mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-10 00:07:27 +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...
259 lines
10 KiB
C#
259 lines
10 KiB
C#
#nullable enable
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using System.Numerics;
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using Content.Client.Construction;
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using Content.Client.Examine;
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using Content.Client.Gameplay;
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using Content.IntegrationTests.Pair;
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using Content.Server.Hands.Systems;
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using Content.Server.Stack;
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using Content.Server.Tools;
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using Content.Shared.DoAfter;
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using Content.Shared.Hands.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Mind;
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using Content.Shared.Players;
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using Robust.Client.Input;
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using Robust.Client.UserInterface;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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using Robust.UnitTesting;
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using Content.Shared.Item.ItemToggle;
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using Robust.Client.State;
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namespace Content.IntegrationTests.Tests.Interaction;
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/// <summary>
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/// This is a base class designed to make it easier to test various interactions like construction & DoAfters.
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///
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/// For construction tests, the interactions are intentionally hard-coded and not pulled automatically from the
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/// construction graph, even though this may be a pain to maintain. This is because otherwise these tests could not
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/// detect errors in the graph pathfinding (e.g., infinite loops, missing steps, etc).
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/// </summary>
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[TestFixture]
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[FixtureLifeCycle(LifeCycle.InstancePerTestCase)]
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public abstract partial class InteractionTest
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{
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protected virtual string PlayerPrototype => "InteractionTestMob";
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protected TestPair Pair = default!;
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protected TestMapData MapData => Pair.TestMap!;
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protected RobustIntegrationTest.ServerIntegrationInstance Server => Pair.Server;
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protected RobustIntegrationTest.ClientIntegrationInstance Client => Pair.Client;
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protected MapId MapId => MapData.MapId;
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/// <summary>
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/// Target coordinates. Note that this does not necessarily correspond to the position of the <see cref="Target"/>
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/// entity.
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/// </summary>
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protected NetCoordinates TargetCoords;
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/// <summary>
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/// Initial player coordinates. Note that this does not necessarily correspond to the position of the
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/// <see cref="Player"/> entity.
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/// </summary>
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protected NetCoordinates PlayerCoords;
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/// <summary>
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/// The player entity that performs all these interactions. Defaults to an admin-observer with 1 hand.
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/// </summary>
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protected NetEntity Player;
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protected EntityUid SPlayer;
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protected EntityUid CPlayer;
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protected ICommonSession ClientSession = default!;
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protected ICommonSession ServerSession = default!;
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/// <summary>
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/// The current target entity. This is the default entity for various helper functions.
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/// </summary>
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/// <remarks>
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/// Note that this target may be automatically modified by various interactions, in particular construction
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/// interactions often swap out entities, and there are helper methods that attempt to automatically upddate
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/// the target entity. See <see cref="CheckTargetChange"/>
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/// </remarks>
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protected NetEntity? Target;
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protected EntityUid? STarget => ToServer(Target);
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protected EntityUid? CTarget => ToClient(Target);
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/// <summary>
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/// When attempting to start construction, this is the client-side ID of the construction ghost.
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/// </summary>
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protected int ConstructionGhostId;
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// SERVER dependencies
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protected IEntityManager SEntMan = default!;
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protected ITileDefinitionManager TileMan = default!;
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protected IMapManager MapMan = default!;
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protected IPrototypeManager ProtoMan = default!;
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protected IGameTiming STiming = default!;
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protected IComponentFactory Factory = default!;
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protected HandsSystem HandSys = default!;
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protected StackSystem Stack = default!;
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protected SharedInteractionSystem InteractSys = default!;
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protected Content.Server.Construction.ConstructionSystem SConstruction = default!;
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protected SharedDoAfterSystem DoAfterSys = default!;
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protected ToolSystem ToolSys = default!;
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protected ItemToggleSystem ItemToggleSys = default!;
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protected InteractionTestSystem STestSystem = default!;
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protected SharedTransformSystem Transform = default!;
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protected SharedMapSystem MapSystem = default!;
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protected ISawmill SLogger = default!;
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protected SharedUserInterfaceSystem SUiSys = default!;
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// CLIENT dependencies
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protected IEntityManager CEntMan = default!;
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protected IGameTiming CTiming = default!;
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protected IUserInterfaceManager UiMan = default!;
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protected IInputManager InputManager = default!;
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protected Robust.Client.GameObjects.InputSystem InputSystem = default!;
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protected ConstructionSystem CConSys = default!;
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protected ExamineSystem ExamineSys = default!;
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protected InteractionTestSystem CTestSystem = default!;
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protected ISawmill CLogger = default!;
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protected SharedUserInterfaceSystem CUiSys = default!;
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// player components
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protected HandsComponent Hands = default!;
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protected DoAfterComponent DoAfters = default!;
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public float TickPeriod => (float) STiming.TickPeriod.TotalSeconds;
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// Simple mob that has one hand and can perform misc interactions.
