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This cherry-pick's Wizden's Antag Refactor, which is needed for all future antag updates, as well as for me to cherry-pick over Cultists(Who are going to need some editing to fit the antag refactor), Changelings, Heretics, and Wizards. I actually selected the White-Dream-Public version of the Antag Refactor, due to it having commits made tailored to our repository, so it comes prepackaged with all the changes necessary for our repo-specific content. https://github.com/frosty-dev/ss14-wwdp/pull/10 Signed-off-by: Timemaster99 <[email protected]> Co-authored-by: ThereDrD <[email protected]> Co-authored-by: Jeff <[email protected]> Co-authored-by: Timemaster99 <[email protected]> Co-authored-by: Timemaster99 <[email protected]> Co-authored-by: [email protected] <[email protected]> Co-authored-by: Danger Revolution! <[email protected]> Co-authored-by: Azzy <[email protected]>
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Content.IntegrationTests/Tests/GameRules/NukeOpsTest.cs
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/* WD edit | ||
#nullable enable | ||
using System.Linq; | ||
using Content.Server.Body.Components; | ||
using Content.Server.GameTicking; | ||
using Content.Server.GameTicking.Presets; | ||
using Content.Server.GameTicking.Rules.Components; | ||
using Content.Server.Mind; | ||
using Content.Server.NPC.Systems; | ||
using Content.Server.Pinpointer; | ||
using Content.Server.Roles; | ||
using Content.Server.Shuttles.Components; | ||
using Content.Server.Station.Components; | ||
using Content.Shared.CCVar; | ||
using Content.Shared.Damage; | ||
using Content.Shared.FixedPoint; | ||
using Content.Shared.GameTicking; | ||
using Content.Shared.Hands.Components; | ||
using Content.Shared.Inventory; | ||
using Content.Shared.NukeOps; | ||
using Robust.Server.GameObjects; | ||
using Robust.Shared.GameObjects; | ||
using Robust.Shared.Map.Components; | ||
namespace Content.IntegrationTests.Tests.GameRules; | ||
[TestFixture] | ||
public sealed class NukeOpsTest | ||
{ | ||
/// <summary> | ||
/// Check that a nuke ops game mode can start without issue. I.e., that the nuke station and such all get loaded. | ||
/// </summary> | ||
[Test] | ||
public async Task TryStopNukeOpsFromConstantlyFailing() | ||
{ | ||
await using var pair = await PoolManager.GetServerClient(new PoolSettings | ||
{ | ||
Dirty = true, | ||
DummyTicker = false, | ||
Connected = true, | ||
InLobby = true | ||
}); | ||
var server = pair.Server; | ||
var client = pair.Client; | ||
var entMan = server.EntMan; | ||
var mapSys = server.System<MapSystem>(); | ||
var ticker = server.System<GameTicker>(); | ||
var mindSys = server.System<MindSystem>(); | ||
var roleSys = server.System<RoleSystem>(); | ||
var invSys = server.System<InventorySystem>(); | ||
var factionSys = server.System<NpcFactionSystem>(); | ||
Assert.That(server.CfgMan.GetCVar(CCVars.GridFill), Is.False); | ||
server.CfgMan.SetCVar(CCVars.GridFill, true); | ||
// Initially in the lobby | ||
Assert.That(ticker.RunLevel, Is.EqualTo(GameRunLevel.PreRoundLobby)); | ||
Assert.That(client.AttachedEntity, Is.Null); | ||
Assert.That(ticker.PlayerGameStatuses[client.User!.Value], Is.EqualTo(PlayerGameStatus.NotReadyToPlay)); | ||
// There are no grids or maps | ||
Assert.That(entMan.Count<MapComponent>(), Is.Zero); | ||
Assert.That(entMan.Count<MapGridComponent>(), Is.Zero); | ||
Assert.That(entMan.Count<StationMapComponent>(), Is.Zero); | ||
Assert.That(entMan.Count<StationMemberComponent>(), Is.Zero); | ||
Assert.That(entMan.Count<StationCentcommComponent>(), Is.Zero); | ||
// And no nukie related components | ||
Assert.That(entMan.Count<NukeopsRuleComponent>(), Is.Zero); | ||
Assert.That(entMan.Count<NukeopsRoleComponent>(), Is.Zero); | ||
Assert.That(entMan.Count<NukeOperativeComponent>(), Is.Zero); | ||
Assert.That(entMan.Count<NukeOpsShuttleComponent>(), Is.Zero); | ||
