Mosin be tested, Verin be breaded. (#40957)

* Create WeaponSniperTests.cs

* Update SharedGunSystem.cs

* requested changes.

* Update WeaponTests.cs

* rerun tests

* Update WeaponTests.cs

* Update WeaponTests.cs

* Update Content.IntegrationTests/Tests/Weapons/WeaponTests.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
This commit is contained in:
Kyle Tyo
2025-10-21 11:40:41 -04:00
committed by GitHub
parent 5a0a984aa8
commit 1250b388f3
2 changed files with 83 additions and 0 deletions

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@@ -0,0 +1,63 @@
using Content.IntegrationTests.Tests.Interaction;
using Content.Shared.Damage;
using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Systems;
using Content.Shared.Wieldable.Components;
using Robust.Shared.Prototypes;
namespace Content.IntegrationTests.Tests.Weapons;
public sealed class WeaponTests : InteractionTest
{
protected override string PlayerPrototype => "MobHuman"; // The default test mob only has one hand
private static readonly EntProtoId MobHuman = "MobHuman";
private static readonly EntProtoId SniperMosin = "WeaponSniperMosin";
[Test]
public async Task GunRequiresWieldTest()
{
var gunSystem = SEntMan.System<SharedGunSystem>();
await AddAtmosphere(); // prevent the Urist from suffocating
var urist = await SpawnTarget(MobHuman);
var damageComp = Comp<DamageableComponent>(urist);
var mosinNet = await PlaceInHands(SniperMosin);
var mosinEnt = ToServer(mosinNet);
await Pair.RunSeconds(2f); // Guns have a cooldown when picking them up.
Assert.That(HasComp<GunRequiresWieldComponent>(mosinNet),
"Looks like you've removed the 'GunRequiresWield' component from the mosin sniper." +
"If this was intentional, please update WeaponTests.cs to reflect this change!");
var startAmmo = gunSystem.GetAmmoCount(mosinEnt);
var wieldComp = Comp<WieldableComponent>(mosinNet);
Assert.That(startAmmo, Is.GreaterThan(0), "Mosin was spawned with no ammo!");
Assert.That(wieldComp.Wielded, Is.False, "Mosin was spawned wielded!");
await AttemptShoot(urist, false); // should fail due to not being wielded
var updatedAmmo = gunSystem.GetAmmoCount(mosinEnt);
Assert.That(updatedAmmo,
Is.EqualTo(startAmmo),
"Mosin discharged ammo when the weapon should not have fired!");
Assert.That(damageComp.TotalDamage.Value,
Is.EqualTo(0),
"Urist took damage when the weapon should not have fired!");
await UseInHand();
Assert.That(wieldComp.Wielded, Is.True, "Mosin failed to wield when interacted with!");
await AttemptShoot(urist);
updatedAmmo = gunSystem.GetAmmoCount(mosinEnt);
Assert.That(updatedAmmo, Is.EqualTo(startAmmo - 1), "Mosin failed to discharge appropriate amount of ammo!");
Assert.That(damageComp.TotalDamage.Value,
Is.GreaterThan(0),
"Mosin was fired but urist sustained no damage!");
}
}

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@@ -628,6 +628,26 @@ public abstract partial class SharedGunSystem : EntitySystem
{
public List<(NetCoordinates coordinates, Angle angle, SpriteSpecifier Sprite, float Distance)> Sprites = new();
}
/// <summary>
/// Get the ammo count for a given EntityUid. Can be a firearm or magazine.
/// </summary>
public int GetAmmoCount(EntityUid uid)
{
var ammoEv = new GetAmmoCountEvent();
RaiseLocalEvent(uid, ref ammoEv);
return ammoEv.Count;
}
/// <summary>
/// Get the ammo capacity for a given EntityUid. Can be a firearm or magazine.
/// </summary>
public int GetAmmoCapacity(EntityUid uid)
{
var ammoEv = new GetAmmoCountEvent();
RaiseLocalEvent(uid, ref ammoEv);
return ammoEv.Capacity;
}
}
/// <summary>