Files
tbd-station-14/Content.IntegrationTests/Tests/Buckle/BuckleTest.cs
metalgearsloth d767ce9585 Fix a bunch of warnings (#10886)
* Fix a bunch of warnings

Also made ensnareable not broadcast as they're only used directed.
Mainly just Get<T> and AppearanceSystem

* buckle too

* fix tests

Co-authored-by: wrexbe <wrexbe@protonmail.com>
2022-08-27 20:26:35 -07:00

350 lines
13 KiB
C#

using System.Threading.Tasks;
using Content.Server.Buckle.Components;
using Content.Server.Hands.Components;
using Content.Shared.ActionBlocker;
using Content.Shared.Body.Components;
using Content.Shared.Body.Part;
using Content.Shared.Buckle.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Standing;
using NUnit.Framework;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
namespace Content.IntegrationTests.Tests.Buckle
{
[TestFixture]
[TestOf(typeof(BuckleComponent))]
[TestOf(typeof(StrapComponent))]
public sealed class BuckleTest
{
private const string BuckleDummyId = "BuckleDummy";
private const string StrapDummyId = "StrapDummy";
private const string ItemDummyId = "ItemDummy";
private static readonly string Prototypes = $@"
- type: entity
name: {BuckleDummyId}
id: {BuckleDummyId}
components:
- type: Buckle
- type: Hands
- type: Body
template: HumanoidTemplate
preset: HumanPreset
centerSlot: torso
- type: StandingState
- type: entity
name: {StrapDummyId}
id: {StrapDummyId}
components:
- type: Strap
- type: entity
name: {ItemDummyId}
id: {ItemDummyId}
components:
- type: Item
";
[Test]
public async Task BuckleUnbuckleCooldownRangeTest()
{
await using var pairTracker = await PoolManager.GetServerClient(new PoolSettings{ExtraPrototypes = Prototypes});
var server = pairTracker.Pair.Server;
var testMap = await PoolManager.CreateTestMap(pairTracker);
var coordinates = testMap.GridCoords;
var entityManager = server.ResolveDependency<IEntityManager>();
var actionBlocker = entityManager.EntitySysManager.GetEntitySystem<ActionBlockerSystem>();
var standingState = entityManager.EntitySysManager.GetEntitySystem<StandingStateSystem>();
EntityUid human = default;
EntityUid chair = default;
BuckleComponent buckle = null;
StrapComponent strap = null;
await server.WaitAssertion(() =>
{
human = entityManager.SpawnEntity(BuckleDummyId, coordinates);
chair = entityManager.SpawnEntity(StrapDummyId, coordinates);
// Default state, unbuckled
Assert.True(entityManager.TryGetComponent(human, out buckle));
Assert.NotNull(buckle);
Assert.Null(buckle.BuckledTo);
Assert.False(buckle.Buckled);
Assert.True(actionBlocker.CanMove(human));
Assert.True(actionBlocker.CanChangeDirection(human));
Assert.True(standingState.Down(human));
Assert.True(standingState.Stand(human));
// Default state, no buckled entities, strap
Assert.True(entityManager.TryGetComponent(chair, out strap));
Assert.NotNull(strap);
Assert.IsEmpty(strap.BuckledEntities);
Assert.Zero(strap.OccupiedSize);
// Side effects of buckling
Assert.True(buckle.TryBuckle(human, chair));
Assert.NotNull(buckle.BuckledTo);
Assert.True(buckle.Buckled);
Assert.True(((BuckleComponentState) buckle.GetComponentState()).Buckled);
Assert.False(actionBlocker.CanMove(human));
Assert.False(actionBlocker.CanChangeDirection(human));
Assert.False(standingState.Down(human));