Assert.That(entMan.Count<NukeOperativeSpawnerComponent>(), Is.Zero); | ||
// Ready up and start nukeops | ||
await pair.WaitClientCommand("toggleready True"); | ||
Assert.That(ticker.PlayerGameStatuses[client.User!.Value], Is.EqualTo(PlayerGameStatus.ReadyToPlay)); | ||
await pair.WaitCommand("forcepreset Nukeops"); | ||
await pair.RunTicksSync(10); | ||
// Game should have started | ||
Assert.That(ticker.RunLevel, Is.EqualTo(GameRunLevel.InRound)); | ||
Assert.That(ticker.PlayerGameStatuses[client.User!.Value], Is.EqualTo(PlayerGameStatus.JoinedGame)); | ||
Assert.That(client.EntMan.EntityExists(client.AttachedEntity)); | ||
var player = pair.Player!.AttachedEntity!.Value; | ||
Assert.That(entMan.EntityExists(player)); | ||
// Maps now exist | ||
Assert.That(entMan.Count<MapComponent>(), Is.GreaterThan(0)); | ||
Assert.That(entMan.Count<MapGridComponent>(), Is.GreaterThan(0)); | ||
Assert.That(entMan.Count<StationDataComponent>(), Is.EqualTo(2)); // The main station & nukie station | ||
Assert.That(entMan.Count<StationMemberComponent>(), Is.GreaterThan(3)); // Each station has at least 1 grid, plus some shuttles | ||
Assert.That(entMan.Count<StationCentcommComponent>(), Is.EqualTo(1)); | ||
// And we now have nukie related components | ||
Assert.That(entMan.Count<NukeopsRuleComponent>(), Is.EqualTo(1)); | ||
Assert.That(entMan.Count<NukeopsRoleComponent>(), Is.EqualTo(1)); | ||
Assert.That(entMan.Count<NukeOperativeComponent>(), Is.EqualTo(1)); | ||
Assert.That(entMan.Count<NukeOpsShuttleComponent>(), Is.EqualTo(1)); | ||
// The player entity should be the nukie commander | ||
var mind = mindSys.GetMind(player)!.Value; | ||
Assert.That(entMan.HasComponent<NukeOperativeComponent>(player)); | ||
Assert.That(roleSys.MindIsAntagonist(mind)); | ||
Assert.That(roleSys.MindHasRole<NukeopsRoleComponent>(mind)); | ||
Assert.That(factionSys.IsMember(player, "Syndicate"), Is.True); | ||
Assert.That(factionSys.IsMember(player, "NanoTrasen"), Is.False); | ||
var roles = roleSys.MindGetAllRoles(mind); | ||
var cmdRoles = roles.Where(x => x.Prototype == "NukeopsCommander" && x.Component is NukeopsRoleComponent); | ||
Assert.That(cmdRoles.Count(), Is.EqualTo(1)); | ||
// The game rule exists, and all the stations/shuttles/maps are properly initialized | ||
var rule = entMan.AllComponents<NukeopsRuleComponent>().Single().Component; | ||
var mapRule = entMan.AllComponents<LoadMapRuleComponent>().Single().Component; | ||
foreach (var grid in mapRule.MapGrids) | ||
{ | ||
Assert.That(entMan.EntityExists(grid)); | ||
Assert.That(entMan.HasComponent<MapGridComponent>(grid)); | ||
Assert.That(entMan.HasComponent<StationMemberComponent>(grid)); | ||
} | ||
Assert.That(entMan.EntityExists(rule.TargetStation)); | ||
Assert.That(entMan.HasComponent<StationDataComponent>(rule.TargetStation)); | ||
var nukieShuttlEnt = entMan.AllComponents<NukeOpsShuttleComponent>().FirstOrDefault().Uid; | ||
Assert.That(entMan.EntityExists(nukieShuttlEnt)); | ||
EntityUid? nukieStationEnt = null; | ||
foreach (var grid in mapRule.MapGrids) | ||
{ | ||
if (entMan.HasComponent<StationMemberComponent>(grid)) | ||
{ | ||
nukieStationEnt = grid; | ||
break; | ||
} | ||
} | ||
Assert.That(entMan.EntityExists(nukieStationEnt)); | ||
var nukieStation = entMan.GetComponent<StationMemberComponent>(nukieStationEnt!.Value); | ||
Assert.That(entMan.EntityExists(nukieStation.Station)); | ||
Assert.That(nukieStation.Station, Is.Not.EqualTo(rule.TargetStation)); | ||
Assert.That(server.MapMan.MapExists(mapRule.Map)); | ||
var nukieMap = mapSys.GetMap(mapRule.Map!.Value); | ||
var targetStation = entMan.GetComponent<StationDataComponent>(rule.TargetStation!.Value); | ||
var targetGrid = targetStation.Grids.First(); | ||
var targetMap = entMan.GetComponent<TransformComponent>(targetGrid).MapUid!.Value; | ||
Assert.That(targetMap, Is.Not.EqualTo(nukieMap)); | ||
Assert.That(entMan.GetComponent<TransformComponent>(player).MapUid, Is.EqualTo(nukieMap)); | ||
