Files
tbd-station-14/Content.IntegrationTests/Tests/Weapons/WeaponTests.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

---------

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

64 lines
2.5 KiB
C#

using Content.IntegrationTests.Tests.Interaction;
using Content.Shared.Damage.Components;
using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Systems;
using Content.Shared.Wieldable.Components;
using Robust.Shared.Prototypes;
namespace Content.IntegrationTests.Tests.Weapons;
public sealed class WeaponTests : InteractionTest
{
protected override string PlayerPrototype => "MobHuman"; // The default test mob only has one hand
private static readonly EntProtoId MobHuman = "MobHuman";
private static readonly EntProtoId SniperMosin = "WeaponSniperMosin";
[Test]
public async Task GunRequiresWieldTest()
{
var gunSystem = SEntMan.System<SharedGunSystem>();
await AddAtmosphere(); // prevent the Urist from suffocating
var urist = await SpawnTarget(MobHuman);
var damageComp = Comp<DamageableComponent>(urist);
var mosinNet = await PlaceInHands(SniperMosin);
var mosinEnt = ToServer(mosinNet);
await Pair.RunSeconds(2f); // Guns have a cooldown when picking them up.
Assert.That(HasComp<GunRequiresWieldComponent>(mosinNet),
"Looks like you've removed the 'GunRequiresWield' component from the mosin sniper." +
"If this was intentional, please update WeaponTests.cs to reflect this change!");
var startAmmo = gunSystem.GetAmmoCount(mosinEnt);
var wieldComp = Comp<WieldableComponent>(mosinNet);
Assert.That(startAmmo, Is.GreaterThan(0), "Mosin was spawned with no ammo!");
Assert.That(wieldComp.Wielded, Is.False, "Mosin was spawned wielded!");
await AttemptShoot(urist, false); // should fail due to not being wielded
var updatedAmmo = gunSystem.GetAmmoCount(mosinEnt);
Assert.That(updatedAmmo,
Is.EqualTo(startAmmo),
"Mosin discharged ammo when the weapon should not have fired!");
Assert.That(damageComp.TotalDamage.Value,
Is.EqualTo(0),
"Urist took damage when the weapon should not have fired!");
await UseInHand();
Assert.That(wieldComp.Wielded, Is.True, "Mosin failed to wield when interacted with!");
await AttemptShoot(urist);
updatedAmmo = gunSystem.GetAmmoCount(mosinEnt);
Assert.That(updatedAmmo, Is.EqualTo(startAmmo - 1), "Mosin failed to discharge appropriate amount of ammo!");
Assert.That(damageComp.TotalDamage.Value,
Is.GreaterThan(0),
"Mosin was fired but urist sustained no damage!");
}
}