Delta-v/Content.IntegrationTests/Tests
Fildrance d38042a0c0
3mo xeno archeology (first phase) (#33370)
* DAG Adjacency Matrix & Tests

* Fix sandbox type errors

* First pass on procgen

* Procgen adjustments

* Networking

* Cruft and god and beauty and analysis console

* convert to data types that dont make me want to kill myself

* starting work on console UI

* drawing nodes n shit

* damn that ui FUCKS

* XAT

* Add a bunch of basic triggers

* Fix trigger gen

* Add node info into the analysis console UI

* Add node unlocking

* more trigger cuz thats pretty cool

* final triggers + incorporate gnostic faith

* some ui changes, mostly

* Fix orphaned procgen segments

* its not random dipshit

* yeah... this one will make pjb happy....

* we call it a day for the UI

* imagine... shared power code...

* extraction WIP but we gotta sidequest momentarily

* oh hey would you look at that its the actual functionality

* distrotrased

* Small departure for randomness.

* ok yep yep indeed that is an effect very cool.

* thanos snap oldcode

* fuck it we ball

* feat: node scanner now displays triggered nodes. Removed unused old artifact systems and related code (most of it). xml-doc and minor fixups.

* refactor: most of preparations, cleanup and groundwork. also segment-related tests

* feature: all basic effects returning

* feat: finished effects lits, created weight lists for struct and handheld artifacts, fixed throw trigger and music ApplyComponent artifact effects not working

* feat: prevent non-first-time-predicted calls in shared artifact effect systems

* fix: remove gun effect from artifact effects - as it interferes with 'activate artefact' action

* fix: foam reagent selection, neat ApplyComponents art effect scenarios, handheld art is RadiationReceiver again

* fix: moved spawn/ pry&throw effect systems back to server part of code - entity duplication bugs were not quite fun

* refactor: fix protos

* refactor: fix linter

* fix: fix old artifact component names in yml

* fix: no more throwing error on artifact spawn with empty XAEFoamComponent.Reagents

* fix: removed old component usage in maps

* fix: remove more deleted components from map

* fix: ContainerContainer is now part of initial artifact entity, it won't be affecting UninitializedSaveTest

* refactor: fix tests, add loc description to toolshed commands

* Changed node scanner to tell the whole story about current artifact state

* refactor: remove excessive get of EntityCoordinates in XAE systems, removed Value access in NodeScannerDisplay

* fix: turned off TriggerInteraction, removed XAESpawn usage and system, EmpSystem now can use EntityCoordinates,

* fix: moved SharedXenoArtifactSystem.CancelUnlockingOnGraphStructureChange into RebuildXenoArtifactMetaData to lessen code coupling

* fix: XenoArtifactEffectJunkSpawn moved invalid rolls declaration

* refactor: set default value for XenoArtifactComponent.EffectsTable for tests

* fix: now explosions XAE can be activated for effect

* refactor: added some usedelay so artifactuse would'nt be spammed

* refactor: artifact-related hints improvements

* fix: artifact no longer spawns fauna into itself

* refactor: xml-doc and minor refactoring

* refactor: xml-doc for Xeno Artifact systems, renaming of questionable XAT systems

* map for playtest, TODO REVERT THIS

* fix: magboots trigger art from a mile

* refactor: bind artifact animation to unlocking state

* feat: radiation dmg now have reference to source (and artifacts won't irradiate themselves)

* fix: random artifact node durability now is rolled for max and not current value

* refactor: gas effects are more rare, hand-held artifact effects are filtered properly now, rad dmg trigger now requires only 20 dmg for activation

* feat: animations and sound effects for artifact force-use and failed finish of unlocking phase

* use only 1 file with art use animation

* refactor: minor artifact dmg triggers tuning

* feat: now nodes that CAN be unlocked are displayed with specific color in console.

