Files
ss14-wl/Content.IntegrationTests/Tests/Buckle/BuckleTest.cs
T
Moony d42adbf05d Gametest Part 2: Preliminary refactor every test to use GameTest as the framework. (#43207)
* Pass 1.

* i'm FREE

* Prevent hangups.

* okay fine here's an attribute for settings, will polish later and prolly remove the overridable thing.

* sigh.

* fix singular trigger bug so LatheTest doesn't flake.

* Remove SystemAttribute usage.

* Poke

* I used the shotgun. You know why? Cause the shot gun doesn’t miss, and unlike the shitty hybrid taser it stops a criminal in their tracks in two hits. Bang, bang, and they’re fucking done. I use four shots just to make damn sure. Because, once again, I’m not there to coddle a buncha criminal scum sucking f------, I’m there to 1) Survive the fucking round. 2) Guard the armory. So you can absolutely get fucked. If I get unbanned, which I won’t, you can guarantee I will continue to use the shotgun to apprehend criminals. Because it’s quick, clean and effective as fuck. Why in the seven hells would I fuck around with the disabler shots, which take half a clip just to bring someone down, or with the tazer bolts which are slow as balls, impossible to aim and do about next to jack shit, fuck all. The shotgun is the superior law enforcement weapon. Because it stops crime. And it stops crime by reducing the number of criminals roaming the fucking halls.

* Change the faulty store test into two tests, one of which is ignored for failing.
2026-04-01 16:06:26 +00:00

