Files
tbd-station-14/Content.IntegrationTests/Tests/Destructible/DestructibleThresholdActivationTest.cs
Kara 818b07ecf8 Destruction & impact sound rework pass 1 (#24282)
* Various sounds ported

* Replace wall_bonk.ogg

* Metal/metalglass break sound pass

* Replace metalbreak.ogg

* Replace woodhit

* Replcae tap.ogg n some smack uses

* Fix lint

* Replace bang.ogg and some instances of hit_kick.ogg

* couple more

* fix wood sound

* i may be stupid

* le attributing

* bro what

* standardize more destruction sounds

* fix melee hit sound cutting off

* window threshold sounds and remove `destroySound` it literally doesnt exist
2024-01-19 10:33:07 -05:00

294 lines
14 KiB
C#

using System.Linq;
using Content.Server.Destructible;
using Content.Server.Destructible.Thresholds;
using Content.Server.Destructible.Thresholds.Behaviors;
using Content.Server.Destructible.Thresholds.Triggers;
using Content.Shared.Damage;
using Content.Shared.Damage.Prototypes;
using Content.Shared.FixedPoint;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.GameObjects;
using Robust.Shared.Prototypes;
using static Content.IntegrationTests.Tests.Destructible.DestructibleTestPrototypes;
namespace Content.IntegrationTests.Tests.Destructible
{
[TestFixture]
[TestOf(typeof(DestructibleComponent))]
[TestOf(typeof(DamageThreshold))]
public sealed class DestructibleThresholdActivationTest
{
[Test]
public async Task Test()
{
await using var pair = await PoolManager.GetServerClient();
var server = pair.Server;
var sEntityManager = server.ResolveDependency<IEntityManager>();
var sPrototypeManager = server.ResolveDependency<IPrototypeManager>();
var sEntitySystemManager = server.ResolveDependency<IEntitySystemManager>();
var audio = sEntitySystemManager.GetEntitySystem<SharedAudioSystem>();
var testMap = await pair.CreateTestMap();
EntityUid sDestructibleEntity = default;
DamageableComponent sDamageableComponent = null;
DestructibleComponent sDestructibleComponent = null;
TestDestructibleListenerSystem sTestThresholdListenerSystem = null;
DamageableSystem sDamageableSystem = null;
await server.WaitPost(() =>
{
var coordinates = testMap.GridCoords;
sDestructibleEntity = sEntityManager.SpawnEntity(DestructibleEntityId, coordinates);
sDamageableComponent = sEntityManager.GetComponent<DamageableComponent>(sDestructibleEntity);
sDestructibleComponent = sEntityManager.GetComponent<DestructibleComponent>(sDestructibleEntity);
sTestThresholdListenerSystem = sEntitySystemManager.GetEntitySystem<TestDestructibleListenerSystem>();
sTestThresholdListenerSystem.ThresholdsReached.Clear();
sDamageableSystem = sEntitySystemManager.GetEntitySystem<DamageableSystem>();
});
await server.WaitRunTicks(5);
await server.WaitAssertion(() =>
{
Assert.That(sTestThresholdListenerSystem.ThresholdsReached, Is.Empty);
});
await server.WaitAssertion(() =>
{
var bluntDamage = new DamageSpecifier(sPrototypeManager.Index<DamageTypePrototype>("TestBlunt"), 10);
sDamageableSystem.TryChangeDamage(sDestructibleEntity, bluntDamage, true);
// No thresholds reached yet, the earliest one is at 20 damage
Assert.That(sTestThresholdListenerSystem.ThresholdsReached, Is.Empty);
sDamageableSystem.TryChangeDamage(sDestructibleEntity, bluntDamage, true);
// Only one threshold reached, 20
Assert.That(sTestThresholdListenerSystem.ThresholdsReached, Has.Count.EqualTo(1));
// Threshold 20
var msg = sTestThresholdListenerSystem.ThresholdsReached[0];
var threshold = msg.Threshold;
// Check that it matches the YAML prototype
Assert.Multiple(() =>
{
Assert.That(threshold.Behaviors, Is.Empty);
Assert.That(threshold.Trigger, Is.Not.Null);
Assert.That(threshold.Triggered, Is.True);
});
