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...
1294 lines
43 KiB
C#
1294 lines
43 KiB
C#
#nullable enable
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using System.Numerics;
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using System.Reflection;
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using Content.Client.Construction;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Construction.Components;
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using Content.Server.Gravity;
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using Content.Server.Power.Components;
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using Content.Shared.Atmos;
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using Content.Shared.Construction.Prototypes;
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using Content.Shared.Gravity;
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using Content.Shared.Item;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Input;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Maths;
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using ItemToggleComponent = Content.Shared.Item.ItemToggle.Components.ItemToggleComponent;
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namespace Content.IntegrationTests.Tests.Interaction;
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// This partial class defines various methods that are useful for performing & validating interactions
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public abstract partial class InteractionTest
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{
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/// <summary>
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/// Begin constructing an entity.
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/// </summary>
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protected async Task StartConstruction(string prototype, bool shouldSucceed = true)
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{
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var proto = ProtoMan.Index<ConstructionPrototype>(prototype);
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Assert.That(proto.Type, Is.EqualTo(ConstructionType.Structure));
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await Client.WaitPost(() =>
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{
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Assert.That(CConSys.TrySpawnGhost(proto, CEntMan.GetCoordinates(TargetCoords), Direction.South, out var clientTarget),
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Is.EqualTo(shouldSucceed));
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if (!shouldSucceed)
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return;
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var comp = CEntMan.GetComponent<ConstructionGhostComponent>(clientTarget!.Value);
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Target = CEntMan.GetNetEntity(clientTarget.Value);
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Assert.That(Target.Value.IsClientSide());
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ConstructionGhostId = clientTarget.Value.GetHashCode();
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});
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await RunTicks(1);
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}
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/// <summary>
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/// Craft an item.
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/// </summary>
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protected async Task CraftItem(string prototype, bool shouldSucceed = true)
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{
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Assert.That(ProtoMan.Index<ConstructionPrototype>(prototype).Type, Is.EqualTo(ConstructionType.Item));
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// Please someone purge async construction code
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Task<bool> task = default!;
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await Server.WaitPost(() =>
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{
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task = SConstruction.TryStartItemConstruction(prototype, SEntMan.GetEntity(Player));
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});
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Task? tickTask = null;
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while (!task.IsCompleted)
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{
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tickTask = Pair.RunTicksSync(1);
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await Task.WhenAny(task, tickTask);
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}
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if (tickTask != null)
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await tickTask;
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#pragma warning disable RA0004
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Assert.That(task.Result, Is.EqualTo(shouldSucceed));
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#pragma warning restore RA0004
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await RunTicks(5);
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}
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/// <summary>
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/// Spawn an entity entity and set it as the target.
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/// </summary>
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[MemberNotNull(nameof(Target), nameof(STarget), nameof(CTarget))]
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#pragma warning disable CS8774 // Member must have a non-null value when exiting.
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protected async Task<NetEntity> SpawnTarget(string prototype)
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{
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Target = NetEntity.Invalid;
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await Server.WaitPost(() =>
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{
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Target = SEntMan.GetNetEntity(SEntMan.SpawnAtPosition(prototype, SEntMan.GetCoordinates(TargetCoords)));
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});
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await RunTicks(5);
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AssertPrototype(prototype);
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return Target!.Value;
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}
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#pragma warning restore CS8774 // Member must have a non-null value when exiting.
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/// <summary>
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/// Spawn an entity in preparation for deconstruction
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/// </summary>
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protected async Task StartDeconstruction(string prototype)
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{
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await SpawnTarget(prototype);
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var serverTarget = SEntMan.GetEntity(Target);
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Assert.That(SEntMan.TryGetComponent(serverTarget, out ConstructionComponent? comp));
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await Server.WaitPost(() => SConstruction.SetPathfindingTarget(serverTarget!.Value, comp!.DeconstructionNode, comp));
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await RunTicks(5);
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}
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/// <summary>
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/// Drops and deletes the currently held entity.
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/// </summary>
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protected async Task DeleteHeldEntity()
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{
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if (HandSys.GetActiveItem((ToServer(Player), Hands)) is { } held)
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{
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await Server.WaitPost(() =>
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{
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Assert.That(HandSys.TryDrop((SEntMan.GetEntity(Player), Hands), null, false, true));
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SEntMan.DeleteEntity(held);
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SLogger.Debug($"Deleting held entity");
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});
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}
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await RunTicks(1);
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Assert.That(HandSys.GetActiveItem((ToServer(Player), Hands)), Is.Null);
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}
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/// <summary>
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/// Place an entity prototype into the players hand. Deletes any currently held entity.
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/// </summary>
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/// <param name="id">The entity or stack prototype to spawn and place into the users hand</param>
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/// <param name="quantity">The number of entities to spawn. If the prototype is a stack, this sets the stack count.</param>
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/// <param name="enableToggleable">Whether or not to automatically enable any toggleable items</param>
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protected async Task<NetEntity> PlaceInHands(string id, int quantity = 1, bool enableToggleable = true)
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{
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return await PlaceInHands((id, quantity), enableToggleable);
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}
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/// <summary>
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/// Place an entity prototype into the players hand. Deletes any currently held entity.
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/// </summary>
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/// <param name="entity">The entity type & quantity to spawn and place into the users hand</param>
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/// <param name="enableToggleable">Whether or not to automatically enable any toggleable items</param>
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protected async Task<NetEntity> PlaceInHands(EntitySpecifier entity, bool enableToggleable = true)
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{
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if (Hands.ActiveHandId == null)
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{
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Assert.Fail("No active hand");
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return default;
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}
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Assert.That(!string.IsNullOrWhiteSpace(entity.Prototype));
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await DeleteHeldEntity();
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// spawn and pick up the new item
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var item = await SpawnEntity(entity, SEntMan.GetCoordinates(PlayerCoords));
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ItemToggleComponent? itemToggle = null;
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await Server.WaitPost(() =>
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{
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var playerEnt = SEntMan.GetEntity(Player);
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Assert.That(HandSys.TryPickup(playerEnt, item, Hands.ActiveHandId, false, false, false, Hands));
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// turn on welders
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if (enableToggleable && SEntMan.TryGetComponent(item, out itemToggle) && !itemToggle.Activated)
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{
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Assert.That(ItemToggleSys.TryActivate((item, itemToggle), user: playerEnt));
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}
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});
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await RunTicks(1);
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Assert.That(HandSys.GetActiveItem((ToServer(Player), Hands)), Is.EqualTo(item));
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if (enableToggleable && itemToggle != null)
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Assert.That(itemToggle.Activated);
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return SEntMan.GetNetEntity(item);
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}
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/// <summary>
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/// Pick up an entity. Defaults to just deleting the previously held entity.
