* oops accedentaly ports how ss13 deals with event randomness. Also renames FakeEvent to FalseAlarm! * thing * greytide but it's implemented badly * fixes&changies, also greytide! * rng actualy exists now * resync * Naming Schemes * Startup not init * areas are dead * very cool vsudio * this does not exist, wtf * Cleanup * Nullables, fixables, and timings Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
48 lines
1.6 KiB
C#
48 lines
1.6 KiB
C#
using System.Threading.Tasks;
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using Content.Server.GameObjects.EntitySystems.StationEvents;
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using NUnit.Framework;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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namespace Content.IntegrationTests.Tests.StationEvents
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{
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[TestFixture]
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public class StationEventsSystemTest : ContentIntegrationTest
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{
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[Test]
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public async Task Test()
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{
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var server = StartServerDummyTicker();
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server.Assert(() =>
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{
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// Idle each event
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var stationEventsSystem = EntitySystem.Get<StationEventSystem>();
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var dummyFrameTime = (float) IoCManager.Resolve<IGameTiming>().TickPeriod.TotalSeconds;
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foreach (var stationEvent in stationEventsSystem.StationEvents)
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{
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stationEvent.Announce();
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stationEvent.Update(dummyFrameTime);
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stationEvent.Startup();
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stationEvent.Update(dummyFrameTime);
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stationEvent.Running = false;
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stationEvent.Shutdown();
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// Due to timings some events might startup twice when in reality they wouldn't.
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Assert.That(stationEvent.Occurrences > 0);
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}
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stationEventsSystem.Reset();
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foreach (var stationEvent in stationEventsSystem.StationEvents)
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{
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Assert.That(stationEvent.Occurrences, Is.EqualTo(0));
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}
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});
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await server.WaitIdleAsync();
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}
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}
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}
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