sTestThresholdListenerSystem.ThresholdsReached.Clear();
sDamageableSystem.TryChangeDamage(sDestructibleEntity, bluntDamage * 3, true);
// One threshold reached, 50, since 20 already triggered before and it has not been healed below that amount
Assert.That(sTestThresholdListenerSystem.ThresholdsReached, Has.Count.EqualTo(1));
// Threshold 50
msg = sTestThresholdListenerSystem.ThresholdsReached[0];
threshold = msg.Threshold;
// Check that it matches the YAML prototype
Assert.That(threshold.Behaviors, Has.Count.EqualTo(3));
var soundThreshold = (PlaySoundBehavior) threshold.Behaviors[0];
var spawnThreshold = (SpawnEntitiesBehavior) threshold.Behaviors[1];
var actsThreshold = (DoActsBehavior) threshold.Behaviors[2];
Assert.Multiple(() =>
{
Assert.That(actsThreshold.Acts, Is.EqualTo(ThresholdActs.Breakage));
Assert.That(spawnThreshold.Spawn, Is.Not.Null);
Assert.That(spawnThreshold.Spawn, Has.Count.EqualTo(1));
Assert.That(spawnThreshold.Spawn.Single().Key, Is.EqualTo(SpawnedEntityId));
Assert.That(spawnThreshold.Spawn.Single().Value.Min, Is.EqualTo(1));
Assert.That(spawnThreshold.Spawn.Single().Value.Max, Is.EqualTo(1));
Assert.That(threshold.Trigger, Is.Not.Null);
Assert.That(threshold.Triggered, Is.True);
});
sTestThresholdListenerSystem.ThresholdsReached.Clear();
// Damage for 50 again, up to 100 now
sDamageableSystem.TryChangeDamage(sDestructibleEntity, bluntDamage * 5, true);
// No thresholds reached as they weren't healed below the trigger amount
Assert.That(sTestThresholdListenerSystem.ThresholdsReached, Is.Empty);
// Set damage to 0
sDamageableSystem.SetAllDamage(sDestructibleEntity, sDamageableComponent, 0);
// Damage for 100, up to 100
sDamageableSystem.TryChangeDamage(sDestructibleEntity, bluntDamage * 10, true);
// Two thresholds reached as damage increased past the previous, 20 and 50
Assert.That(sTestThresholdListenerSystem.ThresholdsReached, Has.Count.EqualTo(2));
sTestThresholdListenerSystem.ThresholdsReached.Clear();
// Heal the entity for 40 damage, down to 60
sDamageableSystem.TryChangeDamage(sDestructibleEntity, bluntDamage * -4, true);
// ThresholdsLookup don't work backwards
Assert.That(sTestThresholdListenerSystem.ThresholdsReached, Is.Empty);
// Damage for 10, up to 70
sDamageableSystem.TryChangeDamage(sDestructibleEntity, bluntDamage, true);
// Not enough healing to de-trigger a threshold
Assert.That(sTestThresholdListenerSystem.ThresholdsReached, Is.Empty);
// Heal by 30, down to 40
sDamageableSystem.TryChangeDamage(sDestructibleEntity, bluntDamage * -3, true);
// ThresholdsLookup don't work backwards
Assert.That(sTestThresholdListenerSystem.ThresholdsReached, Is.Empty);
// Damage up to 50 again
sDamageableSystem.TryChangeDamage(sDestructibleEntity, bluntDamage, true);
// The 50 threshold should have triggered again, after being healed
Assert.That(sTestThresholdListenerSystem.ThresholdsReached, Has.Count.EqualTo(1));
msg = sTestThresholdListenerSystem.ThresholdsReached[0];
threshold = msg.Threshold;
// Check that it matches the YAML prototype
Assert.That(threshold.Behaviors, Has.Count.EqualTo(3));
soundThreshold = (PlaySoundBehavior) threshold.Behaviors[0];
spawnThreshold = (SpawnEntitiesBehavior) threshold.Behaviors[1];
actsThreshold = (DoActsBehavior) threshold.Behaviors[2];
// Check that it matches the YAML prototype
Assert.Multiple(() =>
{
Assert.That(actsThreshold.Acts, Is.EqualTo(ThresholdActs.Breakage));
Assert.That(spawnThreshold.Spawn, Is.Not.Null);
Assert.That(spawnThreshold.Spawn, Has.Count.EqualTo(1));
Assert.That(spawnThreshold.Spawn.Single().Key, Is.EqualTo(SpawnedEntityId));
Assert.That(spawnThreshold.Spawn.Single().Value.Min, Is.EqualTo(1));
Assert.That(spawnThreshold.Spawn.Single().Value.Max, Is.EqualTo(1));
