Files
tbd-station-14/Content.IntegrationTests/Tests/Interaction/InteractionTest.Helpers.cs
DrSmugleaf eee8e03c15 Fix tests (#27711)
* Fix tests

* Fix test fail

* Apply same fix to other tests
2024-05-05 19:08:56 -07:00

1113 lines
36 KiB
C#

#nullable enable
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Numerics;
using System.Reflection;
using Content.Client.Construction;
using Content.Server.Atmos.EntitySystems;
using Content.Server.Construction.Components;
using Content.Server.Gravity;
using Content.Server.Power.Components;
using Content.Shared.Atmos;
using Content.Shared.Construction.Prototypes;
using Content.Shared.Gravity;
using Content.Shared.Item;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.CustomControls;
using Robust.Shared.GameObjects;
using Robust.Shared.Input;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Maths;
using ItemToggleComponent = Content.Shared.Item.ItemToggle.Components.ItemToggleComponent;
namespace Content.IntegrationTests.Tests.Interaction;
// This partial class defines various methods that are useful for performing & validating interactions
public abstract partial class InteractionTest
{
/// <summary>
/// Begin constructing an entity.
/// </summary>
protected async Task StartConstruction(string prototype, bool shouldSucceed = true)
{
var proto = ProtoMan.Index<ConstructionPrototype>(prototype);
Assert.That(proto.Type, Is.EqualTo(ConstructionType.Structure));
await Client.WaitPost(() =>
{
Assert.That(CConSys.TrySpawnGhost(proto, CEntMan.GetCoordinates(TargetCoords), Direction.South, out var clientTarget),
Is.EqualTo(shouldSucceed));
if (!shouldSucceed)
return;
var comp = CEntMan.GetComponent<ConstructionGhostComponent>(clientTarget!.Value);
ClientTarget = clientTarget;
ConstructionGhostId = comp.Owner.Id;
});
await RunTicks(1);
}
/// <summary>
/// Craft an item.
/// </summary>
protected async Task CraftItem(string prototype, bool shouldSucceed = true)
{
Assert.That(ProtoMan.Index<ConstructionPrototype>(prototype).Type, Is.EqualTo(ConstructionType.Item));
// Please someone purge async construction code
Task<bool> task = default!;
await Server.WaitPost(() => task = SConstruction.TryStartItemConstruction(prototype, SEntMan.GetEntity(Player)));
Task? tickTask = null;
while (!task.IsCompleted)
{
tickTask = Pair.RunTicksSync(1);
await Task.WhenAny(task, tickTask);
}
if (tickTask != null)
await tickTask;
#pragma warning disable RA0004
Assert.That(task.Result, Is.EqualTo(shouldSucceed));
#pragma warning restore RA0004
await RunTicks(5);
}
/// <summary>
/// Spawn an entity entity and set it as the target.
/// </summary>
[MemberNotNull(nameof(Target))]
protected async Task SpawnTarget(string prototype)
{
Target = NetEntity.Invalid;
await Server.WaitPost(() =>
{
Target = SEntMan.GetNetEntity(SEntMan.SpawnEntity(prototype, SEntMan.GetCoordinates(TargetCoords)));
});
await RunTicks(5);
AssertPrototype(prototype);
}
/// <summary>
/// Spawn an entity in preparation for deconstruction
/// </summary>
protected async Task StartDeconstruction(string prototype)
{
await SpawnTarget(prototype);
var serverTarget = SEntMan.GetEntity(Target);
Assert.That(SEntMan.TryGetComponent(serverTarget, out ConstructionComponent? comp));
await Server.WaitPost(() => SConstruction.SetPathfindingTarget(serverTarget!.Value, comp!.DeconstructionNode, comp));
await RunTicks(5);
}
/// <summary>
/// Drops and deletes the currently held entity.
/// </summary>
protected async Task DeleteHeldEntity()
{
if (Hands.ActiveHandEntity is { } held)
{
await Server.WaitPost(() =>
{
Assert.That(HandSys.TryDrop(SEntMan.GetEntity(Player), null, false, true, Hands));
SEntMan.DeleteEntity(held);
SLogger.Debug($"Deleting held entity");
});
}
await RunTicks(1);
Assert.That(Hands.ActiveHandEntity, Is.Null);
}
/// <summary>
/// Place an entity prototype into the players hand. Deletes any currently held entity.
