Files
tbd-station-14/Content.IntegrationTests/Tests/Round/JobTest.cs
Tayrtahn cfc0247e5c Code Cleanup: Integration Tests (#29584)
* Cleanup PuddleTest

* Cleanup GravityGridTest

* Cleanup PowerTest

* Cleanup SaveLoadMapTest

* Cleanup Body tests

* Cleanup ContainerOcclusionTest

* Cleanup AirlockTest

* Cleanup DamageableTest

* Cleanup EntityTest

* Cleanup FluidSpillTest

* Cleanup FollowerSystemTest

* Cleanup HandCuffTest

* Cleanup InteractionSystemTests

* Cleanup InRangeUnobstructed

* Cleanup SimplePredictReconcileTest

* Cleanup PostMapInitTest

* Cleanup SalvageTest

* Cleanup SaveLoadSaveTest

* Cleanup ShuttleTest

* Cleanup MaterialArbitrageTest

* Cleanup PrototypeSaveTest

* Fix ShuttleTest

* Bunch of small ones

* Move JobTests to Station directory

* More small fixes

* Cleanup InteractionTest.Helpers
Had to change a method signature, so some callers were modified too.

* Missed one
2024-07-03 10:01:37 +10:00

223 lines
7.8 KiB
C#

#nullable enable
using System.Collections.Generic;
using System.Linq;
using Content.IntegrationTests.Pair;
using Content.Server.GameTicking;
using Content.Server.Mind;
using Content.Server.Roles;
using Content.Shared.CCVar;
using Content.Shared.GameTicking;
using Content.Shared.Preferences;
using Content.Shared.Roles;
using Content.Shared.Roles.Jobs;
using Robust.Shared.Network;
using Robust.Shared.Prototypes;
namespace Content.IntegrationTests.Tests.Round;
[TestFixture]
public sealed class JobTest
{
private static readonly ProtoId<JobPrototype> Passenger = "Passenger";
private static readonly ProtoId<JobPrototype> Engineer = "StationEngineer";
private static readonly ProtoId<JobPrototype> Captain = "Captain";
private static string _map = "JobTestMap";
[TestPrototypes]
private static readonly string JobTestMap = @$"
- type: gameMap
id: {_map}
mapName: {_map}
mapPath: /Maps/Test/empty.yml
minPlayers: 0
stations:
Empty:
stationProto: StandardNanotrasenStation
components:
- type: StationNameSetup
mapNameTemplate: ""Empty""
- type: StationJobs
availableJobs:
{Passenger}: [ -1, -1 ]
{Engineer}: [ -1, -1 ]
{Captain}: [ 1, 1 ]
";
private void AssertJob(TestPair pair, ProtoId<JobPrototype> job, NetUserId? user = null, bool isAntag = false)
{
var jobSys = pair.Server.System<SharedJobSystem>();
var mindSys = pair.Server.System<MindSystem>();
var roleSys = pair.Server.System<RoleSystem>();
var ticker = pair.Server.System<GameTicker>();
user ??= pair.Client.User!.Value;
Assert.That(ticker.RunLevel, Is.EqualTo(GameRunLevel.InRound));
Assert.That(ticker.PlayerGameStatuses[user.Value], Is.EqualTo(PlayerGameStatus.JoinedGame));
var uid = pair.Server.PlayerMan.SessionsDict.GetValueOrDefault(user.Value)?.AttachedEntity;
Assert.That(pair.Server.EntMan.EntityExists(uid));
var mind = mindSys.GetMind(uid!.Value);
Assert.That(pair.Server.EntMan.EntityExists(mind));
Assert.That(jobSys.MindTryGetJobId(mind, out var actualJob));
Assert.That(actualJob, Is.EqualTo(job));
Assert.That(roleSys.MindIsAntagonist(mind), Is.EqualTo(isAntag));
}
/// <summary>
/// Simple test that checks that starting the round spawns the player into the test map as a passenger.
/// </summary>
[Test]
public async Task StartRoundTest()
{
await using var pair = await PoolManager.GetServerClient(new PoolSettings
{
DummyTicker = false,
Connected = true,
InLobby = true
});
pair.Server.CfgMan.SetCVar(CCVars.GameMap, _map);
var ticker = pair.Server.System<GameTicker>();
// Initially in the lobby
Assert.That(ticker.RunLevel, Is.EqualTo(GameRunLevel.PreRoundLobby));
Assert.That(pair.Client.AttachedEntity, Is.Null);
Assert.That(ticker.PlayerGameStatuses[pair.Client.User!.Value], Is.EqualTo(PlayerGameStatus.NotReadyToPlay));
// Ready up and start the round
ticker.ToggleReadyAll(true);
Assert.That(ticker.PlayerGameStatuses[pair.Client.User!.Value], Is.EqualTo(PlayerGameStatus.ReadyToPlay));
