mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-07 23:07:26 +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...
265 lines
11 KiB
C#
265 lines
11 KiB
C#
using Content.Shared.Damage;
|
|
using Content.Shared.Damage.Prototypes;
|
|
using Content.Shared.FixedPoint;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.Map;
|
|
using Robust.Shared.Prototypes;
|
|
|
|
namespace Content.IntegrationTests.Tests.Damageable
|
|
{
|
|
[TestFixture]
|
|
[TestOf(typeof(DamageableComponent))]
|
|
[TestOf(typeof(DamageableSystem))]
|
|
public sealed class DamageableTest
|
|
{
|
|
private const string TestDamageableEntityId = "TestDamageableEntityId";
|
|
private const string TestGroup1 = "TestGroup1";
|
|
private const string TestGroup2 = "TestGroup2";
|
|
private const string TestGroup3 = "TestGroup3";
|
|
private const string TestDamage1 = "TestDamage1";
|
|
private const string TestDamage2a = "TestDamage2a";
|
|
private const string TestDamage2b = "TestDamage2b";
|
|
|
|
private const string TestDamage3a = "TestDamage3a";
|
|
|
|
private const string TestDamage3b = "TestDamage3b";
|
|
private const string TestDamage3c = "TestDamage3c";
|
|
|
|
[TestPrototypes]
|
|
private const string Prototypes = $@"
|
|
# Define some damage groups
|
|
- type: damageType
|
|
id: {TestDamage1}
|
|
name: damage-type-blunt
|
|
|
|
- type: damageType
|
|
id: {TestDamage2a}
|
|
name: damage-type-blunt
|
|
|
|
- type: damageType
|
|
id: {TestDamage2b}
|
|
name: damage-type-blunt
|
|
|
|
- type: damageType
|
|
id: {TestDamage3a}
|
|
name: damage-type-blunt
|
|
|
|
- type: damageType
|
|
id: {TestDamage3b}
|
|
name: damage-type-blunt
|
|
|
|
- type: damageType
|
|
id: {TestDamage3c}
|
|
name: damage-type-blunt
|
|
|
|
# Define damage Groups with 1,2,3 damage types
|
|
- type: damageGroup
|
|
id: {TestGroup1}
|
|
name: damage-group-brute
|
|
damageTypes:
|
|
- {TestDamage1}
|
|
|
|
- type: damageGroup
|
|
id: {TestGroup2}
|
|
name: damage-group-brute
|
|
damageTypes:
|
|
- {TestDamage2a}
|
|
- {TestDamage2b}
|
|
|
|
- type: damageGroup
|
|
id: {TestGroup3}
|
|
name: damage-group-brute
|
|
damageTypes:
|
|
- {TestDamage3a}
|
|
- {TestDamage3b}
|
|
- {TestDamage3c}
|
|
|
|
# This container should not support TestDamage1 or TestDamage2b
|
|
- type: damageContainer
|
|
id: testDamageContainer
|
|
supportedGroups:
|
|
- {TestGroup3}
|
|
supportedTypes:
|
|
- {TestDamage2a}
|
|
|
|
- type: entity
|
|
id: {TestDamageableEntityId}
|
|
name: {TestDamageableEntityId}
|
|
components:
|
|
- type: Damageable
|
|
damageContainer: testDamageContainer
|
|
";
|
|
|
|
[Test]
|
|
public async Task TestDamageableComponents()
|
|
{
|
|
await using var pair = await PoolManager.GetServerClient();
|
|
var server = pair.Server;
|
|
|
|
var sEntityManager = server.ResolveDependency<IEntityManager>();
|
|
var sMapManager = server.ResolveDependency<IMapManager>();
|
|
var sPrototypeManager = server.ResolveDependency<IPrototypeManager>();
|
|
var sEntitySystemManager = server.ResolveDependency<IEntitySystemManager>();
|
|
|
|
EntityUid sDamageableEntity = default;
|
|
DamageableComponent sDamageableComponent = null;
|
|
DamageableSystem sDamageableSystem = null;
|
|
|
|
DamageGroupPrototype group1 = default!;
|
|
DamageGroupPrototype group2 = default!;
|
|
DamageGroupPrototype group3 = default!;
|
|
|
|
DamageTypePrototype type1 = default!;
|
|