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/// </summary>
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protected async Task Pickup(NetEntity? entity = null, bool deleteHeld = true)
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{
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entity ??= Target;
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if (Hands.ActiveHandId == null)
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{
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Assert.Fail("No active hand");
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return;
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}
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if (deleteHeld)
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await DeleteHeldEntity();
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var uid = SEntMan.GetEntity(entity);
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if (!SEntMan.TryGetComponent(uid, out ItemComponent? item))
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{
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Assert.Fail($"Entity {entity} is not an item");
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return;
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}
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await Server.WaitPost(() =>
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{
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Assert.That(HandSys.TryPickup(ToServer(Player), uid.Value, Hands.ActiveHandId, false, false, false, Hands, item));
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});
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await RunTicks(1);
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Assert.That(HandSys.GetActiveItem((ToServer(Player), Hands)), Is.EqualTo(uid));
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}
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/// <summary>
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/// Drops the currently held entity.
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/// </summary>
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protected async Task Drop()
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{
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if (HandSys.GetActiveItem((ToServer(Player), Hands)) == null)
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{
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Assert.Fail("Not holding any entity to drop");
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return;
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}
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await Server.WaitPost(() =>
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{
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Assert.That(HandSys.TryDrop((ToServer(Player), Hands)));
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});
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await RunTicks(1);
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Assert.That(HandSys.GetActiveItem((ToServer(Player), Hands)), Is.Null);
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}
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#region Interact
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/// <summary>
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/// Use the currently held entity.
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/// </summary>
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protected async Task UseInHand()
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{
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if (HandSys.GetActiveItem((ToServer(Player), Hands)) is not { } target)
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{
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Assert.Fail("Not holding any entity");
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return;
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}
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await Server.WaitPost(() =>
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{
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InteractSys.UserInteraction(SEntMan.GetEntity(Player), SEntMan.GetComponent<TransformComponent>(target).Coordinates, target);
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});
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}
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/// <summary>
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/// Place an entity prototype into the players hand and interact with the given entity (or target position)
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/// </summary>
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/// <param name="id">The entity or stack prototype to spawn and place into the users hand</param>
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/// <param name="quantity">The number of entities to spawn. If the prototype is a stack, this sets the stack count.</param>
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/// <param name="awaitDoAfters">Whether or not to wait for any do-afters to complete</param>
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protected async Task InteractUsing(string id, int quantity = 1, bool awaitDoAfters = true)
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{
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await InteractUsing((id, quantity), awaitDoAfters);
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}
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/// <summary>
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/// Place an entity prototype into the players hand and interact with the given entity (or target position).
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/// </summary>
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/// <param name="entity">The entity type & quantity to spawn and place into the users hand</param>
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/// <param name="awaitDoAfters">Whether or not to wait for any do-afters to complete</param>
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protected async Task InteractUsing(EntitySpecifier entity, bool awaitDoAfters = true)
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{
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// For every interaction, we will also examine the entity, just in case this breaks something, somehow.
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// (e.g., servers attempt to assemble construction examine hints).
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if (Target != null)
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{
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await Client.WaitPost(() => ExamineSys.DoExamine(CEntMan.GetEntity(Target.Value)));
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}
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await PlaceInHands(entity);
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await Interact(awaitDoAfters);
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}
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/// <summary>
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/// Interact with an entity using the currently held entity.
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/// </summary>
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/// <param name="awaitDoAfters">Whether or not to wait for any do-afters to complete</param>
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protected async Task Interact(bool awaitDoAfters = true)
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{
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if (Target == null || !Target.Value.IsClientSide())
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{
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await Interact(Target, TargetCoords, awaitDoAfters);
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return;
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}
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// The target is a client-side entity, so we will just attempt to start construction under the assumption that
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// it is a construction ghost.
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await Client.WaitPost(() => CConSys.TryStartConstruction(CTarget!.Value));
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await RunTicks(5);
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if (awaitDoAfters)
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await AwaitDoAfters();
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await CheckTargetChange();
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}
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/// <inheritdoc cref="Interact(EntityUid?,EntityCoordinates,bool)"/>
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protected async Task Interact(NetEntity? target, NetCoordinates coordinates, bool awaitDoAfters = true)
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{
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Assert.That(SEntMan.TryGetEntity(target, out var sTarget) || target == null);
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var coords = SEntMan.GetCoordinates(coordinates);
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Assert.That(coords.IsValid(SEntMan));
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await Interact(sTarget, coords, awaitDoAfters);
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}
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/// <summary>
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/// Interact with an entity using the currently held entity.