await pair.Server.WaitPost(() => ticker.StartRound());
await pair.RunTicksSync(10);
AssertJob(pair, Passenger);
await pair.Server.WaitPost(() => ticker.RestartRound());
await pair.CleanReturnAsync();
}
/// <summary>
/// Check that job preferences are respected.
/// </summary>
[Test]
public async Task JobPreferenceTest()
{
await using var pair = await PoolManager.GetServerClient(new PoolSettings
{
DummyTicker = false,
Connected = true,
InLobby = true
});
pair.Server.CfgMan.SetCVar(CCVars.GameMap, _map);
var ticker = pair.Server.System<GameTicker>();
Assert.That(ticker.RunLevel, Is.EqualTo(GameRunLevel.PreRoundLobby));
Assert.That(pair.Client.AttachedEntity, Is.Null);
await pair.SetJobPriorities((Passenger, JobPriority.Medium), (Engineer, JobPriority.High));
ticker.ToggleReadyAll(true);
await pair.Server.WaitPost(() => ticker.StartRound());
await pair.RunTicksSync(10);
AssertJob(pair, Engineer);
await pair.Server.WaitPost(() => ticker.RestartRound());
Assert.That(ticker.RunLevel, Is.EqualTo(GameRunLevel.PreRoundLobby));
await pair.SetJobPriorities((Passenger, JobPriority.High), (Engineer, JobPriority.Medium));
ticker.ToggleReadyAll(true);
await pair.Server.WaitPost(() => ticker.StartRound());
await pair.RunTicksSync(10);
AssertJob(pair, Passenger);
await pair.Server.WaitPost(() => ticker.RestartRound());
await pair.CleanReturnAsync();
}
/// <summary>
/// Check high priority jobs (e.g., captain) are selected before other roles, even if it means a player does not
/// get their preferred job.
/// </summary>
[Test]
public async Task JobWeightTest()
{
await using var pair = await PoolManager.GetServerClient(new PoolSettings
{
DummyTicker = false,
Connected = true,
InLobby = true
});
pair.Server.CfgMan.SetCVar(CCVars.GameMap, _map);
var ticker = pair.Server.System<GameTicker>();
Assert.That(ticker.RunLevel, Is.EqualTo(GameRunLevel.PreRoundLobby));
Assert.That(pair.Client.AttachedEntity, Is.Null);
var captain = pair.Server.ProtoMan.Index(Captain);
var engineer = pair.Server.ProtoMan.Index(Engineer);
var passenger = pair.Server.ProtoMan.Index(Passenger);
Assert.That(captain.Weight, Is.GreaterThan(engineer.Weight));
Assert.That(engineer.Weight, Is.EqualTo(passenger.Weight));
await pair.SetJobPriorities((Passenger, JobPriority.Medium), (Engineer, JobPriority.High), (Captain, JobPriority.Low));
ticker.ToggleReadyAll(true);
await pair.Server.WaitPost(() => ticker.StartRound());
await pair.RunTicksSync(10);
AssertJob(pair, Captain);
await pair.Server.WaitPost(() => ticker.RestartRound());
await pair.CleanReturnAsync();
}
/// <summary>
/// Check that jobs are preferentially given to players that have marked those jobs as higher priority.
/// </summary>
[Test]
public async Task JobPriorityTest()
{
await using var pair = await PoolManager.GetServerClient(new PoolSettings
{
DummyTicker = false,
Connected = true,
InLobby = true
});
pair.Server.CfgMan.SetCVar(CCVars.GameMap, _map);
var ticker = pair.Server.System<GameTicker>();
Assert.That(ticker.RunLevel, Is.EqualTo(GameRunLevel.PreRoundLobby));
Assert.That(pair.Client.AttachedEntity, Is.Null);
await pair.Server.AddDummySessions(5);
await pair.RunTicksSync(5);
var engineers = pair.Server.PlayerMan.Sessions.Select(x => x.UserId).ToList();
var captain = engineers[3];
engineers.RemoveAt(3);
await pair.SetJobPriorities(captain, (Captain, JobPriority.High), (Engineer, JobPriority.Medium));
foreach (var engi in engineers)
{
await pair.SetJobPriorities(engi, (Captain, JobPriority.Medium), (Engineer, JobPriority.High));
}
ticker.ToggleReadyAll(true);
await pair.Server.WaitPost(() => ticker.StartRound());
await pair.RunTicksSync(10);
AssertJob(pair, Captain, captain);
Assert.Multiple(() =>
{
foreach (var engi in engineers)
{
AssertJob(pair, Engineer, engi);
}
});
await pair.Server.WaitPost(() => ticker.RestartRound());
await pair.CleanReturnAsync();
}
}