mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-10 08:17:31 +00:00
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
408 lines
15 KiB
C#
408 lines
15 KiB
C#
using System.Numerics;
|
|
using Content.Server.Body.Systems;
|
|
using Content.Shared.Buckle;
|
|
using Content.Shared.ActionBlocker;
|
|
using Content.Shared.Body.Components;
|
|
using Content.Shared.Body.Part;
|
|
using Content.Shared.Buckle.Components;
|
|
using Content.Shared.Hands.Components;
|
|
using Content.Shared.Hands.EntitySystems;
|
|
using Content.Shared.Standing;
|
|
using Robust.Shared.GameObjects;
|
|
|
|
namespace Content.IntegrationTests.Tests.Buckle
|
|
{
|
|
[TestFixture]
|
|
[TestOf(typeof(BuckleComponent))]
|
|
[TestOf(typeof(StrapComponent))]
|
|
public sealed class BuckleTest
|
|
{
|
|
private const string BuckleDummyId = "BuckleDummy";
|
|
private const string StrapDummyId = "StrapDummy";
|
|
private const string ItemDummyId = "ItemDummy";
|
|
|
|
[TestPrototypes]
|
|
private const string Prototypes = $@"
|
|
- type: entity
|
|
name: {BuckleDummyId}
|
|
id: {BuckleDummyId}
|
|
components:
|
|
- type: Buckle
|
|
- type: Hands
|
|
- type: ComplexInteraction
|
|
- type: InputMover
|
|
- type: Body
|
|
prototype: Human
|
|
- type: StandingState
|
|
|
|
- type: entity
|
|
name: {StrapDummyId}
|
|
id: {StrapDummyId}
|
|
components:
|
|
- type: Strap
|
|
|
|
- type: entity
|
|
name: {ItemDummyId}
|
|
id: {ItemDummyId}
|
|
components:
|
|
- type: Item
|
|
";
|
|
|
|
[Test]
|
|
public async Task BuckleUnbuckleCooldownRangeTest()
|
|
{
|
|
await using var pair = await PoolManager.GetServerClient();
|
|
var server = pair.Server;
|
|
|
|
var testMap = await pair.CreateTestMap();
|
|
var coordinates = testMap.GridCoords;
|
|
var entityManager = server.ResolveDependency<IEntityManager>();
|
|
var actionBlocker = entityManager.System<ActionBlockerSystem>();
|
|
var buckleSystem = entityManager.System<SharedBuckleSystem>();
|
|
var standingState = entityManager.System<StandingStateSystem>();
|
|
var xformSystem = entityManager.System<SharedTransformSystem>();
|
|
|
|
EntityUid human = default;
|
|
EntityUid chair = default;
|
|
BuckleComponent buckle = null;
|
|
StrapComponent strap = null;
|
|
|
|
await server.WaitAssertion(() =>
|
|
{
|
|
human = entityManager.SpawnEntity(BuckleDummyId, coordinates);
|
|
chair = entityManager.SpawnEntity(StrapDummyId, coordinates);
|
|
|
|
// Default state, unbuckled
|
|
Assert.That(entityManager.TryGetComponent(human, out buckle));
|
|
Assert.Multiple(() =>
|
|
{
|
|
Assert.That(buckle, Is.Not.Null);
|
|
Assert.That(buckle.BuckledTo, Is.Null);
|
|
Assert.That(buckle.Buckled, Is.False);
|
|
Assert.That(actionBlocker.CanMove(human));
|
|
Assert.That(actionBlocker.CanChangeDirection(human));
|
|
Assert.That(standingState.Down(human));
|
|
Assert.That(standingState.Stand(human));
|
|
});
|
|
|
|
// Default state, no buckled entities, strap
|
|
Assert.That(entityManager.TryGetComponent(chair, out strap));
|
|
Assert.Multiple(() =>
|
|
{
|
|
Assert.That(strap, Is.Not.Null);
|
|
Assert.That(strap.BuckledEntities, Is.Empty);
|
|
});
|
|
|
|
// Side effects of buckling
|
|
Assert.That(buckleSystem.TryBuckle(human, human, chair, buckle));
|
|
Assert.Multiple(() =>
|
|
{
|
|
Assert.That(buckle.BuckledTo, Is.Not.Null);
|
|
Assert.That(buckle.Buckled);
|
|
|
|
Assert.That(actionBlocker.CanMove(human), Is.False);
|
|
Assert.That(actionBlocker.CanChangeDirection(human));
|
|
Assert.That(standingState.Down(human), Is.False);
|
|
Assert.That(
|
|
(xformSystem.GetWorldPosition(human) - xformSystem.GetWorldPosition(chair)).LengthSquared,
|
|
Is.LessThanOrEqualTo(0)
|
|
);
|
|
|
|
// Side effects of buckling for the strap
|
|
Assert.That(strap.BuckledEntities, Does.Contain(human));
|
|
});
|
|
|
|
#pragma warning disable NUnit2045 // Interdependent asserts.