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/// </summary>
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protected async Task Interact(EntityUid? target, EntityCoordinates coordinates, bool awaitDoAfters = true)
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{
|
|
Assert.That(SEntMan.TryGetEntity(Player, out var player));
|
|
|
|
await Server.WaitPost(() => InteractSys.UserInteraction(player!.Value, coordinates, target));
|
|
await RunTicks(1);
|
|
|
|
if (awaitDoAfters)
|
|
await AwaitDoAfters();
|
|
|
|
await CheckTargetChange();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Activate an entity.
|
|
/// </summary>
|
|
protected async Task Activate(NetEntity? target = null, bool awaitDoAfters = true)
|
|
{
|
|
target ??= Target;
|
|
Assert.That(target, Is.Not.Null);
|
|
Assert.That(SEntMan.TryGetEntity(target!.Value, out var sTarget));
|
|
Assert.That(SEntMan.TryGetEntity(Player, out var player));
|
|
|
|
await Server.WaitPost(() => InteractSys.InteractionActivate(player!.Value, sTarget!.Value));
|
|
await RunTicks(1);
|
|
|
|
if (awaitDoAfters)
|
|
await AwaitDoAfters();
|
|
|
|
await CheckTargetChange();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Variant of <see cref="InteractUsing(string,int,bool)"/> that performs several interactions using different entities.
|
|
/// Useful for quickly finishing multiple construction steps.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Empty strings imply empty hands.
|
|
/// </remarks>
|
|
protected async Task Interact(params EntitySpecifier[] specifiers)
|
|
{
|
|
foreach (var spec in specifiers)
|
|
{
|
|
await InteractUsing(spec);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Throw the currently held entity. Defaults to targeting the current <see cref="TargetCoords"/>
|
|
/// </summary>
|
|
protected async Task<bool> ThrowItem(NetCoordinates? target = null, float minDistance = 4)
|
|
{
|
|
var actualTarget = SEntMan.GetCoordinates(target ?? TargetCoords);
|
|
var result = false;
|
|
await Server.WaitPost(() => result = HandSys.ThrowHeldItem(SEntMan.GetEntity(Player), actualTarget, minDistance));
|
|
return result;
|
|
}
|
|
|
|
#endregion
|
|
|
|
/// <summary>
|
|
/// Wait for any currently active DoAfters to finish.
|
|
/// </summary>
|
|
protected async Task AwaitDoAfters(int maxExpected = 1)
|
|
{
|
|
if (!ActiveDoAfters.Any())
|
|
return;
|
|
|
|
// Generally expect interactions to only start one DoAfter.
|
|
Assert.That(ActiveDoAfters.Count(), Is.LessThanOrEqualTo(maxExpected));
|
|
|
|
// wait out the DoAfters.
|
|
var doAfters = ActiveDoAfters.ToList();
|
|
while (ActiveDoAfters.Any())
|
|
{
|
|
await RunTicks(10);
|
|
}
|
|
|
|
foreach (var doAfter in doAfters)
|
|
{
|
|
Assert.That(!doAfter.Cancelled);
|
|
}
|
|
|
|
await RunTicks(5);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Cancel any currently active DoAfters. Default arguments are such that it also checks that there is at least one
|
|
/// active DoAfter to cancel.
|
|
/// </summary>
|
|
protected async Task CancelDoAfters(int minExpected = 1, int maxExpected = 1)
|
|
{
|
|
Assert.That(ActiveDoAfters.Count(), Is.GreaterThanOrEqualTo(minExpected));
|
|
Assert.That(ActiveDoAfters.Count(), Is.LessThanOrEqualTo(maxExpected));
|
|
|
|
if (!ActiveDoAfters.Any())
|
|
return;
|
|
|
|
// Cancel all the do-afters
|
|
var doAfters = ActiveDoAfters.ToList();
|
|
await Server.WaitPost(() =>
|
|
{
|
|
foreach (var doAfter in doAfters)
|
|
{
|
|
DoAfterSys.Cancel(SEntMan.GetEntity(Player), doAfter.Index, DoAfters);
|
|
}
|
|
});
|
|
|
|
await RunTicks(1);
|
|
|
|
foreach (var doAfter in doAfters)
|
|
{
|
|
Assert.That(doAfter.Cancelled);
|
|
}
|
|
|
|
Assert.That(ActiveDoAfters.Count(), Is.EqualTo(0));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check if the test's target entity has changed. E.g., construction interactions will swap out entities while
|
|
/// a structure is being built.
|
|
/// </summary>
|
|
protected async Task CheckTargetChange()
|
|
{
|
|
if (Target == null)
|
|
return;
|
|
|
|
var originalTarget = Target.Value;
|
|
await RunTicks(5);
|
|
|
|
if (Target.Value.IsClientSide() && CTestSystem.Ghosts.TryGetValue(ConstructionGhostId, out var newWeh))
|
|
{
|
|
CLogger.Debug($"Construction ghost {ConstructionGhostId} became entity {newWeh}");
|
|
Target = newWeh;
|
|
}
|
|
|
|
if (STestSystem.EntChanges.TryGetValue(Target.Value, out var newServerWeh))
|
|
{
|
|
SLogger.Debug($"Construction entity {Target.Value} changed to {newServerWeh}");
|
|
Target = newServerWeh;
|
|
}
|
|
|
|
if (Target != originalTarget)
|
|
await CheckTargetChange();
|
|
}
|
|
|
|
#region Asserts
|
|
|
|
protected void ClientAssertPrototype(string? prototype, NetEntity? target = null)
|
|
{
|
|
target ??= Target;
|
|
if (target == null)
|
|
{
|
|
Assert.Fail("No target specified");
|
|
return;
|
|
}
|
|
|
|
var meta = CEntMan.GetComponent<MetaDataComponent>(CEntMan.GetEntity(target.Value));
|
|
Assert.That(meta.EntityPrototype?.ID, Is.EqualTo(prototype));
|
|
}
|
|
|
|
protected void AssertPrototype(string? prototype, NetEntity? target = null)
|
|
{
|
|
target ??= Target;
|
|
if (target == null)
|
|
{
|
|
Assert.Fail("No target specified");
|
|
return;
|
|
}
|
|
|
|
var meta = SEntMan.GetComponent<MetaDataComponent>(SEntMan.GetEntity(target.Value));
|
|
Assert.That(meta.EntityPrototype?.ID, Is.EqualTo(prototype));
|
|
}
|
|
|
|
protected void AssertAnchored(bool anchored = true, NetEntity? target = null)
|
|
{
|
|
target ??= Target;
|
|
if (target == null)
|
|
{
|
|
Assert.Fail("No target specified");
|
|
return;
|
|
}
|
|
|
|
var sXform = SEntMan.GetComponent<TransformComponent>(SEntMan.GetEntity(target.Value));
|
|
var cXform = CEntMan.GetComponent<TransformComponent>(CEntMan.GetEntity(target.Value));
|
|
|
|
Assert.Multiple(() =>
|
|
{
|
|
Assert.That(sXform.Anchored, Is.EqualTo(anchored));
|
|
Assert.That(cXform.Anchored, Is.EqualTo(anchored));
|
|
});
|
|
}
|
|
|
|
protected void AssertDeleted(NetEntity? target = null)
|
|
{
|
|
target ??= Target;
|
|
if (target == null)
|
|
{
|
|
Assert.Fail("No target specified");
|
|
return;
|
|
}
|
|
|
|
Assert.Multiple(() =>
|
|
{
|
|
Assert.That(SEntMan.Deleted(SEntMan.GetEntity(target)));
|
|
Assert.That(CEntMan.Deleted(CEntMan.GetEntity(target)));
|
|
});
|
|
}
|
|
|
|
protected void AssertExists(NetEntity? target = null)
|
|
{
|
|
target ??= Target;
|
|
if (target == null)
|
|
{
|
|
Assert.Fail("No target specified");
|
|
return;
|
|
}
|
|
|
|
Assert.Multiple(() =>
|
|
{
|
|
Assert.That(SEntMan.EntityExists(SEntMan.GetEntity(target)));
|
|
Assert.That(CEntMan.EntityExists(CEntMan.GetEntity(target)));
|
|
});
|
|
}
|
|
|
|
/// <summary>
|
|
/// Assert whether or not the target has the given component.