Assert.That(entMan.GetComponent<TransformComponent>(nukieStationEnt.Value).MapUid, Is.EqualTo(nukieMap)); | ||
Assert.That(entMan.GetComponent<TransformComponent>(nukieShuttlEnt).MapUid, Is.EqualTo(nukieMap)); | ||
// The maps are all map-initialized, including the player | ||
// Yes, this is necessary as this has repeatedly been broken somehow. | ||
Assert.That(mapSys.IsInitialized(nukieMap)); | ||
Assert.That(mapSys.IsInitialized(targetMap)); | ||
Assert.That(mapSys.IsPaused(nukieMap), Is.False); | ||
Assert.That(mapSys.IsPaused(targetMap), Is.False); | ||
EntityLifeStage LifeStage(EntityUid? uid) => entMan.GetComponent<MetaDataComponent>(uid!.Value).EntityLifeStage; | ||
Assert.That(LifeStage(player), Is.GreaterThan(EntityLifeStage.Initialized)); | ||
Assert.That(LifeStage(nukieMap), Is.GreaterThan(EntityLifeStage.Initialized)); | ||
Assert.That(LifeStage(targetMap), Is.GreaterThan(EntityLifeStage.Initialized)); | ||
Assert.That(LifeStage(nukieStationEnt.Value), Is.GreaterThan(EntityLifeStage.Initialized)); | ||
Assert.That(LifeStage(nukieShuttlEnt), Is.GreaterThan(EntityLifeStage.Initialized)); | ||
Assert.That(LifeStage(rule.TargetStation), Is.GreaterThan(EntityLifeStage.Initialized)); | ||
// Make sure the player has hands. We've had fucking disarmed nukies before. | ||
Assert.That(entMan.HasComponent<HandsComponent>(player)); | ||
Assert.That(entMan.GetComponent<HandsComponent>(player).Hands.Count, Is.GreaterThan(0)); | ||
// While we're at it, lets make sure they aren't naked. I don't know how many inventory slots all mobs will be | ||
// likely to have in the future. But nukies should probably have at least 3 slots with something in them. | ||
var enumerator = invSys.GetSlotEnumerator(player); | ||
int total = 0; | ||
while (enumerator.NextItem(out _)) | ||
{ | ||
total++; | ||
} | ||
Assert.That(total, Is.GreaterThan(3)); | ||
// Finally lets check the nukie commander passed basic training and figured out how to breathe. | ||
var totalSeconds = 30; | ||
var totalTicks = (int) Math.Ceiling(totalSeconds / server.Timing.TickPeriod.TotalSeconds); | ||
int increment = 5; | ||
var resp = entMan.GetComponent<RespiratorComponent>(player); | ||
var damage = entMan.GetComponent<DamageableComponent>(player); | ||
for (var tick = 0; tick < totalTicks; tick += increment) | ||
{ | ||
await pair.RunTicksSync(increment); | ||
Assert.That(resp.SuffocationCycles, Is.LessThanOrEqualTo(resp.SuffocationCycleThreshold)); | ||
Assert.That(damage.TotalDamage, Is.EqualTo(FixedPoint2.Zero)); | ||
} | ||
//ticker.SetGamePreset((GamePresetPrototype?)null); WD edit | ||
server.CfgMan.SetCVar(CCVars.GridFill, false); | ||
await pair.CleanReturnAsync(); | ||
} | ||
} | ||
*/ |
1 change: 1 addition & 0 deletions
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Content.IntegrationTests/Tests/GameRules/RuleMaxTimeRestartTest.cs
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using System.Diagnostics.CodeAnalysis; | ||
using System.Linq; | ||
using Robust.Shared.Player; | ||
using Robust.Shared.Random; | ||
|
||
namespace Content.Server.Antag; | ||
|
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public sealed class AntagSelectionPlayerPool (List<List<ICommonSession>> orderedPools) | ||
{ | ||
public bool TryPickAndTake(IRobustRandom random, [NotNullWhen(true)] out ICommonSession? session) | ||
{ | ||
session = null; | ||
|
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foreach (var pool in orderedPools) | ||
{ | ||
if (pool.Count == 0) | ||
continue; | ||
|
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session = random.PickAndTake(pool); | ||
break; | ||
} | ||
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return session != null; | ||
} | ||
|
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public int Count => orderedPools.Sum(p => p.Count); | ||
} |
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