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[TestPrototypes]
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private const string TestPrototypes = @"
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- type: entity
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id: InteractionTestMob
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components:
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- type: DoAfter
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- type: Hands
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hands:
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hand_right: # only one hand, so that they do not accidentally pick up deconstruction products
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location: Right
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sortedHands:
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- hand_right
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- type: ComplexInteraction
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- type: MindContainer
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- type: Stripping
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- type: Puller
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- type: Physics
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- type: Tag
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tags:
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- CanPilot
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- type: UserInterface
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";
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[SetUp]
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public virtual async Task Setup()
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{
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Pair = await PoolManager.GetServerClient(new PoolSettings { Connected = true, Dirty = true });
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// server dependencies
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SEntMan = Server.ResolveDependency<IEntityManager>();
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TileMan = Server.ResolveDependency<ITileDefinitionManager>();
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MapMan = Server.ResolveDependency<IMapManager>();
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ProtoMan = Server.ResolveDependency<IPrototypeManager>();
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Factory = Server.ResolveDependency<IComponentFactory>();
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STiming = Server.ResolveDependency<IGameTiming>();
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HandSys = SEntMan.System<HandsSystem>();
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InteractSys = SEntMan.System<SharedInteractionSystem>();
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ToolSys = SEntMan.System<ToolSystem>();
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ItemToggleSys = SEntMan.System<ItemToggleSystem>();
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DoAfterSys = SEntMan.System<SharedDoAfterSystem>();
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Transform = SEntMan.System<SharedTransformSystem>();
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MapSystem = SEntMan.System<SharedMapSystem>();
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SConstruction = SEntMan.System<Server.Construction.ConstructionSystem>();
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STestSystem = SEntMan.System<InteractionTestSystem>();
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Stack = SEntMan.System<StackSystem>();
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SLogger = Server.ResolveDependency<ILogManager>().RootSawmill;
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SUiSys = Client.System<SharedUserInterfaceSystem>();
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// client dependencies
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CEntMan = Client.ResolveDependency<IEntityManager>();
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UiMan = Client.ResolveDependency<IUserInterfaceManager>();
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CTiming = Client.ResolveDependency<IGameTiming>();
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InputManager = Client.ResolveDependency<IInputManager>();
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InputSystem = CEntMan.System<Robust.Client.GameObjects.InputSystem>();
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CTestSystem = CEntMan.System<InteractionTestSystem>();
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CConSys = CEntMan.System<ConstructionSystem>();
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ExamineSys = CEntMan.System<ExamineSystem>();
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CLogger = Client.ResolveDependency<ILogManager>().RootSawmill;
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CUiSys = Client.System<SharedUserInterfaceSystem>();
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// Setup map.
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await Pair.CreateTestMap();
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PlayerCoords = SEntMan.GetNetCoordinates(Transform.WithEntityId(MapData.GridCoords.Offset(new Vector2(0.5f, 0.5f)), MapData.MapUid));
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TargetCoords = SEntMan.GetNetCoordinates(Transform.WithEntityId(MapData.GridCoords.Offset(new Vector2(1.5f, 0.5f)), MapData.MapUid));
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await SetTile(Plating, grid: MapData.Grid);
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// Get player data
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var sPlayerMan = Server.ResolveDependency<Robust.Server.Player.IPlayerManager>();
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var cPlayerMan = Client.ResolveDependency<Robust.Client.Player.IPlayerManager>();
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if (Client.Session == null)
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Assert.Fail("No player");
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ClientSession = Client.Session!;
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ServerSession = sPlayerMan.GetSessionById(ClientSession.UserId);
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// Spawn player entity & attach
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EntityUid? old = default;
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await Server.WaitPost(() =>
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{
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// Fuck you mind system I want an hour of my life back
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// Mind system is a time vampire
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SEntMan.System<SharedMindSystem>().WipeMind(ServerSession.ContentData()?.Mind);
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old = cPlayerMan.LocalEntity;
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SPlayer = SEntMan.SpawnEntity(PlayerPrototype, SEntMan.GetCoordinates(PlayerCoords));
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Player = SEntMan.GetNetEntity(SPlayer);
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Server.PlayerMan.SetAttachedEntity(ServerSession, SPlayer);
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Hands = SEntMan.GetComponent<HandsComponent>(SPlayer);
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DoAfters = SEntMan.GetComponent<DoAfterComponent>(SPlayer);
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});
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// Check player got attached.
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await RunTicks(5);
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CPlayer = ToClient(Player);
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Assert.That(cPlayerMan.LocalEntity, Is.EqualTo(CPlayer));
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// Delete old player entity.
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await Server.WaitPost(() =>
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{
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if (old != null)
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SEntMan.DeleteEntity(old.Value);
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});
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// Change UI state to in-game.
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var state = Client.ResolveDependency<IStateManager>();
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await Client.WaitPost(() => state.RequestStateChange<GameplayState>());
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// Final player asserts/checks.
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await Pair.ReallyBeIdle(5);
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Assert.Multiple(() =>
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{
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Assert.That(CEntMan.GetNetEntity(cPlayerMan.LocalEntity), Is.EqualTo(Player));
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Assert.That(sPlayerMan.GetSessionById(ClientSession.UserId).AttachedEntity, Is.EqualTo(SEntMan.GetEntity(Player)));
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});
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}
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[TearDown]
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public async Task TearDownInternal()
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{
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await Server.WaitPost(() => MapSystem.DeleteMap(MapId));
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await Pair.CleanReturnAsync();
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await TearDown();
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}
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protected virtual Task TearDown()
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{
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return Task.CompletedTask;
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}
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}
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