mirror of
https://github.com/DeltaV-Station/Delta-v.git
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* 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...
248 lines
8.4 KiB
C#
248 lines
8.4 KiB
C#
#nullable enable annotations
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using System.Linq;
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using System.Numerics;
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using Content.Server.Disposal.Unit;
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using Content.Server.Power.Components;
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using Content.Server.Power.EntitySystems;
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using Content.Shared.Disposal.Components;
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using Content.Shared.Disposal.Tube;
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using Content.Shared.Disposal.Unit;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Reflection;
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namespace Content.IntegrationTests.Tests.Disposal
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{
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[TestFixture]
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[TestOf(typeof(DisposalHolderComponent))]
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[TestOf(typeof(DisposalEntryComponent))]
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[TestOf(typeof(DisposalUnitComponent))]
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public sealed class DisposalUnitTest
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{
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[Reflect(false)]
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private sealed class DisposalUnitTestSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DoInsertDisposalUnitEvent>(ev =>
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{
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var (_, toInsert, unit) = ev;
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var insertTransform = Comp<TransformComponent>(toInsert);
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// Not in a tube yet
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Assert.That(insertTransform.ParentUid, Is.EqualTo(unit));
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}, after: new[] { typeof(SharedDisposalUnitSystem) });
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}
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}
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private static void UnitInsert(EntityUid uid, DisposalUnitComponent unit, bool result, DisposalUnitSystem disposalSystem, params EntityUid[] entities)
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{
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foreach (var entity in entities)
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{
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Assert.That(disposalSystem.CanInsert(uid, unit, entity), Is.EqualTo(result));
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disposalSystem.TryInsert(uid, entity, null);
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}
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}
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private static void UnitContains(DisposalUnitComponent unit, bool result, params EntityUid[] entities)
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{
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foreach (var entity in entities)
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{
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Assert.That(unit.Container.ContainedEntities.Contains(entity), Is.EqualTo(result));
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}
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}
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private static void UnitInsertContains(EntityUid uid, DisposalUnitComponent unit, bool result, DisposalUnitSystem disposalSystem, params EntityUid[] entities)
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{
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UnitInsert(uid, unit, result, disposalSystem, entities);
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UnitContains(unit, result, entities);
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}
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private static void Flush(EntityUid unitEntity, DisposalUnitComponent unit, bool result, DisposalUnitSystem disposalSystem, params EntityUid[] entities)
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{
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Assert.Multiple(() =>
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{
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Assert.That(unit.Container.ContainedEntities, Is.SupersetOf(entities));
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Assert.That(entities, Has.Length.EqualTo(unit.Container.ContainedEntities.Count));
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Assert.That(result, Is.EqualTo(disposalSystem.TryFlush(unitEntity, unit)));
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Assert.That(result || entities.Length == 0, Is.EqualTo(unit.Container.ContainedEntities.Count == 0));
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});
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}
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[TestPrototypes]
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private const string Prototypes = @"
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- type: entity
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name: HumanDisposalDummy
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id: HumanDisposalDummy
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components:
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- type: Body
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prototype: Human
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- type: MobState
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- type: MobThresholds
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thresholds:
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0: Alive
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200: Dead
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- type: Damageable
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damageContainer: Biological
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- type: Physics
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bodyType: KinematicController
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- type: Fixtures
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fixtures:
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fix1:
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shape:
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!type:PhysShapeCircle
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radius: 0.35
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- type: DoAfter
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- type: entity
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name: WrenchDummy
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id: WrenchDummy
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components:
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- type: Item
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- type: Tool
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qualities:
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- Anchoring
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- type: Physics
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bodyType: Dynamic
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- type: Fixtures
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fixtures:
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fix1:
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shape:
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!type:PhysShapeCircle
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radius: 0.35
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- type: DoAfter
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- type: entity
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name: DisposalUnitDummy
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id: DisposalUnitDummy
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components:
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- type: DisposalUnit
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entryDelay: 0
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draggedEntryDelay: 0
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flushTime: 0
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- type: Anchorable