376 lines
14 KiB
C#

using System.Numerics;
using Content.IntegrationTests.Fixtures;
using Content.Shared.Buckle;
using Content.Shared.ActionBlocker;
using Content.Shared.Buckle.Components;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Standing;
using Robust.Shared.GameObjects;
namespace Content.IntegrationTests.Tests.Buckle
{
[TestFixture]
[TestOf(typeof(BuckleComponent))]
[TestOf(typeof(StrapComponent))]
public sealed partial class BuckleTest : GameTest
{
private const string BuckleDummyId = "BuckleDummy";
private const string StrapDummyId = "StrapDummy";
private const string ItemDummyId = "ItemDummy";
[TestPrototypes]
private const string Prototypes = $@"
- type: entity
name: {BuckleDummyId}
id: {BuckleDummyId}
components:
- type: Buckle
- type: Hands
- type: ComplexInteraction
- type: InputMover
- type: Physics
bodyType: KinematicController
- type: Body
prototype: Human
- type: StandingState
- type: entity
name: {StrapDummyId}
id: {StrapDummyId}
components:
- type: Strap
- type: entity
name: {ItemDummyId}
id: {ItemDummyId}
components:
- type: Item
";
[Test]
public async Task BuckleUnbuckleCooldownRangeTest()
{
var pair = Pair;
var server = pair.Server;
var testMap = await pair.CreateTestMap();
var coordinates = testMap.GridCoords;
var entityManager = server.ResolveDependency<IEntityManager>();
var actionBlocker = entityManager.System<ActionBlockerSystem>();
var buckleSystem = entityManager.System<SharedBuckleSystem>();
var standingState = entityManager.System<StandingStateSystem>();
var xformSystem = entityManager.System<SharedTransformSystem>();
EntityUid human = default;
EntityUid chair = default;
BuckleComponent buckle = null;
StrapComponent strap = null;
await server.WaitAssertion(() =>
{
human = entityManager.SpawnEntity(BuckleDummyId, coordinates);
chair = entityManager.SpawnEntity(StrapDummyId, coordinates);
// Default state, unbuckled
Assert.That(entityManager.TryGetComponent(human, out buckle));
Assert.Multiple(() =>
{
Assert.That(buckle, Is.Not.Null);
Assert.That(buckle.BuckledTo, Is.Null);
Assert.That(buckle.Buckled, Is.False);
Assert.That(actionBlocker.CanMove(human));
Assert.That(actionBlocker.CanChangeDirection(human));
Assert.That(standingState.Down(human));
Assert.That(standingState.Stand(human));
});
// Default state, no buckled entities, strap
Assert.That(entityManager.TryGetComponent(chair, out strap));
Assert.Multiple(() =>
{
Assert.That(strap, Is.Not.Null);
Assert.That(strap.BuckledEntities, Is.Empty);
});
// Side effects of buckling
Assert.That(buckleSystem.TryBuckle(human, human, chair, buckle));
Assert.Multiple(() =>
{
Assert.That(buckle.BuckledTo, Is.Not.Null);
Assert.That(buckle.Buckled);
Assert.That(actionBlocker.CanMove(human), Is.False);
Assert.That(actionBlocker.CanChangeDirection(human));
Assert.That(standingState.Down(human), Is.False);
Assert.That(
(xformSystem.GetWorldPosition(human) - xformSystem.GetWorldPosition(chair)).LengthSquared,
Is.LessThanOrEqualTo(0)
);
// Side effects of buckling for the strap
Assert.That(strap.BuckledEntities, Does.Contain(human));
});
#pragma warning disable NUnit2045 // Interdependent asserts.
// Trying to buckle while already buckled fails
Assert.That(buckleSystem.TryBuckle(human, human, chair, buckle), Is.False);
// Trying to unbuckle too quickly fails
Assert.That(buckleSystem.TryUnbuckle(human, human, buckleComp: buckle), Is.False);
Assert.That(buckle.Buckled);
Assert.That(buckleSystem.TryUnbuckle(human, human), Is.False);
Assert.That(buckle.Buckled);
#pragma warning restore NUnit2045
});
// Wait enough ticks for the unbuckling cooldown to run out
await server.WaitRunTicks(60);
await server.WaitAssertion(() =>
{
#pragma warning disable NUnit2045 // Interdependent asserts.
Assert.That(buckle.Buckled);
// Still buckled
#pragma warning restore NUnit2045
// Unbuckle
Assert.That(buckleSystem.TryUnbuckle(human, human, buckleComp: buckle));
Assert.Multiple(() =>
{
Assert.That(buckle.BuckledTo, Is.Null);
Assert.That(buckle.Buckled, Is.False);
Assert.That(actionBlocker.CanMove(human));
Assert.That(actionBlocker.CanChangeDirection(human));
Assert.That(standingState.Down(human));
// Unbuckle, strap
Assert.That(strap.BuckledEntities, Is.Empty);
});
#pragma warning disable NUnit2045 // Interdependent asserts.
// Re-buckling has no cooldown
Assert.That(buckleSystem.TryBuckle(human, human, chair, buckleComp: buckle));
Assert.That(buckle.Buckled);
// On cooldown
Assert.That(buckleSystem.TryUnbuckle(human, human, buckleComp: buckle), Is.False);
Assert.That(buckle.Buckled);
Assert.That(buckleSystem.TryUnbuckle(human, human), Is.False);
Assert.That(buckle.Buckled);
Assert.That(buckleSystem.TryUnbuckle(human, human), Is.False);
Assert.That(buckle.Buckled);
#pragma warning restore NUnit2045
});
// Wait enough ticks for the unbuckling cooldown to run out
await server.WaitRunTicks(60);
await server.WaitAssertion(() =>
{
#pragma warning disable NUnit2045 // Interdependent asserts.
// Still buckled
Assert.That(buckle.Buckled);
// Unbuckle
Assert.That(buckleSystem.TryUnbuckle(human, human, buckleComp: buckle));
Assert.That(buckle.Buckled, Is.False);
#pragma warning restore NUnit2045
// Move away from the chair
var oldWorldPosition = xformSystem.GetWorldPosition(chair);
