Files
tbd-station-14/Content.IntegrationTests/Tests/Commands/SuicideCommandTests.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

376 lines
15 KiB
C#

using System.Linq;
using Content.Shared.Damage;
using Content.Shared.Damage.Components;
using Content.Shared.Damage.Prototypes;
using Content.Shared.Damage.Systems;
using Content.Shared.Execution;
using Content.Shared.FixedPoint;
using Content.Shared.Ghost;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Mind;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using Content.Shared.Tag;
using Robust.Server.GameObjects;
using Robust.Server.Player;
using Robust.Shared.Console;
using Robust.Shared.GameObjects;
using Robust.Shared.Prototypes;
namespace Content.IntegrationTests.Tests.Commands;
[TestFixture]
public sealed class SuicideCommandTests
{
[TestPrototypes]
private const string Prototypes = @"
- type: entity
id: SharpTestObject
name: very sharp test object
components:
- type: Item
- type: MeleeWeapon
damage:
types:
Slash: 5
- type: Execution
- type: entity
id: MixedDamageTestObject
name: mixed damage test object
components:
- type: Item
- type: MeleeWeapon
damage:
types:
Slash: 5
Blunt: 5
- type: Execution
- type: entity
id: TestMaterialReclaimer
name: test version of the material reclaimer
components:
- type: MaterialReclaimer";
private static readonly ProtoId<TagPrototype> CannotSuicideTag = "CannotSuicide";
private static readonly ProtoId<DamageTypePrototype> DamageType = "Slash";
/// <summary>
/// Run the suicide command in the console
/// Should successfully kill the player and ghost them
/// </summary>
[Test]
public async Task TestSuicide()
{
await using var pair = await PoolManager.GetServerClient(new PoolSettings
{
Connected = true,
Dirty = true,
DummyTicker = false
});
var server = pair.Server;
var consoleHost = server.ResolveDependency<IConsoleHost>();
var entManager = server.ResolveDependency<IEntityManager>();
var playerMan = server.ResolveDependency<IPlayerManager>();
var mindSystem = entManager.System<SharedMindSystem>();
var mobStateSystem = entManager.System<MobStateSystem>();
// We need to know the player and whether they can be hurt, killed, and whether they have a mind
var player = playerMan.Sessions.First().AttachedEntity!.Value;
var mind = mindSystem.GetMind(player);
MindComponent mindComponent = default;
MobStateComponent mobStateComp = default;
await server.WaitPost(() =>
{
if (mind != null)
mindComponent = entManager.GetComponent<MindComponent>(mind.Value);
mobStateComp = entManager.GetComponent<MobStateComponent>(player);
});
// Check that running the suicide command kills the player
// and properly ghosts them without them being able to return to their body
await server.WaitAssertion(() =>
{
consoleHost.GetSessionShell(playerMan.Sessions.First()).ExecuteCommand("suicide");
Assert.Multiple(() =>
{
Assert.That(mobStateSystem.IsDead(player, mobStateComp));
Assert.That(entManager.TryGetComponent<GhostComponent>(mindComponent.CurrentEntity, out var ghostComp) &&
!ghostComp.CanReturnToBody);
});
});
await pair.CleanReturnAsync();
}
/// <summary>
/// Run the suicide command while the player is already injured
/// This should only deal as much damage as necessary to get to the dead threshold
/// </summary>
[Test]
public async Task TestSuicideWhileDamaged()
{
await using var pair = await PoolManager.GetServerClient(new PoolSettings
{
Connected = true,
Dirty = true,
DummyTicker = false
});
var server = pair.Server;
var consoleHost = server.ResolveDependency<IConsoleHost>();
var entManager = server.ResolveDependency<IEntityManager>();
var playerMan = server.ResolveDependency<IPlayerManager>();
var protoMan = server.ResolveDependency<IPrototypeManager>();
var damageableSystem = entManager.System<DamageableSystem>();
var mindSystem = entManager.System<SharedMindSystem>();
var mobStateSystem = entManager.System<MobStateSystem>();
// We need to know the player and whether they can be hurt, killed, and whether they have a mind
var player = playerMan.Sessions.First().AttachedEntity!.Value;
var mind = mindSystem.GetMind(player);
MindComponent mindComponent = default;
MobStateComponent mobStateComp = default;
MobThresholdsComponent mobThresholdsComp = default;
DamageableComponent damageableComp = default;
await server.WaitPost(() =>
{
if (mind != null)