* feat: now unlocking stage time is dynamic and it depends on amount of triggers player activated correctly. Failed one stops incrementing

* feat: now non-active unlocked nodes return more points if durability was not wasted

* feat: now puddle/foam effects change description of node

* fix: fix test failure

* refactor: renamed phasing effect, fixed failing test for elkridge

* minor balance changes

* refactor: split rare materials into separate effects

* feat: unlocked nodes without successor wont listen to unlocks, node unlock is not activating node

* fix: removed OnIrradiatedEvent duplicate c-tor

* revert changes of reach for playtest

* revert last row empty line removal on reach.yml

* fix: fix PVS bug, born from attempt to relay event to art nodes that were not synced yet to the client

* fix: fix elkridge for tests (again)

* refactor: xml-doc, more stuff predicted, allocation optimization in XAE/XAT systems

* refactor: naming

* refactor: extract variable refactor for XAEApplyComponentsSystem.OnActivated insides

* fix: duplicate xeno artifact unlocking sound fixed

* feat: CreatePuddle xeno artifact effect now can have min and max borders for chamicals to be drafted, minor XAECreatePuddleSystem refactor

* feat: networking for shared XAE components + xml-doc leftovers

* refactor: more xml-doc, fix XAEApplyComponentsComponent.Components not being serializable but trying to be

* refactor: xml-docs and XAEThrowThingsAroundSystem now uses circle and not box for prying tiles