|
|
/// </summary>
|
|
protected void AssertComp<T>(bool hasComp = true, NetEntity? target = null) where T : IComponent
|
|
{
|
|
target ??= Target;
|
|
if (target == null)
|
|
{
|
|
Assert.Fail("No target specified");
|
|
return;
|
|
}
|
|
|
|
Assert.That(SEntMan.HasComponent<T>(SEntMan.GetEntity(target)), Is.EqualTo(hasComp));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check that the tile at the target position matches some prototype.
|
|
/// </summary>
|
|
protected async Task AssertTile(string? proto, NetCoordinates? coords = null)
|
|
{
|
|
var targetTile = proto == null
|
|
? Tile.Empty
|
|
: new Tile(TileMan[proto].TileId);
|
|
|
|
var tile = Tile.Empty;
|
|
var serverCoords = SEntMan.GetCoordinates(coords ?? TargetCoords);
|
|
var pos = Transform.ToMapCoordinates(serverCoords);
|
|
await Server.WaitPost(() =>
|
|
{
|
|
if (MapMan.TryFindGridAt(pos, out var gridUid, out var grid))
|
|
tile = MapSystem.GetTileRef(gridUid, grid, serverCoords).Tile;
|
|
});
|
|
|
|
Assert.That(tile.TypeId, Is.EqualTo(targetTile.TypeId));
|
|
}
|
|
|
|
protected void AssertGridCount(int value)
|
|
{
|
|
var count = 0;
|
|
var query = SEntMan.AllEntityQueryEnumerator<MapGridComponent, TransformComponent>();
|
|
while (query.MoveNext(out _, out var xform))
|
|
{
|
|
if (xform.MapUid == MapData.MapUid)
|
|
count++;
|
|
}
|
|
|
|
Assert.That(count, Is.EqualTo(value));
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Entity lookups
|
|
|
|
/// <summary>
|
|
/// Returns entities in an area around the target. Ignores the map, grid, player, target, and contained entities.
|
|
/// </summary>
|
|
protected async Task<HashSet<EntityUid>> DoEntityLookup(LookupFlags flags = LookupFlags.Uncontained)
|
|
{
|
|
var lookup = SEntMan.System<EntityLookupSystem>();
|
|
|
|
HashSet<EntityUid> entities = default!;
|
|
await Server.WaitPost(() =>
|
|
{
|
|
// Get all entities left behind by deconstruction
|
|
entities = lookup.GetEntitiesIntersecting(MapId, Box2.CentredAroundZero(new Vector2(10, 10)), flags);
|
|
|
|
var xformQuery = SEntMan.GetEntityQuery<TransformComponent>();
|
|
|
|
HashSet<EntityUid> toRemove = new();
|
|
foreach (var ent in entities)
|
|
{
|
|
var transform = xformQuery.GetComponent(ent);
|
|
var netEnt = SEntMan.GetNetEntity(ent);
|
|
|
|
if (ent == transform.MapUid
|
|
|| ent == transform.GridUid
|
|
|| netEnt == Player
|
|
|| netEnt == Target)
|
|
{
|
|
toRemove.Add(ent);
|
|
}
|
|
}
|
|
|
|
entities.ExceptWith(toRemove);
|
|
});
|
|
|
|
return entities;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs an entity lookup and asserts that only the listed entities exist and that they are all present.
|
|
/// Ignores the grid, map, player, target and contained entities.
|
|
/// </summary>
|
|
protected async Task AssertEntityLookup(params EntitySpecifier[] entities)
|
|
{
|
|
var collection = new EntitySpecifierCollection(entities);
|
|
await AssertEntityLookup(collection);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs an entity lookup and asserts that only the listed entities exist and that they are all present.
|
|
/// Ignores the grid, map, player, target, contained entities, and entities with null prototypes.