mindComponent = entManager.GetComponent<MindComponent>(mind.Value);
mobStateComp = entManager.GetComponent<MobStateComponent>(player);
mobThresholdsComp = entManager.GetComponent<MobThresholdsComponent>(player);
damageableComp = entManager.GetComponent<DamageableComponent>(player);
var slashProto = protoMan.Index(DamageType);
damageableSystem.TryChangeDamage(player, new DamageSpecifier(slashProto, FixedPoint2.New(46.5)));
});
// Check that running the suicide command kills the player
// and properly ghosts them without them being able to return to their body
// and that all the damage is concentrated in the Slash category
await server.WaitAssertion(() =>
{
consoleHost.GetSessionShell(playerMan.Sessions.First()).ExecuteCommand("suicide");
var lethalDamageThreshold = mobThresholdsComp.Thresholds.Keys.Last();
Assert.Multiple(() =>
{
Assert.That(mobStateSystem.IsDead(player, mobStateComp));
Assert.That(entManager.TryGetComponent<GhostComponent>(mindComponent.CurrentEntity, out var ghostComp) &&
!ghostComp.CanReturnToBody);
Assert.That(damageableComp.Damage.GetTotal(), Is.EqualTo(lethalDamageThreshold));
});
});
await pair.CleanReturnAsync();
}
/// <summary>
/// Run the suicide command in the console
/// Should only ghost the player but not kill them
/// </summary>
[Test]
public async Task TestSuicideWhenCannotSuicide()
{
await using var pair = await PoolManager.GetServerClient(new PoolSettings
{
Connected = true,
Dirty = true,
DummyTicker = false
});
var server = pair.Server;
var consoleHost = server.ResolveDependency<IConsoleHost>();
var entManager = server.ResolveDependency<IEntityManager>();
var playerMan = server.ResolveDependency<IPlayerManager>();
var mindSystem = entManager.System<SharedMindSystem>();
var mobStateSystem = entManager.System<MobStateSystem>();
var tagSystem = entManager.System<TagSystem>();
// We need to know the player and whether they can be hurt, killed, and whether they have a mind
var player = playerMan.Sessions.First().AttachedEntity!.Value;
var mind = mindSystem.GetMind(player);
MindComponent mindComponent = default;
MobStateComponent mobStateComp = default;
await server.WaitPost(() =>
{
if (mind != null)
mindComponent = entManager.GetComponent<MindComponent>(mind.Value);
mobStateComp = entManager.GetComponent<MobStateComponent>(player);
});
tagSystem.AddTag(player, CannotSuicideTag);
// Check that running the suicide command kills the player
// and properly ghosts them without them being able to return to their body
await server.WaitAssertion(() =>
{
consoleHost.GetSessionShell(playerMan.Sessions.First()).ExecuteCommand("suicide");
Assert.Multiple(() =>
{
Assert.That(mobStateSystem.IsAlive(player, mobStateComp));
Assert.That(entManager.TryGetComponent<GhostComponent>(mindComponent.CurrentEntity, out var ghostComp) &&
!ghostComp.CanReturnToBody);
});
});
await pair.CleanReturnAsync();
}
/// <summary>
/// Run the suicide command while the player is holding an execution-capable weapon
/// </summary>
[Test]
public async Task TestSuicideByHeldItem()
{
await using var pair = await PoolManager.GetServerClient(new PoolSettings
{
Connected = true,
Dirty = true,
DummyTicker = false
});
var server = pair.Server;
var consoleHost = server.ResolveDependency<IConsoleHost>();
var entManager = server.ResolveDependency<IEntityManager>();
var playerMan = server.ResolveDependency<IPlayerManager>();
var handsSystem = entManager.System<SharedHandsSystem>();
var mindSystem = entManager.System<SharedMindSystem>();
var mobStateSystem = entManager.System<MobStateSystem>();
var transformSystem = entManager.System<TransformSystem>();
var damageableSystem = entManager.System<DamageableSystem>();
// We need to know the player and whether they can be hurt, killed, and whether they have a mind
var player = playerMan.Sessions.First().AttachedEntity!.Value;
var mind = mindSystem.GetMind(player);
MindComponent mindComponent = default;
MobStateComponent mobStateComp = default;
MobThresholdsComponent mobThresholdsComp = default;
DamageableComponent damageableComp = default;
HandsComponent handsComponent = default;
await server.WaitPost(() =>
{
if (mind != null)
mindComponent = entManager.GetComponent<MindComponent>(mind.Value);
mobStateComp = entManager.GetComponent<MobStateComponent>(player);
mobThresholdsComp = entManager.GetComponent<MobThresholdsComponent>(player);