* refactor: xml-docs, minor refactors

* revert XenoArtifactCommand.ArtifactPrototype being PrototId

* refactor: simplify the way ExtractionResearchLabel works

---------

Co-authored-by: EmoGarbage404 <retron404@gmail.com>
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
2025-04-15 10:34:53 +10:00
..
Access Delete AccessReaderTest.TestTags (#36153) 2025-03-29 15:45:37 +01:00
Actions Fix broken tests directly mutating entities from wrong thread. (#31647) 2024-08-31 15:49:20 +10:00
Administration/Logs Un-revert #26994 2024-04-20 17:01:15 -04:00
Atmos Fix AtmosDeviceSystem debug assert Heisenbug (#29752) 2024-07-11 16:14:34 +10:00
Body Moar engine changes 2024-12-24 18:57:52 +13:00
Buckle Fix unbuckling others when clicking on the strap entity (#29998) 2024-09-19 09:55:26 +10:00
Chemistry Code Cleanup: Integration Tests (#29584) 2024-07-03 10:01:37 +10:00
Cleanup Un-revert IPlayerManager refactor (#21244) 2023-10-28 09:59:53 +11:00
Climbing Partial buckling refactor (#29031) 2024-06-20 01:14:18 +10:00
Commands Extracts magic strings from Tag calls (#36305) 2025-04-04 20:20:19 -04:00
Construction Update b2dynamictree (#30630) 2025-03-08 14:49:13 +11:00
Damageable Code Cleanup: Integration Tests (#29584) 2024-07-03 10:01:37 +10:00
Destructible move gamerule components to shared (#28572) 2024-06-04 21:53:24 +10:00
DeviceLinking Fix wrong assert message in DeviceLinkingTest (#35964) 2025-03-20 20:58:09 +01:00
DeviceNetwork Un-revert #26994 2024-04-20 17:01:15 -04:00
Disposal Revert "Purge uses of TransformComponent.Anchored.set. Also adds parentheses." (#35332) 2025-02-21 00:12:12 +11:00
DoAfter Add StorageInteractionTest (#28541) 2024-06-03 17:05:51 -04:00
Doors Add interaction tests for prying airlocks (#35409) 2025-02-24 00:46:59 +11:00
Embedding Fix embedded projectile deletion not being tracked by container (#36123) 2025-03-28 11:43:13 +03:00
EncryptionKeys Add StorageInteractionTest (#28541) 2024-06-03 17:05:51 -04:00
Fluids Code Cleanup: Integration Tests (#29584) 2024-07-03 10:01:37 +10:00
GameObjects/Components Fix compilation errors in tests from update (#34272) 2025-01-07 19:27:54 +01:00
GameRules Allow NukeOps test to function with multiple RuleGrids (#36049) 2025-03-24 19:59:13 +01:00
Gravity Station Anchor (#26098) 2024-08-31 10:40:28 -04:00
Guidebook Give jobs & antags prototypes a guide field (#28614) 2024-06-06 05:05:58 -07:00
Hands Cleanup: Use ``MapSystem.DeleteMap`` instead of ``IMapManager.DeleteMap`` in ``HandTests`` (#35468) 2025-02-24 21:09:24 +01:00
Interaction Update b2dynamictree (#30630) 2025-03-08 14:49:13 +11:00
Internals Mind Role Entities (#31318) 2024-10-10 10:48:56 +02:00
Lathe move lathe recipes into packs (easier for forks and maintaining) (#33095) 2025-02-07 19:22:49 +01:00
Linter Update StaticFieldValidationTest (#34287) 2025-02-15 20:52:47 +01:00
Lobby Lobby refactor + species loadouts support (#27576) 2024-05-12 09:18:21 +10:00
Localization Let LocalizedDatasetPrototypeTest report multiple failures (#35876) 2025-03-16 22:32:08 +01:00
Mapping Code Cleanup: Integration Tests (#29584) 2024-07-03 10:01:37 +10:00
Materials Cleanup: Use ``MapSystem.DeleteMap`` instead of ``IMapManager.DeleteMap`` in ``MaterialPrototypeSpawnsStackMaterialTest`` (#35472) 2025-02-24 21:12:25 +01:00
Minds Cleanup: Use ``MapSystem.DeleteMap`` instead of ``IMapManager.DeleteMap`` in ``MindTests`` (#35473) 2025-02-24 21:26:04 +01:00
Movement Code Cleanup: Integration Tests (#29584) 2024-07-03 10:01:37 +10:00
NPC Allow the creation of recursive HTNs (#30138) 2024-07-30 12:18:53 +10:00
Networking Code Cleanup: Integration Tests (#29584) 2024-07-03 10:01:37 +10:00
Payload Add StorageInteractionTest (#28541) 2024-06-03 17:05:51 -04:00
Physics Add test for anchored prototypes (#30526) 2024-07-31 21:31:41 +10:00
Power Code Cleanup: Integration Tests (#29584) 2024-07-03 10:01:37 +10:00
Preferences Mind Role Entities (#31318) 2024-10-10 10:48:56 +02:00
Procedural Remove obsolete TestPair.Pair (#19496) 2023-08-25 10:56:51 +10:00
PrototypeTests Add PrototypeUploadTest (#28522) 2024-06-03 01:21:46 -04:00
Puller Code Cleanup: Integration Tests (#29584) 2024-07-03 10:01:37 +10:00
Replays Mark all tests that restart rounds as dirty (#21376) 2023-11-01 19:56:07 -07:00
Roles Cleanup: Use ``MapSystem.DeleteMap`` instead of ``IMapManager.DeleteMap`` in ``StartingGearPrototypeStorageTest`` (#35474) 2025-02-24 21:26:40 +01:00
