* Raise `StationPostInitEvent` broadcast * Basic variation pass handling * standardize names + rule entities * why does it work like that? * add to defaults * light break variation pass * ent spawn entry * move some stationevent utility functions to gamerule + add one for finding random tile on specified station * forgot how statistics works * powered light variation pass is good now * station tile count function * public method to ensure all solutions (for procedural use before mapinit) * move gamerulesystem utility funcs to partial * ensure all solutions before spilling in puddlesystem. for use when spilling before mapinit * trash & puddle variation passes! * oh yeah * ehh lets live a little * std * utility for game rule check based on comp * entprotoid the trash spawner oops * generalize trash variation * use added instead of started for secret rule * random cleanup * generic replacement variation system * Wall rusting variation rule * account for modifying while enumerating * use localaabb * fix test * minor tweaks * reinforced wall replacer + puddletweaker
47 lines
1.4 KiB
C#
47 lines
1.4 KiB
C#
using System.Linq;
|
|
using Content.Server.GameTicking;
|
|
using Robust.Shared.GameObjects;
|
|
|
|
namespace Content.IntegrationTests.Tests.GameRules;
|
|
|
|
[TestFixture]
|
|
public sealed class SecretStartsTest
|
|
{
|
|
/// <summary>
|
|
/// Tests that when secret is started, all of the game rules it successfully adds are also started.
|
|
/// </summary>
|
|
[Test]
|
|
public async Task TestSecretStarts()
|
|
{
|
|
await using var pair = await PoolManager.GetServerClient(new PoolSettings { Dirty = true });
|
|
|
|
var server = pair.Server;
|
|
await server.WaitIdleAsync();
|
|
var gameTicker = server.ResolveDependency<IEntitySystemManager>().GetEntitySystem<GameTicker>();
|
|
|
|
await server.WaitAssertion(() =>
|
|
{
|
|
// this mimics roundflow:
|
|
// rules added, then round starts
|
|
gameTicker.AddGameRule("Secret");
|
|
gameTicker.StartGamePresetRules();
|
|
});
|
|
|
|
// Wait three ticks for any random update loops that might happen
|
|
await server.WaitRunTicks(3);
|
|
|
|
await server.WaitAssertion(() =>
|
|
{
|
|
foreach (var rule in gameTicker.GetAddedGameRules())
|
|
{
|
|
Assert.That(gameTicker.GetActiveGameRules(), Does.Contain(rule));
|
|
}
|
|
|
|
// End all rules
|
|
gameTicker.ClearGameRules();
|
|
});
|
|
|
|
await pair.CleanReturnAsync();
|
|
}
|
|
}
|