Files
Delta-v/Content.IntegrationTests/Tests/Interaction/InteractionTest.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

259 lines
10 KiB
C#

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