Assert.That(threshold.Trigger, Is.Not.Null);
Assert.That(threshold.Triggered, Is.True);
});
// Reset thresholds reached
sTestThresholdListenerSystem.ThresholdsReached.Clear();
// Heal all damage
sDamageableSystem.SetAllDamage(sDestructibleEntity, sDamageableComponent, 0);
// Damage up to 50
sDamageableSystem.TryChangeDamage(sDestructibleEntity, bluntDamage * 5, true);
Assert.Multiple(() =>
{
// Check that the total damage matches
Assert.That(sDamageableComponent.TotalDamage, Is.EqualTo(FixedPoint2.New(50)));
// Both thresholds should have triggered
Assert.That(sTestThresholdListenerSystem.ThresholdsReached, Has.Exactly(2).Items);
});
// Verify the first one, should be the lowest one (20)
msg = sTestThresholdListenerSystem.ThresholdsReached[0];
var trigger = (DamageTrigger) msg.Threshold.Trigger;
Assert.Multiple(() =>
{
Assert.That(trigger, Is.Not.Null);
Assert.That(trigger.Damage, Is.EqualTo(20));
});
threshold = msg.Threshold;
// Check that it matches the YAML prototype
Assert.That(threshold.Behaviors, Is.Empty);
// Verify the second one, should be the highest one (50)
msg = sTestThresholdListenerSystem.ThresholdsReached[1];
trigger = (DamageTrigger) msg.Threshold.Trigger;
Assert.Multiple(() =>
{
Assert.That(trigger, Is.Not.Null);
Assert.That(trigger.Damage, Is.EqualTo(50));
});
threshold = msg.Threshold;
Assert.That(threshold.Behaviors, Has.Count.EqualTo(3));
soundThreshold = (PlaySoundBehavior) threshold.Behaviors[0];
spawnThreshold = (SpawnEntitiesBehavior) threshold.Behaviors[1];
actsThreshold = (DoActsBehavior) threshold.Behaviors[2];
// Check that it matches the YAML prototype
Assert.Multiple(() =>
{
Assert.That(actsThreshold.Acts, Is.EqualTo(ThresholdActs.Breakage));
Assert.That(spawnThreshold.Spawn, Is.Not.Null);
Assert.That(spawnThreshold.Spawn, Has.Count.EqualTo(1));
Assert.That(spawnThreshold.Spawn.Single().Key, Is.EqualTo(SpawnedEntityId));
Assert.That(spawnThreshold.Spawn.Single().Value.Min, Is.EqualTo(1));
Assert.That(spawnThreshold.Spawn.Single().Value.Max, Is.EqualTo(1));
Assert.That(threshold.Trigger, Is.Not.Null);
Assert.That(threshold.Triggered, Is.True);
});
// Reset thresholds reached
sTestThresholdListenerSystem.ThresholdsReached.Clear();
// Heal the entity completely
sDamageableSystem.SetAllDamage(sDestructibleEntity, sDamageableComponent, 0);
// Check that the entity has 0 damage
Assert.That(sDamageableComponent.TotalDamage, Is.EqualTo(FixedPoint2.Zero));
// Set both thresholds to only trigger once
foreach (var destructibleThreshold in sDestructibleComponent.Thresholds)
{
Assert.That(destructibleThreshold.Trigger, Is.Not.Null);
destructibleThreshold.TriggersOnce = true;
}
// Damage the entity up to 50 damage again
sDamageableSystem.TryChangeDamage(sDestructibleEntity, bluntDamage * 5, true);
Assert.Multiple(() =>
{
// Check that the total damage matches
Assert.That(sDamageableComponent.TotalDamage, Is.EqualTo(FixedPoint2.New(50)));
// No thresholds should have triggered as they were already triggered before, and they are set to only trigger once
Assert.That(sTestThresholdListenerSystem.ThresholdsReached, Is.Empty);
});
// Set both thresholds to trigger multiple times
foreach (var destructibleThreshold in sDestructibleComponent.Thresholds)
{
Assert.That(destructibleThreshold.Trigger, Is.Not.Null);
destructibleThreshold.TriggersOnce = false;
}
Assert.Multiple(() =>
{
// Check that the total damage matches
Assert.That(sDamageableComponent.TotalDamage, Is.EqualTo(FixedPoint2.New(50)));
// They shouldn't have been triggered by changing TriggersOnce
Assert.That(sTestThresholdListenerSystem.ThresholdsReached, Is.Empty);
});
});
await pair.CleanReturnAsync();
}
}
}