Round Code Cleanup: Integration Tests (#29584) 2024-07-03 10:01:37 +10:00
Serialization Code Cleanup: Integration Tests (#29584) 2024-07-03 10:01:37 +10:00
Shuttle Refactor map loading & saving 2024-12-23 02:42:17 +13:00
Sprite Add role prototype validation tests (#32801) 2024-10-14 14:05:25 +11:00
Station Code Cleanup: Integration Tests (#29584) 2024-07-03 10:01:37 +10:00
Storage Add closing storage UIs to StorageInteractionTest (#28633) 2024-06-05 18:14:25 -04:00
Strip Strip drag drop test (#30754) 2024-08-08 12:12:01 +10:00
Tag Cleans up tag system (#28272) 2024-06-02 11:11:19 +10:00
Tiles Add StorageInteractionTest (#28541) 2024-06-03 17:05:51 -04:00
Toolshed Toolshed refactor (#33598) 2024-12-21 17:45:48 +11:00
UserInterface refactor: simple radial menu for easier creation (#34639) 2025-03-31 12:57:47 +03:00
Utility Add EntityWhitelistSystem (#27632) 2024-05-03 10:10:15 +10:00
Vending Add interaction tests for vending machines (#35801) 2025-03-15 17:07:04 +11:00
Weldable Add StorageInteractionTest (#28541) 2024-06-03 17:05:51 -04:00
Wires Fix wire layout inheritance. (#26289) 2024-03-20 16:22:47 +01:00
CargoTest.cs Cleanup: Use ``MapSystem.DeleteMap`` instead of ``IMapManager.DeleteMap`` in ``CargoTest`` (#35467) 2025-02-24 21:04:54 +01:00
ClickableTest.cs Improve sprite fading behaviour (#35863) 2025-04-03 09:58:05 +03:00
ConfigPresetTests.cs Fix ConfigPresetTests.TestLoadAll not handling automatic panic bunker (#23414) 2024-01-02 19:08:50 -08:00
ContainerOcclusionTest.cs Code Cleanup: Integration Tests (#29584) 2024-07-03 10:01:37 +10:00
ContrabandTest.cs Add AssertMultiple to ContrabandTest (#35662) 2025-03-08 13:37:26 +11:00
DeleteInventoryTest.cs Remove obsolete PoolManager methods (#19499) 2023-08-25 12:13:11 +10:00
DummyIconTest.cs Code Cleanup: Integration Tests (#29584) 2024-07-03 10:01:37 +10:00
EntityTest.cs RoomSpawner mask (#33110) 2025-02-12 15:47:48 +03:00
FillLevelSpriteTest.cs Add an integration test for solution fill level sprites. (#28564) 2024-06-04 10:23:43 +10:00
FollowerSystemTest.cs Code Cleanup: Integration Tests (#29584) 2024-07-03 10:01:37 +10:00
GravityGridTest.cs Station Anchor (#26098) 2024-08-31 10:40:28 -04:00
HumanInventoryUniformSlotsTest.cs Cleanup: Use ``MapSystem.DeleteMap`` instead of ``IMapManager.DeleteMap`` in ``HumanInventoryUniformSlotsTest`` (#35469) 2025-02-24 21:10:09 +01:00
InventoryHelpersTest.cs Remove obsolete TestPair.Pair (#19496) 2023-08-25 10:56:51 +10:00
LogErrorTest.cs Remove obsolete TestPair.Pair (#19496) 2023-08-25 10:56:51 +10:00
MachineBoardTest.cs Code Cleanup: Integration Tests (#29584) 2024-07-03 10:01:37 +10:00
MagazineVisualsSpriteTest.cs Add AssertMultiple to ContrabandTest (#35662) 2025-03-08 13:37:26 +11:00
MappingEditorTest.cs Add mapping editor (#23427) 2024-08-04 13:31:45 +10:00
MaterialArbitrageTest.cs Cleanup: Use ``MapSystem.DeleteMap`` instead of ``IMapManager.DeleteMap`` in ``MaterialArbitrageTest`` (#35471) 2025-02-24 21:11:33 +01:00
PostMapInitTest.cs New deathmatch map: DM01 Entryway (#31533) 2025-04-13 18:21:53 -07:00
PrototypeSaveTest.cs Sloth's subfloor vismask adventure (#35347) 2025-03-21 00:57:04 +11:00
ResearchTest.cs move lathe recipes into packs (easier for forks and maintaining) (#33095) 2025-02-07 19:22:49 +01:00
ResettingEntitySystemTests.cs fix antag selection being evil (#28197) 2024-05-26 01:14:29 -04:00
RestartRoundTest.cs Mark all tests that restart rounds as dirty (#21376) 2023-11-01 19:56:07 -07:00
RoundEndTest.cs Resolve all non-obsoleting warnings in content (#27934) 2024-05-11 20:13:58 -07:00
SalvageTest.cs Refactor map loading & saving 2024-12-23 02:42:17 +13:00
SaveLoadMapTest.cs Refactor map loading & saving (#34020) 2025-02-16 21:36:35 +11:00
SaveLoadSaveTest.cs Moar engine changes 2024-12-24 18:57:52 +13:00
ShuttleTest.cs Code Cleanup: Integration Tests (#29584) 2024-07-03 10:01:37 +10:00
StartTest.cs Remove obsolete TestPair.Pair (#19496) 2023-08-25 10:56:51 +10:00
StorageTest.cs Add role prototype validation tests (#32801) 2024-10-14 14:05:25 +11:00
StoreTests.cs clear buyer conditions in StoreDiscountAndRefundTest (#35847) 2025-03-15 21:58:13 +01:00
VendingMachineRestockTest.cs Code Cleanup: Integration Tests (#29584) 2024-07-03 10:01:37 +10:00
XenoArtifactTest.cs 3mo xeno archeology (first phase) (#33370) 2025-04-15 10:34:53 +10:00