DamageTypePrototype type2a = default!;
|
|
DamageTypePrototype type2b = default!;
|
|
DamageTypePrototype type3a = default!;
|
|
DamageTypePrototype type3b = default!;
|
|
DamageTypePrototype type3c = default!;
|
|
|
|
FixedPoint2 typeDamage;
|
|
|
|
var map = await pair.CreateTestMap();
|
|
|
|
await server.WaitPost(() =>
|
|
{
|
|
var coordinates = map.MapCoords;
|
|
|
|
sDamageableEntity = sEntityManager.SpawnEntity(TestDamageableEntityId, coordinates);
|
|
sDamageableComponent = sEntityManager.GetComponent<DamageableComponent>(sDamageableEntity);
|
|
sDamageableSystem = sEntitySystemManager.GetEntitySystem<DamageableSystem>();
|
|
|
|
group1 = sPrototypeManager.Index<DamageGroupPrototype>(TestGroup1);
|
|
group2 = sPrototypeManager.Index<DamageGroupPrototype>(TestGroup2);
|
|
group3 = sPrototypeManager.Index<DamageGroupPrototype>(TestGroup3);
|
|
|
|
type1 = sPrototypeManager.Index<DamageTypePrototype>(TestDamage1);
|
|
type2a = sPrototypeManager.Index<DamageTypePrototype>(TestDamage2a);
|
|
type2b = sPrototypeManager.Index<DamageTypePrototype>(TestDamage2b);
|
|
type3a = sPrototypeManager.Index<DamageTypePrototype>(TestDamage3a);
|
|
type3b = sPrototypeManager.Index<DamageTypePrototype>(TestDamage3b);
|
|
type3c = sPrototypeManager.Index<DamageTypePrototype>(TestDamage3c);
|
|
});
|
|
|
|
await server.WaitRunTicks(5);
|
|
|
|
await server.WaitAssertion(() =>
|
|
{
|
|
var uid = sDamageableEntity;
|
|
|
|
// Check that the correct types are supported.
|
|
Assert.Multiple(() =>
|
|
{
|
|
Assert.That(sDamageableComponent.Damage.DamageDict.ContainsKey(type1.ID), Is.False);
|
|
Assert.That(sDamageableComponent.Damage.DamageDict.ContainsKey(type2a.ID), Is.True);
|
|
Assert.That(sDamageableComponent.Damage.DamageDict.ContainsKey(type2b.ID), Is.False);
|
|
Assert.That(sDamageableComponent.Damage.DamageDict.ContainsKey(type3a.ID), Is.True);
|
|
Assert.That(sDamageableComponent.Damage.DamageDict.ContainsKey(type3b.ID), Is.True);
|
|
Assert.That(sDamageableComponent.Damage.DamageDict.ContainsKey(type3c.ID), Is.True);
|
|
});
|
|
|
|
// Check that damage is evenly distributed over a group if its a nice multiple
|
|
var types = group3.DamageTypes;
|
|
var damageToDeal = FixedPoint2.New(types.Count * 5);
|
|
DamageSpecifier damage = new(group3, damageToDeal);
|
|
|
|
sDamageableSystem.TryChangeDamage(uid, damage, true);
|
|
|
|
Assert.Multiple(() =>
|
|
{
|
|
Assert.That(sDamageableComponent.TotalDamage, Is.EqualTo(damageToDeal));
|
|
Assert.That(sDamageableComponent.DamagePerGroup[group3.ID], Is.EqualTo(damageToDeal));
|
|
foreach (var type in types)
|
|
{
|
|
Assert.That(sDamageableComponent.Damage.DamageDict.TryGetValue(type, out typeDamage));
|
|
Assert.That(typeDamage, Is.EqualTo(damageToDeal / types.Count));
|
|
}
|
|
});
|
|
|
|
// Heal
|
|
sDamageableSystem.TryChangeDamage(uid, -damage);
|
|
|
|
Assert.Multiple(() =>
|
|
{
|
|
Assert.That(sDamageableComponent.TotalDamage, Is.EqualTo(FixedPoint2.Zero));
|
|
Assert.That(sDamageableComponent.DamagePerGroup[group3.ID], Is.EqualTo(FixedPoint2.Zero));
|
|
foreach (var type in types)
|
|
{
|
|
Assert.That(sDamageableComponent.Damage.DamageDict.TryGetValue(type, out typeDamage));
|
|
Assert.That(typeDamage, Is.EqualTo(FixedPoint2.Zero));
|
|
}
|
|
});
|
|
|
|
// Check that damage works properly if it is NOT perfectly divisible among group members
|
|
types = group3.DamageTypes;
|
|