|
|
// Trying to buckle while already buckled fails
|
|
Assert.That(buckleSystem.TryBuckle(human, human, chair, buckle), Is.False);
|
|
|
|
// Trying to unbuckle too quickly fails
|
|
Assert.That(buckleSystem.TryUnbuckle(human, human, buckleComp: buckle), Is.False);
|
|
Assert.That(buckle.Buckled);
|
|
Assert.That(buckleSystem.TryUnbuckle(human, human), Is.False);
|
|
Assert.That(buckle.Buckled);
|
|
#pragma warning restore NUnit2045
|
|
});
|
|
|
|
// Wait enough ticks for the unbuckling cooldown to run out
|
|
await server.WaitRunTicks(60);
|
|
|
|
await server.WaitAssertion(() =>
|
|
{
|
|
#pragma warning disable NUnit2045 // Interdependent asserts.
|
|
Assert.That(buckle.Buckled);
|
|
// Still buckled
|
|
#pragma warning restore NUnit2045
|
|
|
|
// Unbuckle
|
|
Assert.That(buckleSystem.TryUnbuckle(human, human, buckleComp: buckle));
|
|
Assert.Multiple(() =>
|
|
{
|
|
Assert.That(buckle.BuckledTo, Is.Null);
|
|
Assert.That(buckle.Buckled, Is.False);
|
|
Assert.That(actionBlocker.CanMove(human));
|
|
Assert.That(actionBlocker.CanChangeDirection(human));
|
|
Assert.That(standingState.Down(human));
|
|
|
|
// Unbuckle, strap
|
|
Assert.That(strap.BuckledEntities, Is.Empty);
|
|
});
|
|
|
|
#pragma warning disable NUnit2045 // Interdependent asserts.
|
|
// Re-buckling has no cooldown
|
|
Assert.That(buckleSystem.TryBuckle(human, human, chair, buckleComp: buckle));
|
|
Assert.That(buckle.Buckled);
|
|
|
|
// On cooldown
|
|
Assert.That(buckleSystem.TryUnbuckle(human, human, buckleComp: buckle), Is.False);
|
|
Assert.That(buckle.Buckled);
|
|
Assert.That(buckleSystem.TryUnbuckle(human, human), Is.False);
|
|
Assert.That(buckle.Buckled);
|
|
Assert.That(buckleSystem.TryUnbuckle(human, human), Is.False);
|
|
Assert.That(buckle.Buckled);
|
|
#pragma warning restore NUnit2045
|
|
});
|
|
|
|
// Wait enough ticks for the unbuckling cooldown to run out
|
|
await server.WaitRunTicks(60);
|
|
|
|
await server.WaitAssertion(() =>
|
|
{
|
|
#pragma warning disable NUnit2045 // Interdependent asserts.
|
|
// Still buckled
|
|
Assert.That(buckle.Buckled);
|
|
|
|
// Unbuckle
|
|
Assert.That(buckleSystem.TryUnbuckle(human, human, buckleComp: buckle));
|
|
Assert.That(buckle.Buckled, Is.False);
|
|
#pragma warning restore NUnit2045
|
|
|
|
// Move away from the chair
|
|
var oldWorldPosition = xformSystem.GetWorldPosition(chair);
|
|
xformSystem.SetWorldPosition(human, oldWorldPosition + new Vector2(1000, 1000));
|
|
|
|
// Out of range
|
|
#pragma warning disable NUnit2045 // Interdependent asserts.
|
|
Assert.That(buckleSystem.TryBuckle(human, human, chair, buckleComp: buckle), Is.False);
|
|
Assert.That(buckleSystem.TryUnbuckle(human, human, buckleComp: buckle), Is.False);
|
|
#pragma warning restore NUnit2045
|
|
|
|
// Move near the chair
|
|
oldWorldPosition = xformSystem.GetWorldPosition(chair);
|
|
xformSystem.SetWorldPosition(human, oldWorldPosition + new Vector2(0.5f, 0));
|
|
|
|
// In range
|
|
#pragma warning disable NUnit2045 // Interdependent asserts.
