* Completely refactor how job spawning works * Remove remains of old system. * Squash the final bug, cleanup. * Attempt to fix tests * Adjusts packed's round-start crew roster, re-enables a bunch of old roles. Also adds the Central Command Official as a proper role. * pretty up ui * refactor StationSystem into the correct folder & namespace. * remove a log, make sure the lobby gets updated if a new map is spontaneously added. * re-add accidentally removed log * We do a little logging * we do a little resolving * we do a little documenting * Renamed OverflowJob to FallbackOverflowJob Allows stations to configure their own roundstart overflow job list. * narrator: it did not compile * oops * support having no overflow jobs * filescope for consistency * small fixes * Bumps a few role counts for Packed, namely engis * log moment * E * Update Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> * Update Content.Server/Maps/GameMapPrototype.cs Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> * factored job logic, cleanup. * e * Address reviews * Remove the concept of a "default" grid. It has no future in our new multi-station world * why was clickable using that in the first place * fix bad evil bug that almost slipped through also adds chemist * rms obsolete things from chemist * Adds a sanity fallback * address reviews * adds ability to set name * fuck * cleanup joingame
109 lines
5.5 KiB
C#
109 lines
5.5 KiB
C#
using System;
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using System.Linq;
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using System.Threading.Tasks;
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using Content.Client.Clickable;
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using Content.Server.GameTicking;
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using NUnit.Framework;
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using Robust.Server.GameObjects;
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using Robust.Shared;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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namespace Content.IntegrationTests.Tests
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{
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[TestFixture]
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public sealed class ClickableTest : ContentIntegrationTest
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{
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private ClientIntegrationInstance _client;
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private ServerIntegrationInstance _server;
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private const double DirSouth = 0;
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private const double DirNorth = Math.PI;
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private const double DirEast = Math.PI / 2;
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private const double DirSouthEast = Math.PI / 4;
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private const double DirSouthEastJustShy = Math.PI / 4 - 0.1;
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[OneTimeSetUp]
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public async Task Setup()
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{
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(_client, _server) = await StartConnectedServerClientPair(serverOptions: new ServerContentIntegrationOption()
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{
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CVarOverrides =
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{
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[CVars.NetPVS.Name] = "false"
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}
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});
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}
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[Parallelizable(ParallelScope.None)]
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[Test]
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[TestCase("ClickTestRotatingCornerVisible", 0.25f, 0.25f, DirSouth, 1, ExpectedResult = true)]
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[TestCase("ClickTestRotatingCornerVisible", 0.35f, 0.5f, DirSouth, 2, ExpectedResult = true)]
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[TestCase("ClickTestRotatingCornerVisible", -0.25f, -0.25f, DirSouth, 1, ExpectedResult = false)]
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[TestCase("ClickTestRotatingCornerVisible", 0.25f, 0.25f, DirNorth, 1, ExpectedResult = false)]
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[TestCase("ClickTestRotatingCornerVisible", -0.25f, -0.25f, DirNorth, 1, ExpectedResult = true)]
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[TestCase("ClickTestRotatingCornerVisible", -0.25f, 0.25f, DirEast, 1, ExpectedResult = true)]
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[TestCase("ClickTestRotatingCornerVisible", 0, 0.25f, DirSouthEast, 1, ExpectedResult = true)]
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[TestCase("ClickTestRotatingCornerVisibleNoRot", 0.25f, 0.25f, DirSouth, 1, ExpectedResult = true)]
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[TestCase("ClickTestRotatingCornerVisibleNoRot", -0.25f, -0.25f, DirSouth, 1, ExpectedResult = false)]
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[TestCase("ClickTestRotatingCornerVisibleNoRot", 0.25f, 0.25f, DirNorth, 1, ExpectedResult = false)]
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[TestCase("ClickTestRotatingCornerVisibleNoRot", -0.25f, -0.25f, DirNorth, 1, ExpectedResult = true)]
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[TestCase("ClickTestRotatingCornerVisibleNoRot", 0, 0.35f, DirSouthEastJustShy, 1, ExpectedResult = false)]
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[TestCase("ClickTestRotatingCornerVisibleNoRot", 0.25f, 0.25f, DirSouthEastJustShy, 1, ExpectedResult = true)]
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[TestCase("ClickTestRotatingCornerInvisible", 0.25f, 0.25f, DirSouth, 1, ExpectedResult = true)]
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[TestCase("ClickTestRotatingCornerInvisible", 0.35f, 0.5f, DirSouth, 2, ExpectedResult = true)]
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[TestCase("ClickTestRotatingCornerInvisible", -0.25f, -0.25f, DirSouth, 1, ExpectedResult = false)]
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[TestCase("ClickTestRotatingCornerInvisible", 0.25f, 0.25f, DirNorth, 1, ExpectedResult = false)]
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[TestCase("ClickTestRotatingCornerInvisible", -0.25f, -0.25f, DirNorth, 1, ExpectedResult = true)]
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[TestCase("ClickTestRotatingCornerInvisible", -0.25f, 0.25f, DirEast, 1, ExpectedResult = true)]
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[TestCase("ClickTestRotatingCornerInvisible", 0, 0.25f, DirSouthEast, 1, ExpectedResult = true)]
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[TestCase("ClickTestRotatingCornerInvisibleNoRot", 0.25f, 0.25f, DirSouth, 1, ExpectedResult = true)]
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[TestCase("ClickTestRotatingCornerInvisibleNoRot", -0.25f, -0.25f, DirSouth, 1, ExpectedResult = false)]
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[TestCase("ClickTestRotatingCornerInvisibleNoRot", 0.25f, 0.25f, DirNorth, 1, ExpectedResult = false)]
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[TestCase("ClickTestRotatingCornerInvisibleNoRot", -0.25f, -0.25f, DirNorth, 1, ExpectedResult = true)]
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[TestCase("ClickTestRotatingCornerInvisibleNoRot", 0, 0.35f, DirSouthEastJustShy, 1, ExpectedResult = false)]
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[TestCase("ClickTestRotatingCornerInvisibleNoRot", 0.25f, 0.25f, DirSouthEastJustShy, 1, ExpectedResult = true)]
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public async Task<bool> Test(string prototype, float clickPosX, float clickPosY, double angle, float scale)
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{
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Vector2? worldPos = null;
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EntityUid entity = default;
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var clientEntManager = _client.ResolveDependency<IEntityManager>();
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var serverEntManager = _server.ResolveDependency<IEntityManager>();
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var mapManager = _server.ResolveDependency<IMapManager>();
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var gameTicker = _server.ResolveDependency<IEntitySystemManager>().GetEntitySystem<GameTicker>();
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await _server.WaitPost(() =>
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{
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var gridEnt = mapManager.GetAllGrids().First().GridEntityId;
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worldPos = serverEntManager.GetEntity(gridEnt).Transform.WorldPosition;
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var ent = serverEntManager.SpawnEntity(prototype, new EntityCoordinates(gridEnt, 0f, 0f));
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ent.Transform.LocalRotation = angle;
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ent.GetComponent<SpriteComponent>().Scale = (scale, scale);
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entity = ent.Uid;
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});
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// Let client sync up.
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await RunTicksSync(_client, _server, 5);
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var hit = false;
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await _client.WaitPost(() =>
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{
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var ent = clientEntManager.GetEntity(entity);
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var clickable = ent.GetComponent<ClickableComponent>();
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hit = clickable.CheckClick((clickPosX, clickPosY) + worldPos!.Value, out _, out _);
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});
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await _server.WaitPost(() =>
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{
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serverEntManager.DeleteEntity(entity);
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});
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return hit;
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}
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}
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}
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