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https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-29 23:57:29 +00:00
Allow station tiles to be placed on solid ground and other platings. (#38898)
* WORK IN PROGRESS 1 * ITS ALIVE, ALIVE!!!! * clean up * WIP 1 * fix small oversight * big diff of doom * added CVAR to tile history stack size * component time * filescoped namespaces + remove redundant nametag * fix silly little mistakes * typo * TileStacksTest * bweeeeeeh :P * nuke cvar * :3 * WIP2025 * Fix submodule * It's beginning to look a lot like Christmas * It's the Most Wonderful Time of the Year * tiny fix * fixed extra spacing on yaml * slightly improve tilestacking test * Part 1 out of 2 (part 2 tomorrow) * Part 2 * add a simple tile construction test for tilestacking * guh * address reviews (no documentation yet) * documentation be upon ye * remove extra spaces * prediction fix * dirt * oops :p --------- Co-authored-by: Killerqu00 <killerqueen1777@gmail.com> Co-authored-by: Killerqu00 <47712032+Killerqu00@users.noreply.github.com> Co-authored-by: ScarKy0 <scarky0@onet.eu>
This commit is contained in:
committed by
BarryNorfolk
co-authored by
Killerqu00
Killerqu00
ScarKy0
parent
297276dcc3
commit
b9896377ad
@@ -194,7 +194,7 @@ public sealed class RCDTest : InteractionTest
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// Deconstruct the steel tile.
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await Interact(null, pEast);
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await RunSeconds(settingDeconstructTile.Delay + 1); // wait for the deconstruction to finish
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await AssertTile(Lattice, FromServer(pEast));
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await AssertTile(Plating, FromServer(pEast));
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// Check that the cost of the deconstruction was subtracted from the current charges.
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newCharges = sCharges.GetCurrentCharges(ToServer(rcd));
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@@ -12,6 +12,7 @@ public abstract partial class InteractionTest
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protected const string FloorItem = "FloorTileItemSteel";
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protected const string Plating = "Plating";
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protected const string Lattice = "Lattice";
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protected const string PlatingBrass = "PlatingBrass";
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// Structures
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protected const string Airlock = "Airlock";
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@@ -100,4 +100,25 @@ public sealed class TileConstructionTests : InteractionTest
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await AssertEntityLookup((FloorItem, 1));
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}
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/// <summary>
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/// Test brassPlating -> floor -> brassPlating using tilestacking
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/// </summary>
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[Test]
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public async Task BrassPlatingPlace()
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{
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await SetTile(PlatingBrass);
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// Brass Plating -> Tile
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await InteractUsing(FloorItem);
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Assert.That(HandSys.GetActiveItem((SEntMan.GetEntity(Player), Hands)), Is.Null);
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await AssertTile(Floor);
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AssertGridCount(1);
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// Tile -> Brass Plating
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await InteractUsing(Pry);
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await AssertTile(PlatingBrass);
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AssertGridCount(1);
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await AssertEntityLookup((FloorItem, 1));
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}
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}
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@@ -0,0 +1,66 @@
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using System.Collections.Generic;
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using System.Linq;
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using Content.Shared.CCVar;
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using Content.Shared.Maps;
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using Robust.Shared.Configuration;
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using Robust.Shared.Prototypes;
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namespace Content.IntegrationTests.Tests.Tiles;
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public sealed class TileStackRecursionTest
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{
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[Test]
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public async Task TestBaseTurfRecursion()
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{
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await using var pair = await PoolManager.GetServerClient();
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var protoMan = pair.Server.ResolveDependency<IPrototypeManager>();
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var cfg = pair.Server.ResolveDependency<IConfigurationManager>();
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var maxTileHistoryLength = cfg.GetCVar(CCVars.TileStackLimit);
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Assert.That(protoMan.TryGetInstances<ContentTileDefinition>(out var tiles));
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Assert.That(tiles, Is.Not.EqualTo(null));
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//store the distance from the root node to the given tile node
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var nodes = new List<(ProtoId<ContentTileDefinition>, int)>();
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//each element of list is a connection from BaseTurf tile to tile that goes on it
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var edges = new List<(ProtoId<ContentTileDefinition>, ProtoId<ContentTileDefinition>)>();
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foreach (var ctdef in tiles!.Values)
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{
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//at first, each node is unexplored and has infinite distance to root.
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//we use space node as root - everything is supposed to start at space, and it's hardcoded into the game anyway.
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if (ctdef.ID == ContentTileDefinition.SpaceID)
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{
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nodes.Insert(0, (ctdef.ID, 0)); //space is the first element
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continue;
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}
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Assert.That(ctdef.BaseTurf != ctdef.ID);
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nodes.Add((ctdef.ID, int.MaxValue));
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if (ctdef.BaseTurf != null)
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edges.Add((ctdef.BaseTurf.Value, ctdef.ID));
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Assert.That(ctdef.BaseWhitelist, Does.Not.Contain(ctdef.ID));
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edges.AddRange(ctdef.BaseWhitelist.Select(possibleTurf =>
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(possibleTurf, new ProtoId<ContentTileDefinition>(ctdef.ID))));
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}
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Bfs(nodes, edges, maxTileHistoryLength);
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await pair.CleanReturnAsync();
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}
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private void Bfs(List<(ProtoId<ContentTileDefinition>, int)> nodes, List<(ProtoId<ContentTileDefinition>, ProtoId<ContentTileDefinition>)> edges, int depthLimit)
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{
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var root = nodes[0];
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var queue = new Queue<(ProtoId<ContentTileDefinition>, int)>();
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queue.Enqueue(root);
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while (queue.Count != 0)
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{
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var u = queue.Dequeue();
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//get a list of tiles that can be put on this tile
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var adj = edges.Where(n => n.Item1 == u.Item1).Select(n => n.Item2);
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var adjNodes = nodes.Where(n => adj.Contains(n.Item1)).ToList();
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foreach (var node in adjNodes)
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{
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var adjNode = node;
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adjNode.Item2 = u.Item2 + 1;
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Assert.That(adjNode.Item2, Is.LessThanOrEqualTo(depthLimit)); //we can doomstack tiles on top of each other. Bad!
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queue.Enqueue(adjNode);
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}
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}
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}
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}
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