|
|
/// </summary>
|
|
protected async Task AssertEntityLookup(
|
|
EntitySpecifierCollection collection,
|
|
bool failOnMissing = true,
|
|
bool failOnExcess = true,
|
|
LookupFlags flags = LookupFlags.Uncontained)
|
|
{
|
|
var expected = collection.Clone();
|
|
var entities = await DoEntityLookup(flags);
|
|
var found = ToEntityCollection(entities);
|
|
expected.Remove(found);
|
|
await expected.ConvertToStacks(ProtoMan, Factory, Server);
|
|
|
|
if (expected.Entities.Count == 0)
|
|
return;
|
|
|
|
Assert.Multiple(() =>
|
|
{
|
|
foreach (var (proto, quantity) in expected.Entities)
|
|
{
|
|
if (proto == "Audio")
|
|
continue;
|
|
|
|
if (quantity < 0 && failOnExcess)
|
|
Assert.Fail($"Unexpected entity/stack: {proto}, quantity: {-quantity}");
|
|
|
|
if (quantity > 0 && failOnMissing)
|
|
Assert.Fail($"Missing entity/stack: {proto}, quantity: {quantity}");
|
|
|
|
if (quantity == 0)
|
|
throw new Exception("Error in entity collection math.");
|
|
}
|
|
});
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs an entity lookup and attempts to find an entity matching the given entity specifier.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This is used to check that an item-crafting attempt was successful. Ideally crafting items would just return the
|
|
/// entity or raise an event or something.
|
|
/// </remarks>
|
|
protected async Task<EntityUid> FindEntity(
|
|
EntitySpecifier spec,
|
|
LookupFlags flags = LookupFlags.Uncontained | LookupFlags.Contained,
|
|
bool shouldSucceed = true)
|
|
{
|
|
await spec.ConvertToStack(ProtoMan, Factory, Server);
|
|
|
|
var entities = await DoEntityLookup(flags);
|
|
foreach (var uid in entities)
|
|
{
|
|
var found = ToEntitySpecifier(uid);
|
|
if (found is null)
|
|
continue;
|
|
|
|
if (spec.Prototype != found.Prototype)
|
|
continue;
|
|
|
|
if (found.Quantity >= spec.Quantity)
|
|
return uid;
|
|
|
|
// TODO combine stacks?
|
|
}
|
|
|
|
if (shouldSucceed)
|
|
Assert.Fail($"Could not find stack/entity with prototype {spec.Prototype}");
|
|
|
|
return default;
|
|
}
|
|
|
|
#endregion
|
|
|
|
/// <summary>
|
|
/// List of currently active DoAfters on the player.
|
|
/// </summary>
|
|
protected IEnumerable<Shared.DoAfter.DoAfter> ActiveDoAfters
|
|
=> DoAfters.DoAfters.Values.Where(x => !x.Cancelled && !x.Completed);
|
|
|
|
#region Component
|
|
|
|
/// <summary>
|
|
/// Convenience method to get components on the target. Returns SERVER-SIDE components.
|
|
/// </summary>
|
|
protected T Comp<T>(NetEntity? target = null) where T : IComponent
|
|
{
|
|
target ??= Target;
|
|
if (target == null)
|
|
Assert.Fail("No target specified");
|
|
|
|
return SEntMan.GetComponent<T>(ToServer(target!.Value));
|
|
}
|
|
|
|
/// <inheritdoc cref="Comp{T}"/>
|
|
protected bool TryComp<T>(NetEntity? target, [NotNullWhen(true)] out T? comp) where T : IComponent
|
|
{
|
|
return SEntMan.TryGetComponent(ToServer(target), out comp);
|
|
}
|
|
|
|
/// <inheritdoc cref="Comp{T}"/>
|
|
protected bool TryComp<T>([NotNullWhen(true)] out T? comp) where T : IComponent
|
|
{
|
|
return SEntMan.TryGetComponent(STarget, out comp);
|
|
}
|
|
|
|
#endregion
|
|
|
|
/// <summary>
|
|
/// Set the tile at the target position to some prototype.
|
|
/// </summary>
|
|
protected async Task SetTile(string? proto, NetCoordinates? coords = null, Entity<MapGridComponent>? grid = null)
|
|
{
|
|
var tile = proto == null
|
|
? Tile.Empty
|
|
: new Tile(TileMan[proto].TileId);
|
|
|
|
var pos = Transform.ToMapCoordinates(SEntMan.GetCoordinates(coords ?? TargetCoords));
|
|
|
|
EntityUid gridUid;
|
|
MapGridComponent? gridComp;
|
|
await Server.WaitPost(() =>
|
|
{
|
|
if (grid is { } gridEnt)
|
|
{
|
|
MapSystem.SetTile(gridEnt, SEntMan.GetCoordinates(coords ?? TargetCoords), tile);
|
|
return;
|
|
}
|
|
else if (MapMan.TryFindGridAt(pos, out var gUid, out var gComp))
|
|
{
|
|
MapSystem.SetTile(gUid, gComp, SEntMan.GetCoordinates(coords ?? TargetCoords), tile);
|
|
return;
|
|
}
|
|
|
|
if (proto == null)
|
|
return;
|
|
|
|
gridEnt = MapMan.CreateGridEntity(MapData.MapId);
|
|
grid = gridEnt;
|
|
gridUid = gridEnt;
|
|
gridComp = gridEnt.Comp;
|
|
var gridXform = SEntMan.GetComponent<TransformComponent>(gridUid);
|
|
Transform.SetWorldPosition((gridUid, gridXform), pos.Position);
|
|
MapSystem.SetTile((gridUid, gridComp), SEntMan.GetCoordinates(coords ?? TargetCoords), tile);
|
|
|
|
if (!MapMan.TryFindGridAt(pos, out _, out _))
|
|
Assert.Fail("Failed to create grid?");
|
|
});
|
|
await AssertTile(proto, coords);
|
|
}
|
|
|
|
protected async Task Delete(EntityUid uid)
|
|
{
|
|
await Server.WaitPost(() => SEntMan.DeleteEntity(uid));
|
|
await RunTicks(5);
|
|
}
|
|
|
|
protected Task Delete(NetEntity nuid)
|
|
{
|
|
return Delete(SEntMan.GetEntity(nuid));
|
|
}
|
|
|
|
#region Time/Tick managment
|
|
|
|
protected async Task RunTicks(int ticks)
|
|
{
|
|
await Pair.RunTicksSync(ticks);
|
|
}
|
|
|
|
protected async Task RunSeconds(float seconds)
|
|
{
|
|
await Pair.RunSeconds(seconds);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region BUI
|
|
/// <summary>
|
|
/// Sends a bui message using the given bui key.
