnThreshold.Spawn.Single().Value.Max, Is.EqualTo(1));
Assert.NotNull(threshold.Trigger);
Assert.That(threshold.Triggered, Is.True);
// Reset thresholds reached
sThresholdListenerComponent.ThresholdsReached.Clear();
// Heal the entity completely
sDamageableComponent.Heal();
// Check that the entity has 0 damage
Assert.That(sDamageableComponent.TotalDamage, Is.EqualTo(0));
// Set both thresholds to only trigger once
foreach (var destructibleThreshold in sDestructibleComponent.Thresholds)
{
Assert.NotNull(destructibleThreshold.Trigger);
destructibleThreshold.TriggersOnce = true;
}
// Damage the entity up to 50 damage again
sDamageableComponent.ChangeDamage(DamageType.Blunt, 50, true);
// Check that the total damage matches
Assert.That(sDamageableComponent.TotalDamage, Is.EqualTo(50));
// No thresholds should have triggered as they were already triggered before, and they are set to only trigger once
Assert.That(sThresholdListenerComponent.ThresholdsReached, Is.Empty);
// Set both thresholds to trigger multiple times
foreach (var destructibleThreshold in sDestructibleComponent.Thresholds)
{
Assert.NotNull(destructibleThreshold.Trigger);
destructibleThreshold.TriggersOnce = false;
}
// Check that the total damage matches
Assert.That(sDamageableComponent.TotalDamage, Is.EqualTo(50));
// They shouldn't have been triggered by changing TriggersOnce
Assert.That(sThresholdListenerComponent.ThresholdsReached, Is.Empty);
});
}
}
}