/// </summary>
/// <remarks>
/// Automatically enables welders.
/// </remarks>
protected async Task<NetEntity> PlaceInHands(string id, int quantity = 1, bool enableWelder = true)
{
return await PlaceInHands((id, quantity), enableWelder);
}
/// <summary>
/// Place an entity prototype into the players hand. Deletes any currently held entity.
/// </summary>
/// <remarks>
/// Automatically enables welders.
/// </remarks>
protected async Task<NetEntity> PlaceInHands(EntitySpecifier entity, bool enableWelder = true)
{
if (Hands.ActiveHand == null)
{
Assert.Fail("No active hand");
return default;
}
Assert.That(!string.IsNullOrWhiteSpace(entity.Prototype));
await DeleteHeldEntity();
// spawn and pick up the new item
var item = await SpawnEntity(entity, SEntMan.GetCoordinates(PlayerCoords));
ItemToggleComponent? itemToggle = null;
await Server.WaitPost(() =>
{
var playerEnt = SEntMan.GetEntity(Player);
Assert.That(HandSys.TryPickup(playerEnt, item, Hands.ActiveHand, false, false, Hands));
// turn on welders
if (enableWelder && SEntMan.TryGetComponent(item, out itemToggle) && !itemToggle.Activated)
{
Assert.That(ItemToggleSys.TryActivate(item, playerEnt, itemToggle: itemToggle));
}
});
await RunTicks(1);
Assert.That(Hands.ActiveHandEntity, Is.EqualTo(item));
if (enableWelder && itemToggle != null)
Assert.That(itemToggle.Activated);
return SEntMan.GetNetEntity(item);
}
/// <summary>
/// Pick up an entity. Defaults to just deleting the previously held entity.
/// </summary>
protected async Task Pickup(NetEntity? entity = null, bool deleteHeld = true)
{
entity ??= Target;
if (Hands.ActiveHand == null)
{
Assert.Fail("No active hand");
return;
}
if (deleteHeld)
await DeleteHeldEntity();
var uid = SEntMan.GetEntity(entity);
if (!SEntMan.TryGetComponent(uid, out ItemComponent? item))
{
Assert.Fail($"Entity {entity} is not an item");
return;
}
await Server.WaitPost(() =>
{
Assert.That(HandSys.TryPickup(SEntMan.GetEntity(Player), uid.Value, Hands.ActiveHand, false, false, Hands, item));
});
await RunTicks(1);
Assert.That(Hands.ActiveHandEntity, Is.EqualTo(uid));
}
/// <summary>
/// Drops the currently held entity.
/// </summary>
protected async Task Drop()
{
if (Hands.ActiveHandEntity == null)
{
Assert.Fail("Not holding any entity to drop");
return;
}
await Server.WaitPost(() =>
{
Assert.That(HandSys.TryDrop(SEntMan.GetEntity(Player), handsComp: Hands));
});
await RunTicks(1);
Assert.That(Hands.ActiveHandEntity, Is.Null);
}
#region Interact
/// <summary>
/// Use the currently held entity.
/// </summary>
protected async Task UseInHand()
{
if (Hands.ActiveHandEntity is not { } target)
{
Assert.Fail("Not holding any entity");
return;
}
await Server.WaitPost(() =>
{
InteractSys.UserInteraction(SEntMan.GetEntity(Player), SEntMan.GetComponent<TransformComponent>(target).Coordinates, target);
});
}
/// <summary>
/// Place an entity prototype into the players hand and interact with the given entity (or target position)
/// </summary>
/// <remarks>
/// Empty strings imply empty hands.
/// </remarks>
protected async Task Interact(string id, int quantity = 1, bool shouldSucceed = true, bool awaitDoAfters = true)
{
await Interact((id, quantity), shouldSucceed, awaitDoAfters);
}
/// <summary>
/// Place an entity prototype into the players hand and interact with the given entity (or target position)
/// </summary>
/// <remarks>
/// Empty strings imply empty hands.
/// </remarks>
protected async Task Interact(EntitySpecifier entity, bool shouldSucceed = true, bool awaitDoAfters = true)
{
// For every interaction, we will also examine the entity, just in case this breaks something, somehow.