|
|
/// </summary>
|
|
protected async Task SendBui(Enum key, BoundUserInterfaceMessage msg, EntityUid? _ = null)
|
|
{
|
|
if (!TryGetBui(key, out var bui))
|
|
return;
|
|
|
|
await Client.WaitPost(() => bui.SendMessage(msg));
|
|
|
|
// allow for client -> server and server -> client messages to be sent.
|
|
await RunTicks(15);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sends a bui message using the given bui key.
|
|
/// </summary>
|
|
protected async Task CloseBui(Enum key, EntityUid? _ = null)
|
|
{
|
|
if (!TryGetBui(key, out var bui))
|
|
return;
|
|
|
|
await Client.WaitPost(() => bui.Close());
|
|
|
|
// allow for client -> server and server -> client messages to be sent.
|
|
await RunTicks(15);
|
|
}
|
|
|
|
protected bool TryGetBui(Enum key, [NotNullWhen(true)] out BoundUserInterface? bui, NetEntity? target = null, bool shouldSucceed = true)
|
|
{
|
|
bui = null;
|
|
target ??= Target;
|
|
if (target == null)
|
|
{
|
|
Assert.Fail("No target specified");
|
|
return false;
|
|
}
|
|
|
|
if (!CEntMan.TryGetComponent<UserInterfaceComponent>(CEntMan.GetEntity(target), out var ui))
|
|
{
|
|
if (shouldSucceed)
|
|
Assert.Fail($"Entity {SEntMan.ToPrettyString(SEntMan.GetEntity(target.Value))} does not have a bui component");
|
|
return false;
|
|
}
|
|
|
|
if (!ui.ClientOpenInterfaces.TryGetValue(key, out bui))
|
|
{
|
|
if (shouldSucceed)
|
|
Assert.Fail($"Entity {SEntMan.ToPrettyString(SEntMan.GetEntity(target.Value))} does not have an open bui with key {key.GetType()}.{key}.");
|
|
return false;
|
|
}
|
|
|
|
var bui2 = bui;
|
|
Assert.Multiple(() =>
|
|
{
|
|
Assert.That(bui2.UiKey, Is.EqualTo(key), $"Bound user interface {bui2} is indexed by a key other than the one assigned to it somehow. {bui2.UiKey} != {key}");
|
|
Assert.That(shouldSucceed, Is.True);
|
|
});
|
|
return true;
|
|
}
|
|
|
|
protected bool IsUiOpen(Enum key)
|
|
{
|
|
if (!TryComp(Player, out UserInterfaceUserComponent? user))
|
|
return false;
|
|
|
|
foreach (var keys in user.OpenInterfaces.Values)
|
|
{
|
|
if (keys.Contains(key))
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region UI
|
|
|
|
/// <summary>
|
|
/// Attempts to find, and then presses and releases a control on some client-side window.
|
|
/// Will fail if the control cannot be found.
|
|
/// </summary>
|
|
protected async Task ClickControl<TWindow, TControl>(string name, BoundKeyFunction? function = null)
|
|
where TWindow : BaseWindow
|
|
where TControl : Control
|
|
{
|
|
var window = GetWindow<TWindow>();
|
|
var control = GetControlFromField<TControl>(name, window);
|
|
await ClickControl(control, function);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attempts to find, and then presses and releases a control on some client-side widget.
|
|
/// Will fail if the control cannot be found.
|
|
/// </summary>
|
|
protected async Task ClickWidgetControl<TWidget, TControl>(string name, BoundKeyFunction? function = null)
|
|
where TWidget : UIWidget, new()
|
|
where TControl : Control
|
|
{
|
|
var widget = GetWidget<TWidget>();
|
|
var control = GetControlFromField<TControl>(name, widget);
|
|
await ClickControl(control, function);
|
|
}
|
|
|
|
/// <inheritdoc cref="ClickControl{TWindow,TControl}"/>
|
|
protected async Task ClickControl<TWindow>(string name, BoundKeyFunction? function = null)
|
|
where TWindow : BaseWindow
|
|
{
|
|
await ClickControl<TWindow, Control>(name, function);
|
|
}
|
|
|
|
/// <inheritdoc cref="ClickWidgetControl{TWidget,TControl}"/>
|
|
protected async Task ClickWidgetControl<TWidget>(string name, BoundKeyFunction? function = null)
|
|
where TWidget : UIWidget, new()
|
|
{
|
|
await ClickWidgetControl<TWidget, Control>(name, function);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Simulates a click and release at the center of some UI control.
|
|
/// </summary>
|
|
protected async Task ClickControl(Control control, BoundKeyFunction? function = null)
|
|
{
|
|
function ??= EngineKeyFunctions.UIClick;
|
|
var screenCoords = new ScreenCoordinates(
|
|
control.GlobalPixelPosition + control.PixelSize / 2,
|
|
control.Window?.Id ?? default);
|
|
|
|
var relativePos = screenCoords.Position / control.UIScale - control.GlobalPosition;
|
|
var relativePixelPos = screenCoords.Position - control.GlobalPixelPosition;
|
|
|
|
var args = new GUIBoundKeyEventArgs(
|
|
function.Value,
|
|
BoundKeyState.Down,
|
|
screenCoords,
|
|
default,
|
|
relativePos,
|
|
relativePixelPos);
|
|
|
|
await Client.DoGuiEvent(control, args);
|
|
await RunTicks(1);
|
|
|
|
args = new GUIBoundKeyEventArgs(
|
|
function.Value,
|
|
BoundKeyState.Up,
|
|
screenCoords,
|
|
default,
|
|
relativePos,
|
|
relativePixelPos);
|
|
|
|
await Client.DoGuiEvent(control, args);
|
|
await RunTicks(1);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attempt to retrieve a control by looking for a field on some other control.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Will fail if the control cannot be found.
