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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>
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63
Content.IntegrationTests/Tests/Weapons/WeaponTests.cs
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63
Content.IntegrationTests/Tests/Weapons/WeaponTests.cs
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using Content.IntegrationTests.Tests.Interaction;
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using Content.Shared.Damage;
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Systems;
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using Content.Shared.Wieldable.Components;
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using Robust.Shared.Prototypes;
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namespace Content.IntegrationTests.Tests.Weapons;
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public sealed class WeaponTests : InteractionTest
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{
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protected override string PlayerPrototype => "MobHuman"; // The default test mob only has one hand
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private static readonly EntProtoId MobHuman = "MobHuman";
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private static readonly EntProtoId SniperMosin = "WeaponSniperMosin";
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[Test]
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public async Task GunRequiresWieldTest()
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{
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var gunSystem = SEntMan.System<SharedGunSystem>();
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await AddAtmosphere(); // prevent the Urist from suffocating
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var urist = await SpawnTarget(MobHuman);
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var damageComp = Comp<DamageableComponent>(urist);
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var mosinNet = await PlaceInHands(SniperMosin);
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var mosinEnt = ToServer(mosinNet);
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await Pair.RunSeconds(2f); // Guns have a cooldown when picking them up.
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Assert.That(HasComp<GunRequiresWieldComponent>(mosinNet),
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"Looks like you've removed the 'GunRequiresWield' component from the mosin sniper." +
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"If this was intentional, please update WeaponTests.cs to reflect this change!");
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var startAmmo = gunSystem.GetAmmoCount(mosinEnt);
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var wieldComp = Comp<WieldableComponent>(mosinNet);
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Assert.That(startAmmo, Is.GreaterThan(0), "Mosin was spawned with no ammo!");
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Assert.That(wieldComp.Wielded, Is.False, "Mosin was spawned wielded!");
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await AttemptShoot(urist, false); // should fail due to not being wielded
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var updatedAmmo = gunSystem.GetAmmoCount(mosinEnt);
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Assert.That(updatedAmmo,
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Is.EqualTo(startAmmo),
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"Mosin discharged ammo when the weapon should not have fired!");
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Assert.That(damageComp.TotalDamage.Value,
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Is.EqualTo(0),
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"Urist took damage when the weapon should not have fired!");
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await UseInHand();
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Assert.That(wieldComp.Wielded, Is.True, "Mosin failed to wield when interacted with!");
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await AttemptShoot(urist);
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updatedAmmo = gunSystem.GetAmmoCount(mosinEnt);
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Assert.That(updatedAmmo, Is.EqualTo(startAmmo - 1), "Mosin failed to discharge appropriate amount of ammo!");
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Assert.That(damageComp.TotalDamage.Value,
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Is.GreaterThan(0),
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"Mosin was fired but urist sustained no damage!");
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}
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}
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@@ -628,6 +628,26 @@ public abstract partial class SharedGunSystem : EntitySystem
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{
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public List<(NetCoordinates coordinates, Angle angle, SpriteSpecifier Sprite, float Distance)> Sprites = new();
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}
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/// <summary>
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/// Get the ammo count for a given EntityUid. Can be a firearm or magazine.
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/// </summary>
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public int GetAmmoCount(EntityUid uid)
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{
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var ammoEv = new GetAmmoCountEvent();
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RaiseLocalEvent(uid, ref ammoEv);
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return ammoEv.Count;
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}
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/// <summary>
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/// Get the ammo capacity for a given EntityUid. Can be a firearm or magazine.
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/// </summary>
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public int GetAmmoCapacity(EntityUid uid)
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{
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var ammoEv = new GetAmmoCountEvent();
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RaiseLocalEvent(uid, ref ammoEv);
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return ammoEv.Capacity;
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}
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}
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/// <summary>
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