Files
Delta-v/Content.IntegrationTests/Tests/Buckle/BuckleTest.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* 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...
2025-11-06 18:22:39 +00:00

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();
}
}
}