|
|
Assert.That(types, Has.Count.EqualTo(3));
|
|
|
|
damage = new DamageSpecifier(group3, 14);
|
|
sDamageableSystem.TryChangeDamage(uid, damage, true);
|
|
|
|
Assert.Multiple(() =>
|
|
{
|
|
Assert.That(sDamageableComponent.TotalDamage, Is.EqualTo(FixedPoint2.New(14)));
|
|
Assert.That(sDamageableComponent.DamagePerGroup[group3.ID], Is.EqualTo(FixedPoint2.New(14)));
|
|
Assert.That(sDamageableComponent.Damage.DamageDict[type3a.ID], Is.EqualTo(FixedPoint2.New(4.66f)));
|
|
Assert.That(sDamageableComponent.Damage.DamageDict[type3b.ID], Is.EqualTo(FixedPoint2.New(4.67f)));
|
|
Assert.That(sDamageableComponent.Damage.DamageDict[type3c.ID], Is.EqualTo(FixedPoint2.New(4.67f)));
|
|
});
|
|
|
|
// Heal
|
|
sDamageableSystem.TryChangeDamage(uid, -damage);
|
|
|
|
Assert.Multiple(() =>
|
|
{
|
|
Assert.That(sDamageableComponent.TotalDamage, Is.EqualTo(FixedPoint2.Zero));
|
|
Assert.That(sDamageableComponent.DamagePerGroup[group3.ID], Is.EqualTo(FixedPoint2.Zero));
|
|
foreach (var type in types)
|
|
{
|
|
Assert.That(sDamageableComponent.Damage.DamageDict.TryGetValue(type, out typeDamage));
|
|
Assert.That(typeDamage, Is.EqualTo(FixedPoint2.Zero));
|
|
}
|
|
|
|
// Test that unsupported groups return false when setting/getting damage (and don't change damage)
|
|
Assert.That(sDamageableComponent.TotalDamage, Is.EqualTo(FixedPoint2.Zero));
|
|
});
|
|
damage = new DamageSpecifier(group1, FixedPoint2.New(10)) + new DamageSpecifier(type2b, FixedPoint2.New(10));
|
|
sDamageableSystem.TryChangeDamage(uid, damage, true);
|
|
|
|
Assert.Multiple(() =>
|
|
{
|
|
Assert.That(sDamageableComponent.DamagePerGroup.TryGetValue(group1.ID, out _), Is.False);
|
|
Assert.That(sDamageableComponent.Damage.DamageDict.TryGetValue(type1.ID, out typeDamage), Is.False);
|
|
Assert.That(sDamageableComponent.TotalDamage, Is.EqualTo(FixedPoint2.Zero));
|
|
});
|
|
|
|
// Test SetAll function
|
|
sDamageableSystem.SetAllDamage(sDamageableEntity, sDamageableComponent, 10);
|
|
Assert.That(sDamageableComponent.TotalDamage, Is.EqualTo(FixedPoint2.New(10 * sDamageableComponent.Damage.DamageDict.Count)));
|
|
sDamageableSystem.SetAllDamage(sDamageableEntity, sDamageableComponent, 0);
|
|
Assert.That(sDamageableComponent.TotalDamage, Is.EqualTo(FixedPoint2.Zero));
|
|
|
|
// Test 'wasted' healing
|
|
sDamageableSystem.TryChangeDamage(uid, new DamageSpecifier(type3a, 5));
|
|
sDamageableSystem.TryChangeDamage(uid, new DamageSpecifier(type3b, 7));
|
|
sDamageableSystem.TryChangeDamage(uid, new DamageSpecifier(group3, -11));
|
|
|
|
Assert.Multiple(() =>
|
|
{
|
|
Assert.That(sDamageableComponent.Damage.DamageDict[type3a.ID], Is.EqualTo(FixedPoint2.New(1.34)));
|
|
Assert.That(sDamageableComponent.Damage.DamageDict[type3b.ID], Is.EqualTo(FixedPoint2.New(3.33)));
|
|
Assert.That(sDamageableComponent.Damage.DamageDict[type3c.ID], Is.EqualTo(FixedPoint2.New(0)));
|
|
});
|
|
|
|
// Test Over-Healing
|
|
sDamageableSystem.TryChangeDamage(uid, new DamageSpecifier(group3, FixedPoint2.New(-100)));
|
|
Assert.That(sDamageableComponent.TotalDamage, Is.EqualTo(FixedPoint2.Zero));
|
|
|
|
// Test that if no health change occurred, returns false
|
|
sDamageableSystem.TryChangeDamage(uid, new DamageSpecifier(group3, -100));
|
|
Assert.That(sDamageableComponent.TotalDamage, Is.EqualTo(FixedPoint2.Zero));
|
|
});
|
|
await pair.CleanReturnAsync();
|
|
}
|
|
}
|
|
}
|