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