// (e.g., servers attempt to assemble construction examine hints).
if (Target != null)
{
await Client.WaitPost(() => ExamineSys.DoExamine(CEntMan.GetEntity(Target.Value)));
}
await PlaceInHands(entity);
await Interact(shouldSucceed, awaitDoAfters);
}
/// <summary>
/// Interact with an entity using the currently held entity.
/// </summary>
protected async Task Interact(bool shouldSucceed = true, bool awaitDoAfters = true)
{
var clientTarget = ClientTarget;
if ((clientTarget?.IsValid() != true || CEntMan.Deleted(clientTarget)) && (Target == null || Target.Value.IsValid()))
{
await Server.WaitPost(() => InteractSys.UserInteraction(SEntMan.GetEntity(Player), SEntMan.GetCoordinates(TargetCoords), SEntMan.GetEntity(Target)));
await RunTicks(1);
}
else
{
// The entity is client-side, so attempt to start construction
var clientEnt = ClientTarget ?? CEntMan.GetEntity(Target);
await Client.WaitPost(() => CConSys.TryStartConstruction(clientEnt!.Value));
await RunTicks(5);
}
if (awaitDoAfters)
await AwaitDoAfters(shouldSucceed);
await CheckTargetChange(shouldSucceed && awaitDoAfters);
}
/// <summary>
/// Variant of <see cref="InteractUsing"/> that performs several interactions using different entities.
/// </summary>
/// <remarks>
/// Empty strings imply empty hands.
/// </remarks>
protected async Task Interact(params EntitySpecifier[] specifiers)
{
foreach (var spec in specifiers)
{
await Interact(spec);
}
}
/// <summary>
/// Throw the currently held entity. Defaults to targeting the current <see cref="TargetCoords"/>
/// </summary>
protected async Task<bool> ThrowItem(NetCoordinates? target = null, float minDistance = 4)
{
var actualTarget = SEntMan.GetCoordinates(target ?? TargetCoords);
var result = false;
await Server.WaitPost(() => result = HandSys.ThrowHeldItem(SEntMan.GetEntity(Player), actualTarget, minDistance));
return result;
}
#endregion
/// <summary>
/// Wait for any currently active DoAfters to finish.
/// </summary>
protected async Task AwaitDoAfters(bool shouldSucceed = true, int maxExpected = 1)
{
if (!ActiveDoAfters.Any())
return;
// Generally expect interactions to only start one DoAfter.
Assert.That(ActiveDoAfters.Count(), Is.LessThanOrEqualTo(maxExpected));
// wait out the DoAfters.
var doAfters = ActiveDoAfters.ToList();
while (ActiveDoAfters.Any())
{
await RunTicks(10);
}
if (!shouldSucceed)
return;
foreach (var doAfter in doAfters)
{
Assert.That(!doAfter.Cancelled);
}
}
/// <summary>
/// Cancel any currently active DoAfters. Default arguments are such that it also checks that there is at least one
/// active DoAfter to cancel.
/// </summary>
protected async Task CancelDoAfters(int minExpected = 1, int maxExpected = 1)
{
Assert.That(ActiveDoAfters.Count(), Is.GreaterThanOrEqualTo(minExpected));
Assert.That(ActiveDoAfters.Count(), Is.LessThanOrEqualTo(maxExpected));
if (!ActiveDoAfters.Any())
return;
// Cancel all the do-afters
var doAfters = ActiveDoAfters.ToList();
await Server.WaitPost(() =>
{
foreach (var doAfter in doAfters)
{
DoAfterSys.Cancel(SEntMan.GetEntity(Player), doAfter.Index, DoAfters);
}
});
await RunTicks(1);
foreach (var doAfter in doAfters)
{
Assert.That(doAfter.Cancelled);
}
Assert.That(ActiveDoAfters.Count(), Is.EqualTo(0));
}
/// <summary>
/// Check if the test's target entity has changed. E.g., construction interactions will swap out entities while
/// a structure is being built.