|
|
Assert.That(buckleSystem.TryBuckle(human, human, chair, buckleComp: buckle));
|
|
Assert.That(buckle.Buckled);
|
|
Assert.That(buckleSystem.TryUnbuckle(human, human, buckleComp: buckle), Is.False);
|
|
Assert.That(buckle.Buckled);
|
|
#pragma warning restore NUnit2045
|
|
|
|
// Force unbuckle
|
|
buckleSystem.Unbuckle(human, human);
|
|
Assert.Multiple(() =>
|
|
{
|
|
Assert.That(buckle.Buckled, Is.False);
|
|
Assert.That(actionBlocker.CanMove(human));
|
|
Assert.That(actionBlocker.CanChangeDirection(human));
|
|
Assert.That(standingState.Down(human));
|
|
});
|
|
|
|
// Re-buckle
|
|
Assert.That(buckleSystem.TryBuckle(human, human, chair, buckleComp: buckle));
|
|
|
|
// Move away from the chair
|
|
oldWorldPosition = xformSystem.GetWorldPosition(chair);
|
|
xformSystem.SetWorldPosition(human, oldWorldPosition + new Vector2(1, 0));
|
|
});
|
|
|
|
await server.WaitRunTicks(1);
|
|
|
|
await server.WaitAssertion(() =>
|
|
{
|
|
// No longer buckled
|
|
Assert.Multiple(() =>
|
|
{
|
|
Assert.That(buckle.Buckled, Is.False);
|
|
Assert.That(buckle.BuckledTo, Is.Null);
|
|
Assert.That(strap.BuckledEntities, Is.Empty);
|
|
});
|
|
});
|
|
|
|
await pair.CleanReturnAsync();
|
|
}
|
|
|
|
[Test]
|
|
public async Task BuckledDyingDropItemsTest()
|
|
{
|
|
await using var pair = await PoolManager.GetServerClient();
|
|
var server = pair.Server;
|
|
|
|
var testMap = await pair.CreateTestMap();
|
|
var coordinates = testMap.GridCoords;
|
|
|
|
EntityUid human = default;
|
|
BuckleComponent buckle = null;
|
|
HandsComponent hands = null;
|
|
BodyComponent body = null;
|
|
|
|
await server.WaitIdleAsync();
|
|
|
|
var entityManager = server.ResolveDependency<IEntityManager>();
|
|
var handsSys = entityManager.EntitySysManager.GetEntitySystem<SharedHandsSystem>();
|
|
var buckleSystem = entityManager.EntitySysManager.GetEntitySystem<SharedBuckleSystem>();
|
|
var xformSystem = entityManager.System<SharedTransformSystem>();
|
|
|
|
await server.WaitAssertion(() =>
|
|
{
|
|
human = entityManager.SpawnEntity(BuckleDummyId, coordinates);
|
|
var chair = entityManager.SpawnEntity(StrapDummyId, coordinates);
|
|
|
|
// Component sanity check
|
|
Assert.Multiple(() =>
|
|
{
|
|
Assert.That(entityManager.TryGetComponent(human, out buckle));
|
|
Assert.That(entityManager.HasComponent<StrapComponent>(chair));
|
|
Assert.That(entityManager.TryGetComponent(human, out hands));
|
|
Assert.That(entityManager.TryGetComponent(human, out body));
|
|
});
|
|
|
|
// Buckle
|
|
Assert.That(buckleSystem.TryBuckle(human, human, chair, buckleComp: buckle));
|
|
Assert.Multiple(() =>
|
|
{
|
|
Assert.That(buckle.BuckledTo, Is.Not.Null);
|
|
Assert.That(buckle.Buckled);
|
|
});
|
|
|
|
// Put an item into every hand
|
|
for (var i = 0; i < hands.Count; i++)
|
|
{
|
|
var akms = entityManager.SpawnEntity(ItemDummyId, coordinates);
|
|
|
|
Assert.That(handsSys.TryPickupAnyHand(human, akms));
|
|
}
|
|
});
|
|
|
|
await server.WaitRunTicks(10);
|
|
|
|
await server.WaitAssertion(() =>
|
|
{
|
|
// Still buckled
|
|
Assert.That(buckle.Buckled);
|
|
|
|
// With items in all hands
|
|
foreach (var hand in hands.Hands.Keys)
|
|
