Files
tbd-station-14/Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs
Javier Guardia Fernández 1508efff54 Add test pooling (#4961)
* Add test pooling

* WIP test pooling changes

* Fix Destructible tests

* Don't pool unpooled or dummy ticker instances

* Change ServerPathfindingDebugSystem to replace existing entries

* Fix SaveLoadSaveTest comment

* Don't pool StartTest

* Comment out global setup

* Fix puddle tests

* Move SolarPanelComponent initialize to PowerSolarSystem OnMapInit

* Update RobustToolbox

* Finish fixing tests, make test threads background threads

* Bring back pooling

* Fix nullable

* Update RobustToolbox

* Set cvars on server return

* Un-pool tests with custom cvars

* Update RobustToolbox

* Update RobustToolbox

* Change where the main tile coordinates are

* Remove DisposalUnitTest grid check

* Fix test pooling being a fickle bitch

* Fix EntitySystemExtensionsTest

* Update RobustToolbox

* Update RobustToolbox

* Make nullable pool settings true

* Update RobustToolbox

* Wait other way around

* We are unitystation now

* Update RobustToolbox

* Create global setup

* Pool some more tests

* Fix not properly disconnecting clients before restarting the round

* Give more info on ran tests

* Standardize default test cvars

* Update RobustToolbox

* Update RobustToolbox

* Pool clients

* Fix test order issue

* Fix cvars in character creation test not being set properly

* Update RobustToolbox

* Update RobustToolbox

* Rider shut

* Update RobustToolbox

* Format tests ran better

* Update RobustToolbox

* Reset RobustToolbox

* Reset RobustToolbox harder

* Fix one instance of test order causing destructible tests to fail
2021-11-06 11:49:59 +01:00

