Files
space-station-14/Content.IntegrationTests/Tests/GameRules/TraitorRuleTest.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

138 lines
5.9 KiB
C#

using System.Linq;
using Content.IntegrationTests.Fixtures;
using Content.Server.Antag.Components;
using Content.Server.GameTicking;
using Content.Server.GameTicking.Rules;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.Mind;
using Content.Server.Roles;
using Content.Shared.GameTicking;
using Content.Shared.GameTicking.Components;
using Content.Shared.Mind;
using Content.Shared.NPC.Prototypes;
using Content.Shared.NPC.Systems;
using Content.Shared.Objectives.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.Prototypes;
namespace Content.IntegrationTests.Tests.GameRules;
[TestFixture]
public sealed class TraitorRuleTest : GameTest
{
private const string TraitorGameRuleProtoId = "Traitor";
private const string TraitorAntagRoleName = "Traitor";
private static readonly ProtoId<NpcFactionPrototype> SyndicateFaction = "Syndicate";
private static readonly ProtoId<NpcFactionPrototype> NanotrasenFaction = "NanoTrasen";
public override PoolSettings PoolSettings => new()
{
Dirty = true,
DummyTicker = false,
Connected = true,
InLobby = true,
};
[Test]
public async Task TestTraitorObjectives()
{
var pair = Pair;
var server = pair.Server;
var client = pair.Client;
var entMan = server.EntMan;
var protoMan = server.ProtoMan;
var compFact = server.ResolveDependency<IComponentFactory>();
var ticker = server.System<GameTicker>();
var mindSys = server.System<MindSystem>();
var roleSys = server.System<RoleSystem>();
var factionSys = server.System<NpcFactionSystem>();
var traitorRuleSys = server.System<TraitorRuleSystem>();
// Look up the minimum player count and max total objective difficulty for the game rule
var minPlayers = 1;
var maxDifficulty = 0f;
await server.WaitAssertion(() =>
{
Assert.That(protoMan.TryIndex<EntityPrototype>(TraitorGameRuleProtoId, out var gameRuleEnt),
$"Failed to lookup traitor game rule entity prototype with ID \"{TraitorGameRuleProtoId}\"!");
Assert.That(gameRuleEnt.TryGetComponent<GameRuleComponent>(out var gameRule, compFact),
$"Game rule entity {TraitorGameRuleProtoId} does not have a GameRuleComponent!");
Assert.That(gameRuleEnt.TryGetComponent<AntagRandomObjectivesComponent>(out var randomObjectives, compFact),
$"Game rule entity {TraitorGameRuleProtoId} does not have an AntagRandomObjectivesComponent!");
minPlayers = gameRule.MinPlayers;
maxDifficulty = randomObjectives.MaxDifficulty;
});
// 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));
// Add enough dummy players for the game rule
var dummies = await pair.Server.AddDummySessions(minPlayers);
await pair.RunTicksSync(5);
// Initially, the players have no attached entities
Assert.That(pair.Player?.AttachedEntity, Is.Null);
Assert.That(dummies.All(x => x.AttachedEntity == null));
// Opt-in the player for the traitor role
await pair.SetAntagPreference(TraitorAntagRoleName, true);
// Add the game rule
TraitorRuleComponent traitorRule = null;
await server.WaitPost(() =>
{
var gameRuleEnt = ticker.AddGameRule(TraitorGameRuleProtoId);
Assert.That(entMan.TryGetComponent<TraitorRuleComponent>(gameRuleEnt, out traitorRule));
// Ready up
ticker.ToggleReadyAll(true);
Assert.That(ticker.PlayerGameStatuses.Values.All(x => x == PlayerGameStatus.ReadyToPlay));
// Start the round
ticker.StartRound();
// Force traitor mode to start (skip the delay)
ticker.StartGameRule(gameRuleEnt);
});
await pair.RunTicksSync(10);
// Game should have started
Assert.That(ticker.RunLevel, Is.EqualTo(GameRunLevel.InRound));
Assert.That(ticker.PlayerGameStatuses.Values.All(x => x == PlayerGameStatus.JoinedGame));
Assert.That(client.EntMan.EntityExists(client.AttachedEntity));
// Check the player and dummies are spawned
var dummyEnts = dummies.Select(x => x.AttachedEntity ?? default).ToArray();
var player = pair.Player!.AttachedEntity!.Value;
Assert.That(entMan.EntityExists(player));
Assert.That(dummyEnts.All(entMan.EntityExists));
// Make sure the player is a traitor.
var mind = mindSys.GetMind(player)!.Value;
Assert.That(roleSys.MindIsAntagonist(mind));
Assert.That(factionSys.IsMember(player, SyndicateFaction), Is.True);
Assert.That(factionSys.IsMember(player, NanotrasenFaction), Is.False);
Assert.That(traitorRule.TotalTraitors, Is.EqualTo(1));
Assert.That(traitorRule.TraitorMinds[0], Is.EqualTo(mind));
// Check total objective difficulty
Assert.That(entMan.TryGetComponent<MindComponent>(mind, out var mindComp));
var totalDifficulty = mindComp.Objectives.Sum(o => entMan.GetComponent<ObjectiveComponent>(o).Difficulty);
Assert.That(totalDifficulty, Is.AtMost(maxDifficulty),
$"MaxDifficulty exceeded! Objectives: {string.Join(", ", mindComp.Objectives.Select(o => FormatObjective(o, entMan)))}");
Assert.That(mindComp.Objectives, Is.Not.Empty,
$"No objectives assigned!");
}
private static string FormatObjective(Entity<ObjectiveComponent> entity, IEntityManager entMan)
{
var meta = entMan.GetComponent<MetaDataComponent>(entity);
var objective = entMan.GetComponent<ObjectiveComponent>(entity);
return $"{meta.EntityName} ({objective.Difficulty})";
}
}