damageableComp = entManager.GetComponent<DamageableComponent>(player);
handsComponent = entManager.GetComponent<HandsComponent>(player);
});
// Spawn the weapon of choice and put it in the player's hands
await server.WaitPost(() =>
{
var item = entManager.SpawnEntity("SharpTestObject", transformSystem.GetMapCoordinates(player));
Assert.That(handsSystem.TryPickup(player, item, handsComponent.ActiveHandId!));
entManager.TryGetComponent<ExecutionComponent>(item, out var executionComponent);
Assert.That(executionComponent, Is.Not.EqualTo(null));
});
// Check that running the suicide command kills the player
// and properly ghosts them without them being able to return to their body
// and that all the damage is concentrated in the Slash category
await server.WaitAssertion(() =>
{
// Heal all damage first (possible low pressure damage taken)
damageableSystem.ClearAllDamage((player, damageableComp));
consoleHost.GetSessionShell(playerMan.Sessions.First()).ExecuteCommand("suicide");
var lethalDamageThreshold = mobThresholdsComp.Thresholds.Keys.Last();
Assert.Multiple(() =>
{
Assert.That(mobStateSystem.IsDead(player, mobStateComp));
Assert.That(entManager.TryGetComponent<GhostComponent>(mindComponent.CurrentEntity, out var ghostComp) &&
!ghostComp.CanReturnToBody);
Assert.That(damageableComp.Damage.DamageDict["Slash"], Is.EqualTo(lethalDamageThreshold));
});
});
await pair.CleanReturnAsync();
}
/// <summary>
/// Run the suicide command while the player is holding an execution-capable weapon
/// with damage spread between slash and blunt
/// </summary>
[Test]
public async Task TestSuicideByHeldItemSpreadDamage()
{
await using var pair = await PoolManager.GetServerClient(new PoolSettings
{
Connected = true,
Dirty = true,
DummyTicker = false
});
var server = pair.Server;
var consoleHost = server.ResolveDependency<IConsoleHost>();
var entManager = server.ResolveDependency<IEntityManager>();
var playerMan = server.ResolveDependency<IPlayerManager>();
var handsSystem = entManager.System<SharedHandsSystem>();
var mindSystem = entManager.System<SharedMindSystem>();
var mobStateSystem = entManager.System<MobStateSystem>();
var transformSystem = entManager.System<TransformSystem>();
var damageableSystem = entManager.System<DamageableSystem>();
// We need to know the player and whether they can be hurt, killed, and whether they have a mind
var player = playerMan.Sessions.First().AttachedEntity!.Value;
var mind = mindSystem.GetMind(player);
MindComponent mindComponent = default;
MobStateComponent mobStateComp = default;
MobThresholdsComponent mobThresholdsComp = default;
DamageableComponent damageableComp = default;
HandsComponent handsComponent = default;
await server.WaitPost(() =>
{
if (mind != null)
mindComponent = entManager.GetComponent<MindComponent>(mind.Value);
mobStateComp = entManager.GetComponent<MobStateComponent>(player);
mobThresholdsComp = entManager.GetComponent<MobThresholdsComponent>(player);
damageableComp = entManager.GetComponent<DamageableComponent>(player);
handsComponent = entManager.GetComponent<HandsComponent>(player);
});
// Spawn the weapon of choice and put it in the player's hands
await server.WaitPost(() =>
{
var item = entManager.SpawnEntity("MixedDamageTestObject", transformSystem.GetMapCoordinates(player));
Assert.That(handsSystem.TryPickup(player, item, handsComponent.ActiveHandId!));
entManager.TryGetComponent<ExecutionComponent>(item, out var executionComponent);
Assert.That(executionComponent, Is.Not.EqualTo(null));
});
// Check that running the suicide command kills the player
// and properly ghosts them without them being able to return to their body
// and that slash damage is split in half
await server.WaitAssertion(() =>
{
// Heal all damage first (possible low pressure damage taken)
damageableSystem.ClearAllDamage((player, damageableComp));
consoleHost.GetSessionShell(playerMan.Sessions.First()).ExecuteCommand("suicide");
var lethalDamageThreshold = mobThresholdsComp.Thresholds.Keys.Last();
Assert.Multiple(() =>
{
Assert.That(mobStateSystem.IsDead(player, mobStateComp));
Assert.That(entManager.TryGetComponent<GhostComponent>(mindComponent.CurrentEntity, out var ghostComp) &&
!ghostComp.CanReturnToBody);
Assert.That(damageableComp.Damage.DamageDict["Slash"], Is.EqualTo(lethalDamageThreshold / 2));
});
});
await pair.CleanReturnAsync();
}
}