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- type: ApcPowerReceiver
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- type: Physics
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bodyType: Static
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- type: Fixtures
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fixtures:
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fix1:
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shape:
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!type:PhysShapeCircle
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radius: 0.35
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- type: entity
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name: DisposalTrunkDummy
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id: DisposalTrunkDummy
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components:
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- type: DisposalEntry
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- type: DisposalTube
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- type: Transform
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anchored: true
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";
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[Test]
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public async Task Test()
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{
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await using var pair = await PoolManager.GetServerClient();
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var server = pair.Server;
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var testMap = await pair.CreateTestMap();
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EntityUid human = default!;
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EntityUid wrench = default!;
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EntityUid disposalUnit = default!;
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EntityUid disposalTrunk = default!;
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EntityUid unitUid = default;
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DisposalUnitComponent unitComponent = default!;
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var entityManager = server.ResolveDependency<IEntityManager>();
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var xformSystem = entityManager.System<SharedTransformSystem>();
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var disposalSystem = entityManager.System<DisposalUnitSystem>();
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var power = entityManager.System<PowerReceiverSystem>();
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await server.WaitAssertion(() =>
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{
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// Spawn the entities
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var coordinates = testMap.GridCoords;
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human = entityManager.SpawnEntity("HumanDisposalDummy", coordinates);
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wrench = entityManager.SpawnEntity("WrenchDummy", coordinates);
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disposalUnit = entityManager.SpawnEntity("DisposalUnitDummy", coordinates);
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disposalTrunk = entityManager.SpawnEntity("DisposalTrunkDummy", coordinates);
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// Test for components existing
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unitUid = disposalUnit;
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Assert.Multiple(() =>
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{
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Assert.That(entityManager.TryGetComponent(disposalUnit, out unitComponent));
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Assert.That(entityManager.HasComponent<DisposalEntryComponent>(disposalTrunk));
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});
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// Can't insert, unanchored and unpowered
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xformSystem.Unanchor(unitUid, entityManager.GetComponent<TransformComponent>(unitUid));
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UnitInsertContains(disposalUnit, unitComponent, false, disposalSystem, human, wrench, disposalUnit, disposalTrunk);
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});
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await server.WaitAssertion(() =>
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{
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// Anchor the disposal unit
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xformSystem.AnchorEntity(unitUid, entityManager.GetComponent<TransformComponent>(unitUid));
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// No power
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Assert.That(power.IsPowered(unitUid), Is.False);
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// Can't insert the trunk or the unit into itself
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UnitInsertContains(unitUid, unitComponent, false, disposalSystem, disposalUnit, disposalTrunk);
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// Can insert mobs and items
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UnitInsertContains(unitUid, unitComponent, true, disposalSystem, human, wrench);
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});
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await server.WaitAssertion(() =>
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{
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var worldPos = xformSystem.GetWorldPosition(disposalTrunk);
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// Move the disposal trunk away
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xformSystem.SetWorldPosition(disposalTrunk, worldPos + new Vector2(1, 0));
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// Fail to flush with a mob and an item
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Flush(disposalUnit, unitComponent, false, disposalSystem, human, wrench);
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});
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await server.WaitAssertion(() =>
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{
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var xform = entityManager.GetComponent<TransformComponent>(disposalTrunk);
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var worldPos = xformSystem.GetWorldPosition(disposalUnit);
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// Move the disposal trunk back
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xformSystem.SetWorldPosition(disposalTrunk, worldPos);
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xformSystem.AnchorEntity((disposalTrunk, xform));
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// Fail to flush with a mob and an item, no power
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Flush(disposalUnit, unitComponent, false, disposalSystem, human, wrench);
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});
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await server.WaitAssertion(() =>
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{
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// Remove power need
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Assert.That(entityManager.TryGetComponent(disposalUnit, out ApcPowerReceiverComponent powerComp));
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power.SetNeedsPower(disposalUnit, false);
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powerComp.Powered = true;
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// Flush with a mob and an item
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Flush(disposalUnit, unitComponent, true, disposalSystem, human, wrench);
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});
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await server.WaitAssertion(() =>
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{
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// Re-pressurizing
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Flush(disposalUnit, unitComponent, false, disposalSystem);
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});
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await pair.CleanReturnAsync();
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}
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}
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}
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