/// </summary>
protected async Task CheckTargetChange(bool shouldSucceed)
{
if (Target == null)
return;
var target = Target.Value;
await RunTicks(5);
if (ClientTarget != null && CEntMan.IsClientSide(ClientTarget.Value))
{
Assert.That(CEntMan.Deleted(ClientTarget.Value), Is.EqualTo(shouldSucceed),
$"Construction ghost was {(shouldSucceed ? "not deleted" : "deleted")}.");
if (shouldSucceed)
{
Assert.That(CTestSystem.Ghosts.TryGetValue(ConstructionGhostId, out var newWeh),
$"Failed to get construction entity from ghost Id");
await Client.WaitPost(() => CLogger.Debug($"Construction ghost {ConstructionGhostId} became entity {newWeh}"));
Target = newWeh;
}
}
if (STestSystem.EntChanges.TryGetValue(Target.Value, out var newServerWeh))
{
await Server.WaitPost(
() => SLogger.Debug($"Construction entity {Target.Value} changed to {newServerWeh}"));
Target = newServerWeh;
}
if (Target != target)
await CheckTargetChange(shouldSucceed);
}
#region Asserts
protected void ClientAssertPrototype(string? prototype, NetEntity? target = null)
{
target ??= Target;
if (target == null)
{
Assert.Fail("No target specified");
return;
}
var meta = SEntMan.GetComponent<MetaDataComponent>(SEntMan.GetEntity(target.Value));
Assert.That(meta.EntityPrototype?.ID, Is.EqualTo(prototype));
}
protected void ClientAssertPrototype(string? prototype, EntityUid? target)
{
var netEnt = CTestSystem.Ghosts[target.GetHashCode()];
AssertPrototype(prototype, netEnt);
}
protected void AssertPrototype(string? prototype, NetEntity? target = null)
{
target ??= Target;
if (target == null)
{
Assert.Fail("No target specified");
return;
}
var meta = SEntMan.GetComponent<MetaDataComponent>(SEntMan.GetEntity(target.Value));
Assert.That(meta.EntityPrototype?.ID, Is.EqualTo(prototype));
}
protected void AssertAnchored(bool anchored = true, NetEntity? target = null)
{
target ??= Target;
if (target == null)
{
Assert.Fail("No target specified");
return;
}
var sXform = SEntMan.GetComponent<TransformComponent>(SEntMan.GetEntity(target.Value));
var cXform = CEntMan.GetComponent<TransformComponent>(CEntMan.GetEntity(target.Value));
Assert.Multiple(() =>
{
Assert.That(sXform.Anchored, Is.EqualTo(anchored));
Assert.That(cXform.Anchored, Is.EqualTo(anchored));
});
}
protected void AssertDeleted(NetEntity? target = null)
{
target ??= Target;
if (target == null)
{
Assert.Fail("No target specified");
return;
}
Assert.Multiple(() =>
{
Assert.That(SEntMan.Deleted(SEntMan.GetEntity(target)));
Assert.That(CEntMan.Deleted(CEntMan.GetEntity(target)));
});
}
protected void AssertExists(NetEntity? target = null)
{
target ??= Target;
if (target == null)
{
Assert.Fail("No target specified");
return;
}
Assert.Multiple(() =>
{
Assert.That(SEntMan.EntityExists(SEntMan.GetEntity(target)));
Assert.That(CEntMan.EntityExists(CEntMan.GetEntity(target)));
});
}
/// <summary>
/// Assert whether or not the target has the given component.
/// </summary>
protected void AssertComp<T>(bool hasComp = true, NetEntity? target = null) where T : IComponent
{
target ??= Target;
if (target == null)
{
Assert.Fail("No target specified");
return;
}
Assert.That(SEntMan.HasComponent<T>(SEntMan.GetEntity(target)), Is.EqualTo(hasComp));
}
/// <summary>
/// Check that the tile at the target position matches some prototype.
/// </summary>
protected async Task AssertTile(string? proto, NetCoordinates? coords = null)
{
var targetTile = proto == null
? Tile.Empty
: new Tile(TileMan[proto].TileId);
var tile = Tile.Empty;
var serverCoords = SEntMan.GetCoordinates(coords ?? TargetCoords);
var pos = serverCoords.ToMap(SEntMan, Transform);
await Server.WaitPost(() =>
{
if (MapMan.TryFindGridAt(pos, out _, out var grid))
tile = grid.GetTileRef(serverCoords).Tile;
});
Assert.That(tile.TypeId, Is.EqualTo(targetTile.TypeId));
}
protected void AssertGridCount(int value)
{
var count = 0;
var query = SEntMan.AllEntityQueryEnumerator<MapGridComponent, TransformComponent>();
while (query.MoveNext(out _, out var xform))
{
if (xform.MapUid == MapData.MapUid)
count++;
}
Assert.That(count, Is.EqualTo(value));
}
#endregion
#region Entity lookups
/// <summary>
/// Returns entities in an area around the target. Ignores the map, grid, player, target, and contained entities.