189 lines
8.3 KiB
C#

using System.Threading.Tasks;
using Content.Server.Destructible.Thresholds.Triggers;
using Content.Shared.Damage;
using Content.Shared.Damage.Prototypes;
using Content.Shared.FixedPoint;
using NUnit.Framework;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using static Content.IntegrationTests.Tests.Destructible.DestructibleTestPrototypes;
namespace Content.IntegrationTests.Tests.Destructible
{
[TestFixture]
[TestOf(typeof(DamageGroupTrigger))]
[TestOf(typeof(AndTrigger))]
public class DestructibleDamageGroupTest : ContentIntegrationTest
{
[Test]
public async Task AndTest()
{
var server = StartServer(new ServerContentIntegrationOption
{
ExtraPrototypes = Prototypes
});
await server.WaitIdleAsync();
var sEntityManager = server.ResolveDependency<IEntityManager>();
var sMapManager = server.ResolveDependency<IMapManager>();
var sPrototypeManager = server.ResolveDependency<IPrototypeManager>();
var sEntitySystemManager = server.ResolveDependency<IEntitySystemManager>();
IEntity sDestructibleEntity = null;
DamageableComponent sDamageableComponent = null;
TestDestructibleListenerSystem sTestThresholdListenerSystem = null;
DamageableSystem sDamageableSystem = null;
await server.WaitPost(() =>
{
var gridId = GetMainGrid(sMapManager).GridEntityId;
var coordinates = new EntityCoordinates(gridId, 0, 0);
sDestructibleEntity = sEntityManager.SpawnEntity(DestructibleDamageGroupEntityId, coordinates);
sDamageableComponent = sDestructibleEntity.GetComponent<DamageableComponent>();
sTestThresholdListenerSystem = sEntitySystemManager.GetEntitySystem<TestDestructibleListenerSystem>();
sTestThresholdListenerSystem.ThresholdsReached.Clear();
sDamageableSystem = sEntitySystemManager.GetEntitySystem<DamageableSystem>();
});
await server.WaitRunTicks(5);
await server.WaitAssertion(() =>
{
Assert.IsEmpty(sTestThresholdListenerSystem.ThresholdsReached);
});
await server.WaitAssertion(() =>
{
var bruteDamageGroup = sPrototypeManager.Index<DamageGroupPrototype>("TestBrute");
var burnDamageGroup = sPrototypeManager.Index<DamageGroupPrototype>("TestBurn");
DamageSpecifier bruteDamage = new(bruteDamageGroup, FixedPoint2.New(5));
DamageSpecifier burnDamage = new(burnDamageGroup, FixedPoint2.New(5));
// Raise brute damage to 5
sDamageableSystem.TryChangeDamage(sDestructibleEntity.Uid, bruteDamage, true);
// No thresholds reached yet, the earliest one is at 10 damage
Assert.IsEmpty(sTestThresholdListenerSystem.ThresholdsReached);
// Raise brute damage to 10
sDamageableSystem.TryChangeDamage(sDestructibleEntity.Uid, bruteDamage, true);
// No threshold reached, burn needs to be 10 as well
Assert.IsEmpty(sTestThresholdListenerSystem.ThresholdsReached);
// Raise burn damage to 10
sDamageableSystem.TryChangeDamage(sDestructibleEntity.Uid, burnDamage * 2, true);
// One threshold reached, brute 10 + burn 10
Assert.That(sTestThresholdListenerSystem.ThresholdsReached.Count, Is.EqualTo(1));
// Threshold brute 10 + burn 10
var msg = sTestThresholdListenerSystem.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);
Assert.IsInstanceOf<AndTrigger>(threshold.Trigger);
var trigger = (AndTrigger) threshold.Trigger;
Assert.IsInstanceOf<DamageGroupTrigger>(trigger.Triggers[0]);
Assert.IsInstanceOf<DamageGroupTrigger>(trigger.Triggers[1]);
sTestThresholdListenerSystem.ThresholdsReached.Clear();
// Raise brute damage to 20
sDamageableSystem.TryChangeDamage(sDestructibleEntity.Uid, bruteDamage * 2, true);
// No new thresholds reached
Assert.IsEmpty(sTestThresholdListenerSystem.ThresholdsReached);
// Raise burn damage to 20
sDamageableSystem.TryChangeDamage(sDestructibleEntity.Uid, burnDamage * 2, true);
// No new thresholds reached
Assert.IsEmpty(sTestThresholdListenerSystem.ThresholdsReached);
// Lower brute damage to 0
sDamageableSystem.TryChangeDamage(sDestructibleEntity.Uid, bruteDamage * -10);
Assert.That(sDamageableComponent.TotalDamage,Is.EqualTo(FixedPoint2.New(20)));
// No new thresholds reached, healing should not trigger it
Assert.IsEmpty(sTestThresholdListenerSystem.ThresholdsReached);
// Raise brute damage back up to 10
sDamageableSystem.TryChangeDamage(sDestructibleEntity.Uid, bruteDamage * 2, true);
// 10 brute + 10 burn threshold reached, brute was healed and brought back to its threshold amount and slash stayed the same
Assert.That(sTestThresholdListenerSystem.ThresholdsReached.Count, Is.EqualTo(1));
sTestThresholdListenerSystem.ThresholdsReached.Clear();
// Heal both classes of damage to 0
sDamageableSystem.SetAllDamage(sDamageableComponent, 0);
// No new thresholds reached, healing should not trigger it
Assert.IsEmpty(sTestThresholdListenerSystem.ThresholdsReached);
// Raise brute damage to 10
sDamageableSystem.TryChangeDamage(sDestructibleEntity.Uid, bruteDamage * 2, true);
// No new thresholds reached
Assert.IsEmpty(sTestThresholdListenerSystem.ThresholdsReached);
// Raise burn damage to 10
sDamageableSystem.TryChangeDamage(sDestructibleEntity.Uid, burnDamage * 2, true);
// Both classes of damage were healed and then raised again, the threshold should have been reached as triggers once is default false
Assert.That(sTestThresholdListenerSystem.ThresholdsReached.Count, Is.EqualTo(1));
// Threshold brute 10 + burn 10
msg = sTestThresholdListenerSystem.ThresholdsReached[0];
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);
Assert.IsInstanceOf<AndTrigger>(threshold.Trigger);
trigger = (AndTrigger) threshold.Trigger;
Assert.IsInstanceOf<DamageGroupTrigger>(trigger.Triggers[0]);
Assert.IsInstanceOf<DamageGroupTrigger>(trigger.Triggers[1]);
sTestThresholdListenerSystem.ThresholdsReached.Clear();
// Change triggers once to true
threshold.TriggersOnce = true;
// Heal brute and burn back to 0
sDamageableSystem.SetAllDamage(sDamageableComponent, 0);
// No new thresholds reached from healing
Assert.IsEmpty(sTestThresholdListenerSystem.ThresholdsReached);
// Raise brute damage to 10
sDamageableSystem.TryChangeDamage(sDestructibleEntity.Uid, bruteDamage * 2, true);
// No new thresholds reached
Assert.IsEmpty(sTestThresholdListenerSystem.ThresholdsReached);
// Raise burn damage to 10
sDamageableSystem.TryChangeDamage(sDestructibleEntity.Uid, burnDamage * 2, true);
// No new thresholds reached as triggers once is set to true and it already triggered before
Assert.IsEmpty(sTestThresholdListenerSystem.ThresholdsReached);
});
}
}
}