|
|
/// </remarks>
|
|
protected TControl GetControlFromField<TControl>(string name, Control parent)
|
|
where TControl : Control
|
|
{
|
|
const BindingFlags flags = BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic;
|
|
var parentType = parent.GetType();
|
|
var field = parentType.GetField(name, flags);
|
|
var prop = parentType.GetProperty(name, flags);
|
|
|
|
if (field == null && prop == null)
|
|
{
|
|
Assert.Fail($"Window {parentType.Name} does not have a field or property named {name}");
|
|
return default!;
|
|
}
|
|
|
|
var fieldOrProp = field?.GetValue(parent) ?? prop?.GetValue(parent);
|
|
|
|
if (fieldOrProp is not Control control)
|
|
{
|
|
Assert.Fail($"{name} was null or was not a control.");
|
|
return default!;
|
|
}
|
|
|
|
Assert.That(control.GetType().IsAssignableTo(typeof(TControl)));
|
|
return (TControl) control;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attempt to retrieve a control that matches some predicate by iterating through a control's children.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Will fail if the control cannot be found.
|
|
/// </remarks>
|
|
protected TControl GetControlFromChildren<TControl>(Func<TControl, bool> predicate, Control parent, bool recursive = true)
|
|
where TControl : Control
|
|
{
|
|
if (TryGetControlFromChildren(predicate, parent, out var control, recursive))
|
|
return control;
|
|
|
|
Assert.Fail($"Failed to find a {nameof(TControl)} that satisfies the predicate in {parent.Name}");
|
|
return default!;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attempt to retrieve a control of a given type by iterating through a control's children.
|
|
/// </summary>
|
|
protected TControl GetControlFromChildren<TControl>(Control parent, bool recursive = false)
|
|
where TControl : Control
|
|
{
|
|
return GetControlFromChildren<TControl>(static _ => true, parent, recursive);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attempt to retrieve a control that matches some predicate by iterating through a control's children.
|
|
/// </summary>
|
|
protected bool TryGetControlFromChildren<TControl>(
|
|
Func<TControl, bool> predicate,
|
|
Control parent,
|
|
[NotNullWhen(true)] out TControl? control,
|
|
bool recursive = true)
|
|
where TControl : Control
|
|
{
|
|
foreach (var ctrl in parent.Children)
|
|
{
|
|
if (ctrl is TControl cast && predicate(cast))
|
|
{
|
|
control = cast;
|
|
return true;
|
|
}
|
|
|
|
if (recursive && TryGetControlFromChildren(predicate, ctrl, out control))
|
|
return true;
|
|
}
|
|
|
|
control = null;
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attempts to find a currently open client-side window. Will fail if the window cannot be found.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Note that this just returns the very first open window of this type that is found.
|
|
/// </remarks>
|
|
protected TWindow GetWindow<TWindow>() where TWindow : BaseWindow
|
|
{
|
|
if (TryFindWindow(out TWindow? window))
|
|
return window;
|
|
|
|
Assert.Fail($"Could not find a window assignable to {nameof(TWindow)}");
|
|
return default!;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attempts to find a currently open client-side window.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Note that this just returns the very first open window of this type that is found.
|
|
/// </remarks>
|
|
protected bool TryFindWindow<TWindow>([NotNullWhen(true)] out TWindow? window) where TWindow : BaseWindow
|
|
{
|
|
TryFindWindow(typeof(TWindow), out var control);
|
|
window = control as TWindow;
|
|
return window != null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attempts to find a currently open client-side window.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Note that this just returns the very first open window of this type that is found.
|
|
/// </remarks>
|
|
protected bool TryFindWindow(Type type, [NotNullWhen(true)] out BaseWindow? window)
|
|
{
|
|
Assert.That(type.IsAssignableTo(typeof(BaseWindow)));
|
|
window = UiMan.WindowRoot.Children
|
|
.OfType<BaseWindow>()
|
|
.Where(x => x.IsOpen)
|
|
.FirstOrDefault(x => x.GetType().IsAssignableTo(type));
|
|
|
|
return window != null;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Attempts to find client-side UI widget.
|
|
/// </summary>
|
|
protected UIWidget GetWidget<TWidget>()
|
|
where TWidget : UIWidget, new()
|
|
{
|
|
if (TryFindWidget(out TWidget? widget))
|
|
return widget;
|
|
|
|
Assert.Fail($"Could not find a {typeof(TWidget).Name} widget");
|
|
return default!;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attempts to find client-side UI widget.
|
|
/// </summary>
|
|
private bool TryFindWidget<TWidget>([NotNullWhen(true)] out TWidget? uiWidget)
|
|
where TWidget : UIWidget, new()
|
|
{
|
|
uiWidget = null;
|
|
var screen = UiMan.ActiveScreen;
|
|
if (screen == null)
|
|
return false;
|
|
|
|
return screen.TryGetWidget(out uiWidget);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Power
|
|
|
|
protected void ToggleNeedPower(NetEntity? target = null)
|
|
{
|
|
var comp = Comp<ApcPowerReceiverComponent>(target);
|
|
comp.NeedsPower = !comp.NeedsPower;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Map Setup
|
|
|
|
/// <summary>
|
|
/// Adds gravity to a given entity. Defaults to the grid if no entity is specified.
|
|
/// </summary>
|
|
protected async Task AddGravity(EntityUid? uid = null)
|
|
{
|
|
var target = uid ?? MapData.Grid;
|
|
await Server.WaitPost(() =>
|
|
{
|
|
var gravity = SEntMan.EnsureComponent<GravityComponent>(target);
|
|
SEntMan.System<GravitySystem>().EnableGravity(target, gravity);
|
|
});
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds a default atmosphere to the test map.