/// </summary>
protected async Task<HashSet<EntityUid>> DoEntityLookup(LookupFlags flags = LookupFlags.Uncontained)
{
var lookup = SEntMan.System<EntityLookupSystem>();
HashSet<EntityUid> entities = default!;
await Server.WaitPost(() =>
{
// Get all entities left behind by deconstruction
entities = lookup.GetEntitiesIntersecting(MapId, Box2.CentredAroundZero(new Vector2(10, 10)), flags);
var xformQuery = SEntMan.GetEntityQuery<TransformComponent>();
HashSet<EntityUid> toRemove = new();
foreach (var ent in entities)
{
var transform = xformQuery.GetComponent(ent);
var netEnt = SEntMan.GetNetEntity(ent);
if (ent == transform.MapUid
|| ent == transform.GridUid
|| netEnt == Player
|| netEnt == Target)
{
toRemove.Add(ent);
}
}
entities.ExceptWith(toRemove);
});
return entities;
}
/// <summary>
/// Performs an entity lookup and asserts that only the listed entities exist and that they are all present.
/// Ignores the grid, map, player, target and contained entities.
/// </summary>
protected async Task AssertEntityLookup(params EntitySpecifier[] entities)
{
var collection = new EntitySpecifierCollection(entities);
await AssertEntityLookup(collection);
}
/// <summary>
/// Performs an entity lookup and asserts that only the listed entities exist and that they are all present.
/// Ignores the grid, map, player, target, contained entities, and entities with null prototypes.
/// </summary>
protected async Task AssertEntityLookup(
EntitySpecifierCollection collection,
bool failOnMissing = true,
bool failOnExcess = true,
LookupFlags flags = LookupFlags.Uncontained)
{
var expected = collection.Clone();
var entities = await DoEntityLookup(flags);
var found = ToEntityCollection(entities);
expected.Remove(found);
await expected.ConvertToStacks(ProtoMan, Factory, Server);
if (expected.Entities.Count == 0)
return;
Assert.Multiple(() =>
{
foreach (var (proto, quantity) in expected.Entities)
{
if (proto == "Audio")
continue;
if (quantity < 0 && failOnExcess)
Assert.Fail($"Unexpected entity/stack: {proto}, quantity: {-quantity}");
if (quantity > 0 && failOnMissing)
Assert.Fail($"Missing entity/stack: {proto}, quantity: {quantity}");
if (quantity == 0)
throw new Exception("Error in entity collection math.");
}
});
}
/// <summary>
/// Performs an entity lookup and attempts to find an entity matching the given entity specifier.
/// </summary>
/// <remarks>
/// This is used to check that an item-crafting attempt was successful. Ideally crafting items would just return the
/// entity or raise an event or something.
/// </remarks>
protected async Task<EntityUid> FindEntity(
EntitySpecifier spec,
LookupFlags flags = LookupFlags.Uncontained | LookupFlags.Contained,
bool shouldSucceed = true)
{
await spec.ConvertToStack(ProtoMan, Factory, Server);
var entities = await DoEntityLookup(flags);
foreach (var uid in entities)
{
var found = ToEntitySpecifier(uid);
if (found is null)
continue;
if (spec.Prototype != found.Prototype)
continue;
if (found.Quantity >= spec.Quantity)
return uid;
// TODO combine stacks?
}
if (shouldSucceed)
Assert.Fail($"Could not find stack/entity with prototype {spec.Prototype}");
return default;
}
#endregion
/// <summary>
/// List of currently active DoAfters on the player.
/// </summary>
protected IEnumerable<Shared.DoAfter.DoAfter> ActiveDoAfters
=> DoAfters.DoAfters.Values.Where(x => !x.Cancelled && !x.Completed);
/// <summary>
/// Convenience method to get components on the target. Returns SERVER-SIDE components.
/// </summary>
protected T Comp<T>(NetEntity? target = null) where T : IComponent
{
target ??= Target;
if (target == null)
Assert.Fail("No target specified");
return SEntMan.GetComponent<T>(SEntMan.GetEntity(target!.Value));
}
/// <summary>
/// Set the tile at the target position to some prototype.