Assert.That((entityManager.GetComponent<TransformComponent>(human).WorldPosition - entityManager.GetComponent<TransformComponent>(chair).WorldPosition).Length, Is.LessThanOrEqualTo(buckle.BuckleOffset.Length));
// Side effects of buckling for the strap
Assert.That(strap.BuckledEntities, Does.Contain(human));
Assert.That(strap.OccupiedSize, Is.EqualTo(buckle.Size));
Assert.Positive(strap.OccupiedSize);
// Trying to buckle while already buckled fails
Assert.False(buckle.TryBuckle(human, chair));
// Trying to unbuckle too quickly fails
Assert.False(buckle.TryUnbuckle(human));
Assert.False(buckle.ToggleBuckle(human, chair));
Assert.True(buckle.Buckled);
});
// Wait enough ticks for the unbuckling cooldown to run out
await server.WaitRunTicks(60);
await server.WaitAssertion(() =>
{
// Still buckled
Assert.True(buckle.Buckled);
// Unbuckle
Assert.True(buckle.TryUnbuckle(human));
Assert.Null(buckle.BuckledTo);
Assert.False(buckle.Buckled);
Assert.True(actionBlocker.CanMove(human));
Assert.True(actionBlocker.CanChangeDirection(human));
Assert.True(standingState.Down(human));
// Unbuckle, strap
Assert.IsEmpty(strap.BuckledEntities);
Assert.Zero(strap.OccupiedSize);
// Re-buckling has no cooldown
Assert.True(buckle.TryBuckle(human, chair));
Assert.True(buckle.Buckled);
// On cooldown
Assert.False(buckle.TryUnbuckle(human));
Assert.True(buckle.Buckled);
Assert.False(buckle.ToggleBuckle(human, chair));
Assert.True(buckle.Buckled);
Assert.False(buckle.ToggleBuckle(human, chair));
Assert.True(buckle.Buckled);
});
// Wait enough ticks for the unbuckling cooldown to run out
await server.WaitRunTicks(60);
await server.WaitAssertion(() =>
{
// Still buckled
Assert.True(buckle.Buckled);
// Unbuckle
Assert.True(buckle.TryUnbuckle(human));
Assert.False(buckle.Buckled);
// Move away from the chair
entityManager.GetComponent<TransformComponent>(human).WorldPosition += (1000, 1000);
// Out of range
Assert.False(buckle.TryBuckle(human, chair));
Assert.False(buckle.TryUnbuckle(human));
Assert.False(buckle.ToggleBuckle(human, chair));
// Move near the chair
entityManager.GetComponent<TransformComponent>(human).WorldPosition = entityManager.GetComponent<TransformComponent>(chair).WorldPosition + (0.5f, 0);
// In range
Assert.True(buckle.TryBuckle(human, chair));
Assert.True(buckle.Buckled);
Assert.False(buckle.TryUnbuckle(human));
Assert.True(buckle.Buckled);
Assert.False(buckle.ToggleBuckle(human, chair));
Assert.True(buckle.Buckled);
// Force unbuckle
Assert.True(buckle.TryUnbuckle(human, true));
Assert.False(buckle.Buckled);
Assert.True(actionBlocker.CanMove(human));
Assert.True(actionBlocker.CanChangeDirection(human));
Assert.True(standingState.Down(human));
// Re-buckle
Assert.True(buckle.TryBuckle(human, chair));
// Move away from the chair
entityManager.GetComponent<TransformComponent>(human).WorldPosition += (1, 0);
});
await server.WaitRunTicks(1);
await server.WaitAssertion(() =>
{
// No longer buckled
Assert.False(buckle.Buckled);
Assert.Null(buckle.BuckledTo);
Assert.IsEmpty(strap.BuckledEntities);
});
await pairTracker.CleanReturnAsync();
}
[Test]
public async Task BuckledDyingDropItemsTest()
{
await using var pairTracker = await PoolManager.GetServerClient(new PoolSettings{NoClient = true, ExtraPrototypes = Prototypes});
var server = pairTracker.Pair.Server;
var testMap = await PoolManager.CreateTestMap(pairTracker);
var coordinates = testMap.GridCoords;
