Files
tbd-station-14/Content.IntegrationTests/Tests/Construction/Interaction/WindowRepair.cs
Hannah Giovanna Dawson cdbe92d37d Update DamageableSystem to modern standards (#39417)
* Update DamageableSystem to modern standards

* DamageContainerId -> DamageContainerID with lint flag

* Replace strings with protoids

* Make CVar subscription declarations all consistently whitespaced

* ChangeDamage -> TryChangeDamage, cope with C# jank

* Revert event signature changes

* Restore a comment

* Re-add two queries

* Init the queries

* Use appearanceQuery in DamageChanged

* Use damageableQuery in TryChangeDamage

* Use damageableQuery in SetDamageModifierSetId

* Final cleanup, fix sandboxing

* Rectify ExplosionSystem:::ProcessEntity's call to TryChangeDamage

* Re-organize DamageableSystem

* first big fuck you breaking change.

* THATS A LOT OF DAMAGE!!!

* Fix test fails

* test fixes 2

* push it

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Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
2025-10-27 19:53:04 +00:00

47 lines
1.6 KiB
C#

using Content.IntegrationTests.Tests.Interaction;
using Content.Shared.Damage;
using Content.Shared.Damage.Components;
using Content.Shared.Damage.Prototypes;
using Content.Shared.Damage.Systems;
using Content.Shared.FixedPoint;
using Robust.Shared.Prototypes;
namespace Content.IntegrationTests.Tests.Construction.Interaction;
public sealed class WindowRepair : InteractionTest
{
private static readonly ProtoId<DamageTypePrototype> BluntDamageType = "Blunt";
[Test]
public async Task RepairReinforcedWindow()
{
await SpawnTarget("ReinforcedWindow");
// Damage the entity.
var sys = SEntMan.System<DamageableSystem>();
var comp = Comp<DamageableComponent>();
var damageType = Server.ProtoMan.Index(BluntDamageType);
var damage = new DamageSpecifier(damageType, FixedPoint2.New(10));
Assert.That(comp.Damage.GetTotal(), Is.EqualTo(FixedPoint2.Zero));
await Server.WaitPost(() => sys.TryChangeDamage(SEntMan.GetEntity(Target).Value, damage, ignoreResistances: true));
await RunTicks(5);
Assert.That(comp.Damage.GetTotal(), Is.GreaterThan(FixedPoint2.Zero));
// Repair the entity
await InteractUsing(Weld);
Assert.That(comp.Damage.GetTotal(), Is.EqualTo(FixedPoint2.Zero));
// Validate that we can still deconstruct the entity (i.e., that welding deconstruction is not blocked).
await Interact(
Weld,
Screw,
Pry,
Weld,
Screw,
Wrench);
AssertDeleted();
await AssertEntityLookup((RGlass, 2));
}
}