/// </summary>
protected async Task SetTile(string? proto, NetCoordinates? coords = null, MapGridComponent? grid = null)
{
var tile = proto == null
? Tile.Empty
: new Tile(TileMan[proto].TileId);
var pos = SEntMan.GetCoordinates(coords ?? TargetCoords).ToMap(SEntMan, Transform);
await Server.WaitPost(() =>
{
if (grid != null || MapMan.TryFindGridAt(pos, out var gridUid, out grid))
{
grid.SetTile(SEntMan.GetCoordinates(coords ?? TargetCoords), tile);
return;
}
if (proto == null)
return;
var gridEnt = MapMan.CreateGridEntity(MapData.MapId);
grid = gridEnt;
gridUid = gridEnt;
var gridXform = SEntMan.GetComponent<TransformComponent>(gridUid);
Transform.SetWorldPosition(gridXform, pos.Position);
grid.SetTile(SEntMan.GetCoordinates(coords ?? TargetCoords), tile);
if (!MapMan.TryFindGridAt(pos, out _, out grid))
Assert.Fail("Failed to create grid?");
});
await AssertTile(proto, coords);
}
protected async Task Delete(EntityUid uid)
{
await Server.WaitPost(() => SEntMan.DeleteEntity(uid));
await RunTicks(5);
}
protected Task Delete(NetEntity nuid)
{
return Delete(SEntMan.GetEntity(nuid));
}
#region Time/Tick managment
protected async Task RunTicks(int ticks)
{
await Pair.RunTicksSync(ticks);
}
protected async Task RunSeconds(float seconds)
{
await Pair.RunSeconds(seconds);
}
#endregion
#region BUI
/// <summary>
/// Sends a bui message using the given bui key.
/// </summary>
protected async Task SendBui(Enum key, BoundUserInterfaceMessage msg, EntityUid? _ = null)
{
if (!TryGetBui(key, out var bui))
return;
await Client.WaitPost(() => bui.SendMessage(msg));
// allow for client -> server and server -> client messages to be sent.
await RunTicks(15);
}
/// <summary>
/// Sends a bui message using the given bui key.
/// </summary>
protected async Task CloseBui(Enum key, EntityUid? _ = null)
{
if (!TryGetBui(key, out var bui))
return;
await Client.WaitPost(() => bui.Close());
// allow for client -> server and server -> client messages to be sent.
await RunTicks(15);
}
protected bool TryGetBui(Enum key, [NotNullWhen(true)] out BoundUserInterface? bui, NetEntity? target = null, bool shouldSucceed = true)
{
bui = null;
target ??= Target;
if (target == null)
{
Assert.Fail("No target specified");
return false;
}
if (!CEntMan.TryGetComponent<UserInterfaceComponent>(CEntMan.GetEntity(target), out var ui))
{
if (shouldSucceed)
Assert.Fail($"Entity {SEntMan.ToPrettyString(SEntMan.GetEntity(target.Value))} does not have a bui component");
return false;
}
if (!ui.ClientOpenInterfaces.TryGetValue(key, out bui))
{
if (shouldSucceed)
Assert.Fail($"Entity {SEntMan.ToPrettyString(SEntMan.GetEntity(target.Value))} does not have an open bui with key {key.GetType()}.{key}.");
return false;
}
var bui2 = bui;
Assert.Multiple(() =>
{
Assert.That(bui2.UiKey, Is.EqualTo(key), $"Bound user interface {bui2} is indexed by a key other than the one assigned to it somehow. {bui2.UiKey} != {key}");
Assert.That(shouldSucceed, Is.True);
});
return true;
}
#endregion
#region UI
/// <summary>
/// Presses and releases a button on some client-side window. Will fail if the button cannot be found.
/// </summary>
protected async Task ClickControl<TWindow>(string name) where TWindow : BaseWindow
{
await ClickControl(GetControl<TWindow, Control>(name));
}
/// <summary>
/// Simulates a click and release at the center of some UI Constrol.