|
|
/// </summary>
|
|
protected async Task AddAtmosphere(EntityUid? uid = null)
|
|
{
|
|
var target = uid ?? MapData.MapUid;
|
|
await Server.WaitPost(() =>
|
|
{
|
|
var atmosSystem = SEntMan.System<AtmosphereSystem>();
|
|
var moles = new float[Atmospherics.AdjustedNumberOfGases];
|
|
moles[(int) Gas.Oxygen] = 21.824779f;
|
|
moles[(int) Gas.Nitrogen] = 82.10312f;
|
|
atmosSystem.SetMapAtmosphere(target, false, new GasMixture(moles, Atmospherics.T20C));
|
|
});
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Inputs
|
|
|
|
|
|
|
|
/// <summary>
|
|
/// Make the client press and then release a key. This assumes the key is currently released.
|
|
/// This will default to using the <see cref="Target"/> entity and <see cref="TargetCoords"/> coordinates.
|
|
/// </summary>
|
|
protected async Task PressKey(
|
|
BoundKeyFunction key,
|
|
int ticks = 1,
|
|
NetCoordinates? coordinates = null,
|
|
NetEntity? cursorEntity = null)
|
|
{
|
|
await SetKey(key, BoundKeyState.Down, coordinates, cursorEntity);
|
|
await RunTicks(ticks);
|
|
await SetKey(key, BoundKeyState.Up, coordinates, cursorEntity);
|
|
await RunTicks(1);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Make the client press or release a key.
|
|
/// This will default to using the <see cref="Target"/> entity and <see cref="TargetCoords"/> coordinates.
|
|
/// </summary>
|
|
protected async Task SetKey(
|
|
BoundKeyFunction key,
|
|
BoundKeyState state,
|
|
NetCoordinates? coordinates = null,
|
|
NetEntity? cursorEntity = null,
|
|
ScreenCoordinates? screenCoordinates = null)
|
|
{
|
|
var coords = coordinates ?? TargetCoords;
|
|
var target = cursorEntity ?? Target ?? default;
|
|
var screen = screenCoordinates ?? default;
|
|
|
|
var funcId = InputManager.NetworkBindMap.KeyFunctionID(key);
|
|
var message = new ClientFullInputCmdMessage(CTiming.CurTick, CTiming.TickFraction, funcId)
|
|
{
|
|
State = state,
|
|
Coordinates = CEntMan.GetCoordinates(coords),
|
|
ScreenCoordinates = screen,
|
|
Uid = CEntMan.GetEntity(target),
|
|
};
|
|
|
|
await Client.WaitPost(() => InputSystem.HandleInputCommand(ClientSession, key, message));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Variant of <see cref="SetKey"/> for setting movement keys.
|
|
/// </summary>
|
|
protected async Task SetMovementKey(DirectionFlag dir, BoundKeyState state)
|
|
{
|
|
if ((dir & DirectionFlag.South) != 0)
|
|
await SetKey(EngineKeyFunctions.MoveDown, state);
|
|
|
|
if ((dir & DirectionFlag.East) != 0)
|
|
await SetKey(EngineKeyFunctions.MoveRight, state);
|
|
|
|
if ((dir & DirectionFlag.North) != 0)
|
|
await SetKey(EngineKeyFunctions.MoveUp, state);
|
|
|
|
if ((dir & DirectionFlag.West) != 0)
|
|
await SetKey(EngineKeyFunctions.MoveLeft, state);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Make the client hold the move key in some direction for some amount of time.
|
|
/// </summary>
|
|
protected async Task Move(DirectionFlag dir, float seconds)
|
|
{
|
|
await SetMovementKey(dir, BoundKeyState.Down);
|
|
await RunSeconds(seconds);
|
|
await SetMovementKey(dir, BoundKeyState.Up);
|
|
await RunTicks(1);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Networking
|
|
|
|
protected EntityUid ToServer(NetEntity nent) => SEntMan.GetEntity(nent);
|
|
protected EntityUid ToClient(NetEntity nent) => CEntMan.GetEntity(nent);
|
|
protected EntityUid? ToServer(NetEntity? nent) => SEntMan.GetEntity(nent);
|
|
protected EntityUid? ToClient(NetEntity? nent) => CEntMan.GetEntity(nent);
|
|
protected EntityUid ToServer(EntityUid cuid) => SEntMan.GetEntity(CEntMan.GetNetEntity(cuid));
|
|
protected EntityUid ToClient(EntityUid cuid) => CEntMan.GetEntity(SEntMan.GetNetEntity(cuid));
|
|
protected EntityUid? ToServer(EntityUid? cuid) => SEntMan.GetEntity(CEntMan.GetNetEntity(cuid));
|
|
protected EntityUid? ToClient(EntityUid? cuid) => CEntMan.GetEntity(SEntMan.GetNetEntity(cuid));
|
|
|
|
protected EntityCoordinates ToServer(NetCoordinates coords) => SEntMan.GetCoordinates(coords);
|
|
protected EntityCoordinates ToClient(NetCoordinates coords) => CEntMan.GetCoordinates(coords);
|
|
protected EntityCoordinates? ToServer(NetCoordinates? coords) => SEntMan.GetCoordinates(coords);
|
|
protected EntityCoordinates? ToClient(NetCoordinates? coords) => CEntMan.GetCoordinates(coords);
|
|
|
|
#endregion
|
|
|
|
#region Metadata & Transforms
|
|
|
|
protected MetaDataComponent Meta(NetEntity uid) => Meta(ToServer(uid));
|
|
protected MetaDataComponent Meta(EntityUid uid) => SEntMan.GetComponent<MetaDataComponent>(uid);
|
|
|
|
protected TransformComponent Xform(NetEntity uid) => Xform(ToServer(uid));
|
|
protected TransformComponent Xform(EntityUid uid) => SEntMan.GetComponent<TransformComponent>(uid);
|
|
|
|
protected EntityCoordinates Position(NetEntity uid) => Position(ToServer(uid));
|
|
protected EntityCoordinates Position(EntityUid uid) => Xform(uid).Coordinates;
|
|
|
|
#endregion
|
|
}
|