EntityUid human = default;
BuckleComponent buckle = null;
HandsComponent hands = null;
SharedBodyComponent body = null;
await server.WaitIdleAsync();
var entityManager = server.ResolveDependency<IEntityManager>();
var handsSys = entityManager.EntitySysManager.GetEntitySystem<SharedHandsSystem>();
await server.WaitAssertion(() =>
{
human = entityManager.SpawnEntity(BuckleDummyId, coordinates);
var chair = entityManager.SpawnEntity(StrapDummyId, coordinates);
// Component sanity check
Assert.True(entityManager.TryGetComponent(human, out buckle));
Assert.True(entityManager.HasComponent<StrapComponent>(chair));
Assert.True(entityManager.TryGetComponent(human, out hands));
Assert.True(entityManager.TryGetComponent(human, out body));
// Buckle
Assert.True(buckle.TryBuckle(human, chair));
Assert.NotNull(buckle.BuckledTo);
Assert.True(buckle.Buckled);
// Put an item into every hand
for (var i = 0; i < hands.Count; i++)
{
var akms = entityManager.SpawnEntity(ItemDummyId, coordinates);
Assert.True(handsSys.TryPickupAnyHand(human, akms));
}
});
await server.WaitRunTicks(10);
await server.WaitAssertion(() =>
{
// Still buckled
Assert.True(buckle.Buckled);
// With items in all hands
foreach (var hand in hands.Hands.Values)
{
Assert.NotNull(hand.HeldEntity);
}
var legs = body.GetPartsOfType(BodyPartType.Leg);
// Break our guy's kneecaps
foreach (var leg in legs)
{
body.RemovePart(leg);
}
});
await server.WaitRunTicks(10);
await server.WaitAssertion(() =>
{
// Still buckled
Assert.True(buckle.Buckled);
// Now with no item in any hand
foreach (var hand in hands.Hands.Values)
{
Assert.Null(hand.HeldEntity);
}
buckle.TryUnbuckle(human, true);
});
await pairTracker.CleanReturnAsync();
}
[Test]
public async Task ForceUnbuckleBuckleTest()
{
await using var pairTracker = await PoolManager.GetServerClient(new PoolSettings{NoClient = true, ExtraPrototypes = Prototypes});
var server = pairTracker.Pair.Server;
var testMap = await PoolManager.CreateTestMap(pairTracker);
var coordinates = testMap.GridCoords;
var entityManager = server.ResolveDependency<IEntityManager>();
EntityUid human = default;
EntityUid chair = default;
BuckleComponent buckle = null;
await server.WaitAssertion(() =>
{
human = entityManager.SpawnEntity(BuckleDummyId, coordinates);
chair = entityManager.SpawnEntity(StrapDummyId, coordinates);
// Component sanity check
Assert.True(entityManager.TryGetComponent(human, out buckle));
Assert.True(entityManager.HasComponent<StrapComponent>(chair));
// Buckle
Assert.True(buckle.TryBuckle(human, chair));
Assert.NotNull(buckle.BuckledTo);
Assert.True(buckle.Buckled);
// Move the buckled entity away
entityManager.GetComponent<TransformComponent>(human).WorldPosition += (100, 0);
});
await PoolManager.WaitUntil(server, () => !buckle.Buckled, 10);
Assert.False(buckle.Buckled);
await server.WaitAssertion(() =>
{
// Move the now unbuckled entity back onto the chair
entityManager.GetComponent<TransformComponent>(human).WorldPosition -= (100, 0);
// Buckle
Assert.True(buckle.TryBuckle(human, chair));
Assert.NotNull(buckle.BuckledTo);
Assert.True(buckle.Buckled);
});
await server.WaitRunTicks(60);
await server.WaitAssertion(() =>
{
// Still buckled
Assert.NotNull(buckle.BuckledTo);
Assert.True(buckle.Buckled);
});
await pairTracker.CleanReturnAsync();
}
}
}