/// </summary>
protected async Task ClickControl(Control control)
{
var screenCoords = new ScreenCoordinates(
control.GlobalPixelPosition + control.PixelSize / 2,
control.Window?.Id ?? default);
var relativePos = screenCoords.Position / control.UIScale - control.GlobalPosition;
var relativePixelPos = screenCoords.Position - control.GlobalPixelPosition;
var args = new GUIBoundKeyEventArgs(
EngineKeyFunctions.UIClick,
BoundKeyState.Down,
screenCoords,
default,
relativePos,
relativePixelPos);
await Client.DoGuiEvent(control, args);
await RunTicks(1);
args = new GUIBoundKeyEventArgs(
EngineKeyFunctions.UIClick,
BoundKeyState.Up,
screenCoords,
default,
relativePos,
relativePixelPos);
await Client.DoGuiEvent(control, args);
await RunTicks(1);
}
/// <summary>
/// Attempts to find a control on some client-side window. Will fail if the control cannot be found.
/// </summary>
protected TControl GetControl<TWindow, TControl>(string name)
where TWindow : BaseWindow
where TControl : Control
{
var control = GetControl<TWindow>(name);
Assert.That(control.GetType().IsAssignableTo(typeof(TControl)));
return (TControl) control;
}
protected Control GetControl<TWindow>(string name) where TWindow : BaseWindow
{
const BindingFlags flags = BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic;
var field = typeof(TWindow).GetField(name, flags);
var prop = typeof(TWindow).GetProperty(name, flags);
if (field == null && prop == null)
{
Assert.Fail($"Window {typeof(TWindow).Name} does not have a field or property named {name}");
return default!;
}
var window = GetWindow<TWindow>();
var fieldOrProp = field?.GetValue(window) ?? prop?.GetValue(window);
if (fieldOrProp is not Control control)
{
Assert.Fail($"{name} was null or was not a control.");
return default!;
}
return control;
}
/// <summary>
/// Attempts to find a currently open client-side window. Will fail if the window cannot be found.
/// </summary>
/// <remarks>
/// Note that this just returns the very first open window of this type that is found.
/// </remarks>
protected TWindow GetWindow<TWindow>() where TWindow : BaseWindow
{
if (TryFindWindow(out TWindow? window))
return window;
Assert.Fail($"Could not find a window assignable to {nameof(TWindow)}");
return default!;
}
/// <summary>
/// Attempts to find a currently open client-side window.
/// </summary>
/// <remarks>
/// Note that this just returns the very first open window of this type that is found.
/// </remarks>
protected bool TryFindWindow<TWindow>([NotNullWhen(true)] out TWindow? window) where TWindow : BaseWindow
{
TryFindWindow(typeof(TWindow), out var control);
window = control as TWindow;
return window != null;
}
/// <summary>
/// Attempts to find a currently open client-side window.
/// </summary>
/// <remarks>
/// Note that this just returns the very first open window of this type that is found.
/// </remarks>
protected bool TryFindWindow(Type type, [NotNullWhen(true)] out BaseWindow? window)
{
Assert.That(type.IsAssignableTo(typeof(BaseWindow)));
window = UiMan.WindowRoot.Children
.OfType<BaseWindow>()
.Where(x => x.IsOpen)
.FirstOrDefault(x => x.GetType().IsAssignableTo(type));
return window != null;
}
#endregion
#region Power
protected void ToggleNeedPower(NetEntity? target = null)
{
var comp = Comp<ApcPowerReceiverComponent>(target);
comp.NeedsPower = !comp.NeedsPower;
}
#endregion
#region Map Setup
/// <summary>
/// Adds gravity to a given entity. Defaults to the grid if no entity is specified.
/// </summary>
protected async Task AddGravity(EntityUid? uid = null)
{
var target = uid ?? MapData.Grid;
await Server.WaitPost(() =>
{
var gravity = SEntMan.EnsureComponent<GravityComponent>(target);
SEntMan.System<GravitySystem>().EnableGravity(target, gravity);
});
}
/// <summary>
/// Adds a default atmosphere to the test map.
/// </summary>
protected async Task AddAtmosphere(EntityUid? uid = null)
{
var target = uid ?? MapData.MapUid;
await Server.WaitPost(() =>
{
var atmosSystem = SEntMan.System<AtmosphereSystem>();
var moles = new float[Atmospherics.AdjustedNumberOfGases];
moles[(int) Gas.Oxygen] = 21.824779f;
moles[(int) Gas.Nitrogen] = 82.10312f;
atmosSystem.SetMapAtmosphere(target, false, new GasMixture(moles, Atmospherics.T20C));
});
}
#endregion
#region Inputs
/// <summary>
/// Make the client press and then release a key. This assumes the key is currently released.