{
|
|
Assert.That(handsSys.GetHeldItem((human, hands), hand), Is.Not.Null);
|
|
}
|
|
|
|
var bodySystem = entityManager.System<BodySystem>();
|
|
var legs = bodySystem.GetBodyChildrenOfType(human, BodyPartType.Leg, body);
|
|
|
|
// Break our guy's kneecaps
|
|
foreach (var leg in legs)
|
|
{
|
|
entityManager.DeleteEntity(leg.Id);
|
|
}
|
|
});
|
|
|
|
await server.WaitRunTicks(10);
|
|
|
|
await server.WaitAssertion(() =>
|
|
{
|
|
// Still buckled
|
|
//Assert.That(buckle.Buckled); // goob edit
|
|
// he's not supposed to be buckled with the new falling down system
|
|
// do i just did this :trollface:
|
|
|
|
// Now with no item in any hand
|
|
foreach (var hand in hands.Hands.Keys)
|
|
{
|
|
Assert.That(handsSys.GetHeldItem((human, hands), hand), Is.Null);
|
|
}
|
|
|
|
buckleSystem.Unbuckle(human, human);
|
|
Assert.That(buckle.Buckled, Is.False);
|
|
});
|
|
|
|
await pair.CleanReturnAsync();
|
|
}
|
|
|
|
[Test]
|
|
public async Task ForceUnbuckleBuckleTest()
|
|
{
|
|
await using var pair = await PoolManager.GetServerClient();
|
|
var server = pair.Server;
|
|
|
|
var testMap = await pair.CreateTestMap();
|
|
var coordinates = testMap.GridCoords;
|
|
var entityManager = server.ResolveDependency<IEntityManager>();
|
|
var buckleSystem = entityManager.System<SharedBuckleSystem>();
|
|
var xformSystem = entityManager.System<SharedTransformSystem>();
|
|
|
|
EntityUid human = default;
|
|
EntityUid chair = default;
|
|
BuckleComponent buckle = null;
|
|
|
|
await server.WaitAssertion(() =>
|
|
{
|
|
human = entityManager.SpawnEntity(BuckleDummyId, coordinates);
|
|
chair = entityManager.SpawnEntity(StrapDummyId, coordinates);
|
|
|
|
// Component sanity check
|
|
Assert.Multiple(() =>
|
|
{
|
|
Assert.That(entityManager.TryGetComponent(human, out buckle));
|
|
Assert.That(entityManager.HasComponent<StrapComponent>(chair));
|
|
});
|
|
|
|
// Buckle
|
|
Assert.That(buckleSystem.TryBuckle(human, human, chair, buckleComp: buckle));
|
|
Assert.Multiple(() =>
|
|
{
|
|
Assert.That(buckle.BuckledTo, Is.Not.Null);
|
|
Assert.That(buckle.Buckled);
|
|
});
|
|
|
|
// Move the buckled entity away
|
|
var oldWorldPosition = xformSystem.GetWorldPosition(chair);
|
|
xformSystem.SetWorldPosition(human, oldWorldPosition + new Vector2(100, 0));
|
|
});
|
|
|
|
await PoolManager.WaitUntil(server, () => !buckle.Buckled, 10);
|
|
|
|
Assert.That(buckle.Buckled, Is.False);
|
|
|
|
await server.WaitAssertion(() =>
|
|
{
|
|
// Move the now unbuckled entity back onto the chair
|
|
var oldWorldPosition = xformSystem.GetWorldPosition(chair);
|
|
xformSystem.SetWorldPosition(human, oldWorldPosition);
|
|
|
|
// Buckle
|
|
Assert.That(buckleSystem.TryBuckle(human, human, chair, buckleComp: buckle));
|
|
Assert.Multiple(() =>
|
|
{
|
|
Assert.That(buckle.BuckledTo, Is.Not.Null);
|
|
Assert.That(buckle.Buckled);
|
|
});
|
|
});
|
|
|
|
await server.WaitRunTicks(60);
|
|
|
|
await server.WaitAssertion(() =>
|
|
{
|
|
// Still buckled
|
|
Assert.Multiple(() =>
|
|
{
|
|
Assert.That(buckle.BuckledTo, Is.Not.Null);
|
|
Assert.That(buckle.Buckled);
|
|
});
|
|
});
|
|
await pair.CleanReturnAsync();
|
|
}
|
|
}
|
|
}
|