xformSystem.SetWorldPosition(human, oldWorldPosition + new Vector2(1000, 1000));
// Out of range
#pragma warning disable NUnit2045 // Interdependent asserts.
Assert.That(buckleSystem.TryBuckle(human, human, chair, buckleComp: buckle), Is.False);
Assert.That(buckleSystem.TryUnbuckle(human, human, buckleComp: buckle), Is.False);
#pragma warning restore NUnit2045
// Move near the chair
oldWorldPosition = xformSystem.GetWorldPosition(chair);
xformSystem.SetWorldPosition(human, oldWorldPosition + new Vector2(0.5f, 0));
// In range
#pragma warning disable NUnit2045 // Interdependent asserts.
Assert.That(buckleSystem.TryBuckle(human, human, chair, buckleComp: buckle));
Assert.That(buckle.Buckled);
Assert.That(buckleSystem.TryUnbuckle(human, human, buckleComp: buckle), Is.False);
Assert.That(buckle.Buckled);
#pragma warning restore NUnit2045
// Force unbuckle
buckleSystem.Unbuckle(human, human);
Assert.Multiple(() =>
{
Assert.That(buckle.Buckled, Is.False);
Assert.That(actionBlocker.CanMove(human));
Assert.That(actionBlocker.CanChangeDirection(human));
Assert.That(standingState.Down(human));
});
// Re-buckle
Assert.That(buckleSystem.TryBuckle(human, human, chair, buckleComp: buckle));
// Move away from the chair
oldWorldPosition = xformSystem.GetWorldPosition(chair);
xformSystem.SetWorldPosition(human, oldWorldPosition + new Vector2(1, 0));
});
await server.WaitRunTicks(1);
await server.WaitAssertion(() =>
{
// No longer buckled
Assert.Multiple(() =>
{
Assert.That(buckle.Buckled, Is.False);
Assert.That(buckle.BuckledTo, Is.Null);
Assert.That(strap.BuckledEntities, Is.Empty);
});
});
}
[Test]
public async Task BuckledDyingDropItemsTest()
{
var pair = Pair;
var server = pair.Server;
var testMap = await pair.CreateTestMap();
var coordinates = testMap.GridCoords;
EntityUid human = default;
BuckleComponent buckle = null;
HandsComponent hands = null;
await server.WaitIdleAsync();
var entityManager = server.ResolveDependency<IEntityManager>();
var handsSys = entityManager.EntitySysManager.GetEntitySystem<SharedHandsSystem>();
var buckleSystem = entityManager.EntitySysManager.GetEntitySystem<SharedBuckleSystem>();
var xformSystem = entityManager.System<SharedTransformSystem>();
await server.WaitAssertion(() =>
{
human = entityManager.SpawnEntity(BuckleDummyId, coordinates);
var chair = entityManager.SpawnEntity(StrapDummyId, coordinates);
// Component sanity check
Assert.Multiple(() =>
{
Assert.That(entityManager.TryGetComponent(human, out buckle));
Assert.That(entityManager.HasComponent<StrapComponent>(chair));
Assert.That(entityManager.TryGetComponent(human, out hands));
});
// Buckle
Assert.That(buckleSystem.TryBuckle(human, human, chair, buckleComp: buckle));
Assert.Multiple(() =>
{
Assert.That(buckle.BuckledTo, Is.Not.Null);
Assert.That(buckle.Buckled);
});
// Put an item into every hand
for (var i = 0; i < hands.Count; i++)
{
var akms = entityManager.SpawnEntity(ItemDummyId, coordinates);
Assert.That(handsSys.TryPickupAnyHand(human, akms));
}
});
await server.WaitRunTicks(10);
await server.WaitAssertion(() =>
{
// Still buckled
Assert.That(buckle.Buckled);
// Still with items in hand
foreach (var hand in hands.Hands.Keys)
{
Assert.That(handsSys.GetHeldItem((human, hands), hand), Is.Not.Null);
}
buckleSystem.Unbuckle(human, human);
Assert.That(buckle.Buckled, Is.False);
});
}
[Test]
public async Task ForceUnbuckleBuckleTest()
{
var pair = Pair;
var server = pair.Server;
var testMap = await pair.CreateTestMap();
var coordinates = testMap.GridCoords;
var entityManager = server.ResolveDependency<IEntityManager>();
var buckleSystem = entityManager.System<SharedBuckleSystem>();
var xformSystem = entityManager.System<SharedTransformSystem>();
EntityUid human = default;
EntityUid chair = default;
BuckleComponent buckle = null;
await server.WaitAssertion(() =>
{
human = entityManager.SpawnEntity(BuckleDummyId, coordinates);
chair = entityManager.SpawnEntity(StrapDummyId, coordinates);
// Component sanity check
Assert.Multiple(() =>
{
Assert.That(entityManager.TryGetComponent(human, out buckle));
Assert.That(entityManager.HasComponent<StrapComponent>(chair));
});
// Buckle
Assert.That(buckleSystem.TryBuckle(human, human, chair, buckleComp: buckle));
Assert.Multiple(() =>
{
Assert.That(buckle.BuckledTo, Is.Not.Null);
Assert.That(buckle.Buckled);
});
// Move the buckled entity away
var oldWorldPosition = xformSystem.GetWorldPosition(chair);
xformSystem.SetWorldPosition(human, oldWorldPosition + new Vector2(100, 0));
});
await PoolManager.WaitUntil(server, () => !buckle.Buckled, 10);
Assert.That(buckle.Buckled, Is.False);
await server.WaitAssertion(() =>
{
// Move the now unbuckled entity back onto the chair
var oldWorldPosition = xformSystem.GetWorldPosition(chair);
xformSystem.SetWorldPosition(human, oldWorldPosition);
// Buckle
Assert.That(buckleSystem.TryBuckle(human, human, chair, buckleComp: buckle));
Assert.Multiple(() =>
{
Assert.That(buckle.BuckledTo, Is.Not.Null);
Assert.That(buckle.Buckled);
});
});
await server.WaitRunTicks(60);
await server.WaitAssertion(() =>
{
// Still buckled
Assert.Multiple(() =>
{
Assert.That(buckle.BuckledTo, Is.Not.Null);
Assert.That(buckle.Buckled);
});
});
}
}
}