/// </summary>
protected async Task PressKey(
BoundKeyFunction key,
int ticks = 1,
NetCoordinates? coordinates = null,
NetEntity cursorEntity = default)
{
await SetKey(key, BoundKeyState.Down, coordinates, cursorEntity);
await RunTicks(ticks);
await SetKey(key, BoundKeyState.Up, coordinates, cursorEntity);
await RunTicks(1);
}
/// <summary>
/// Make the client press or release a key
/// </summary>
protected async Task SetKey(
BoundKeyFunction key,
BoundKeyState state,
NetCoordinates? coordinates = null,
NetEntity cursorEntity = default)
{
var coords = coordinates ?? TargetCoords;
ScreenCoordinates screen = default;
var funcId = InputManager.NetworkBindMap.KeyFunctionID(key);
var message = new ClientFullInputCmdMessage(CTiming.CurTick, CTiming.TickFraction, funcId)
{
State = state,
Coordinates = CEntMan.GetCoordinates(coords),
ScreenCoordinates = screen,
Uid = CEntMan.GetEntity(cursorEntity),
};
await Client.WaitPost(() => InputSystem.HandleInputCommand(ClientSession, key, message));
}
/// <summary>
/// Variant of <see cref="SetKey"/> for setting movement keys.
/// </summary>
protected async Task SetMovementKey(DirectionFlag dir, BoundKeyState state)
{
if ((dir & DirectionFlag.South) != 0)
await SetKey(EngineKeyFunctions.MoveDown, state);
if ((dir & DirectionFlag.East) != 0)
await SetKey(EngineKeyFunctions.MoveRight, state);
if ((dir & DirectionFlag.North) != 0)
await SetKey(EngineKeyFunctions.MoveUp, state);
if ((dir & DirectionFlag.West) != 0)
await SetKey(EngineKeyFunctions.MoveLeft, state);
}
/// <summary>
/// Make the client hold the move key in some direction for some amount of time.
/// </summary>
protected async Task Move(DirectionFlag dir, float seconds)
{
await SetMovementKey(dir, BoundKeyState.Down);
await RunSeconds(seconds);
await SetMovementKey(dir, BoundKeyState.Up);
await RunTicks(1);
}
#endregion
#region Networking
protected EntityUid ToServer(NetEntity nent) => SEntMan.GetEntity(nent);
protected EntityUid ToClient(NetEntity nent) => CEntMan.GetEntity(nent);
protected EntityUid? ToServer(NetEntity? nent) => SEntMan.GetEntity(nent);
protected EntityUid? ToClient(NetEntity? nent) => CEntMan.GetEntity(nent);
protected EntityUid ToServer(EntityUid cuid) => SEntMan.GetEntity(CEntMan.GetNetEntity(cuid));
protected EntityUid ToClient(EntityUid cuid) => CEntMan.GetEntity(SEntMan.GetNetEntity(cuid));
protected EntityUid? ToServer(EntityUid? cuid) => SEntMan.GetEntity(CEntMan.GetNetEntity(cuid));
protected EntityUid? ToClient(EntityUid? cuid) => CEntMan.GetEntity(SEntMan.GetNetEntity(cuid));
protected EntityCoordinates ToServer(NetCoordinates coords) => SEntMan.GetCoordinates(coords);
protected EntityCoordinates ToClient(NetCoordinates coords) => CEntMan.GetCoordinates(coords);
protected EntityCoordinates? ToServer(NetCoordinates? coords) => SEntMan.GetCoordinates(coords);
protected EntityCoordinates? ToClient(NetCoordinates? coords) => CEntMan.GetCoordinates(coords);
#endregion
#region Metadata & Transforms
protected MetaDataComponent Meta(NetEntity uid) => Meta(ToServer(uid));
protected MetaDataComponent Meta(EntityUid uid) => SEntMan.GetComponent<MetaDataComponent>(uid);
protected TransformComponent Xform(NetEntity uid) => Xform(ToServer(uid));
protected TransformComponent Xform(EntityUid uid) => SEntMan.GetComponent<TransformComponent>(uid);
protected EntityCoordinates Position(NetEntity uid) => Position(ToServer(uid));
protected EntityCoordinates Position(EntityUid uid) => Xform(uid).Coordinates;
#endregion
}