* ECS and damage Data * Comments and newlines * Added Comments * Make TryChangeDamageEvent immutable * Remove SetAllDamage event Use public SetAllDamage function instead * Undo destructible mistakes That was some shit code. * Rename DamageData to DamageSpecifier And misc small edits misc * Cache trigger prototypes. * Renaming destructible classes & functions * Revert "Cache trigger prototypes." This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586. * Replace prototypes with prototype IDs. * Split damage.yml into individual files * move get/handle component state to system * Update HealthChange doc * Make godmode call Dirty() on damageable component * Add Initialize() to fix damage test * Make non-static * uncache resistance set prototype and trim DamageableComponentState * Remove unnecessary Dirty() calls during initialization * RemoveTryChangeDamageEvent * revert Dirty() * Fix MobState relying on DamageableComponent.Dirty() * Fix DisposalUnit Tests. These were previously failing, but because the async was not await-ed, this never raised the exception. After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing * Disposal test 2: electric boogaloo * Fix typos/mistakes also add comments and fix spacing. * Use Uids instead of IEntity * fix merge * Comments, a merge issue, and making some damage ignore resistances * Extend DamageSpecifier and use it for DamageableComponent * fix master merge * Fix Disposal unit test. Again. Snapgrids were removed in master * Execute Exectute
96 lines
3.7 KiB
C#
96 lines
3.7 KiB
C#
using System.Linq;
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using System.Threading.Tasks;
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using Content.Server.Destructible.Thresholds;
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using Content.Server.Destructible.Thresholds.Behaviors;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Prototypes;
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using NUnit.Framework;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using static Content.IntegrationTests.Tests.Destructible.DestructibleTestPrototypes;
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namespace Content.IntegrationTests.Tests.Destructible
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{
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public class DestructibleDestructionTest : 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(new ServerContentIntegrationOption
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{
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ExtraPrototypes = Prototypes
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});
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await server.WaitIdleAsync();
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var sEntityManager = server.ResolveDependency<IEntityManager>();
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var sMapManager = server.ResolveDependency<IMapManager>();
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var sPrototypeManager = server.ResolveDependency<IPrototypeManager>();
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var sEntitySystemManager = server.ResolveDependency<IEntitySystemManager>();
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IEntity sDestructibleEntity = null;
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DamageableComponent sDamageableComponent = null;
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TestDestructibleListenerSystem sTestThresholdListenerSystem = null;
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await server.WaitPost(() =>
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{
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var mapId = new MapId(1);
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var coordinates = new MapCoordinates(0, 0, mapId);
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sMapManager.CreateMap(mapId);
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sDestructibleEntity = sEntityManager.SpawnEntity(DestructibleDestructionEntityId, coordinates);
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sDamageableComponent = sDestructibleEntity.GetComponent<DamageableComponent>();
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sTestThresholdListenerSystem = sEntitySystemManager.GetEntitySystem<TestDestructibleListenerSystem>();
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});
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await server.WaitAssertion(() =>
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{
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var coordinates = sDestructibleEntity.Transform.Coordinates;
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var bruteDamageGroup = sPrototypeManager.Index<DamageGroupPrototype>("TestBrute");
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DamageSpecifier bruteDamage = new(bruteDamageGroup,50);
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Assert.DoesNotThrow(() =>
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{
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(sDestructibleEntity.Uid, bruteDamage, true);
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});
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Assert.That(sTestThresholdListenerSystem.ThresholdsReached.Count, Is.EqualTo(1));
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var threshold = sTestThresholdListenerSystem.ThresholdsReached[0].Threshold;
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Assert.That(threshold.Triggered, Is.True);
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Assert.That(threshold.Behaviors.Count, Is.EqualTo(3));
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var spawnEntitiesBehavior = (SpawnEntitiesBehavior) threshold.Behaviors.Single(b => b is SpawnEntitiesBehavior);
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Assert.That(spawnEntitiesBehavior.Spawn.Count, Is.EqualTo(1));
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Assert.That(spawnEntitiesBehavior.Spawn.Keys.Single(), Is.EqualTo(SpawnedEntityId));
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Assert.That(spawnEntitiesBehavior.Spawn.Values.Single(), Is.EqualTo(new MinMax {Min = 1, Max = 1}));
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var entitiesInRange = IoCManager.Resolve<IEntityLookup>().GetEntitiesInRange(coordinates, 2);
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var found = false;
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foreach (var entity in entitiesInRange)
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{
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if (entity.Prototype == null)
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{
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continue;
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}
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if (entity.Prototype.Name != SpawnedEntityId)
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{
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continue;
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}
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found = true;
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break;
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}
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Assert.That(found, Is.True);
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});
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}
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}
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}
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