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# Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Ports https://github.com/space-wizards/space-station-14/pull/32294 Ports https://github.com/ss14-harmony/ss14-harmony/pull/310 (and everything needed for it to function) Early-merges https://github.com/space-wizards/space-station-14/pull/34302 Adds the ability for multiple central command maps that get randomly selected. Tested and works. --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 Several contributors - add: Added a new central command map that is randomly picked alongside the old one (thank you to Spanky from Harmony) - add: Added Advanced SMES for mappers. - add: Added the atmospheric network monitor for seeing what the temperature, moles, and pressure is on every pipe everywhere through a computer. - add: Nukie med bundle now contains a compact defibrillator. - add: Ported a better mapping editor. - add: Added the throngler plushie. - remove: Removed the Throngler as a possible loot spawn for gamble crates. --------- Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> (cherry picked from commit 9272f65b64392f66a7cd4fd7c84bb152dc93b65a)
98 lines
2.5 KiB
C#
98 lines
2.5 KiB
C#
using Content.IntegrationTests.Tests.Interaction;
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namespace Content.IntegrationTests.Tests.Construction.Interaction;
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public sealed class ComputerConstruction : InteractionTest
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{
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private const string Computer = "Computer";
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private const string ComputerId = "ComputerId";
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private const string ComputerFrame = "ComputerFrame";
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private const string IdBoard = "IDComputerCircuitboard";
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[Test]
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public async Task ConstructComputer()
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{
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// Place ghost
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await StartConstruction(Computer);
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// Initial interaction (ghost turns into real entity)
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await InteractUsing(Steel, 5);
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ClientAssertPrototype(ComputerFrame, Target);
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// Perform construction steps
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await Interact(
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Wrench,
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IdBoard,
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Screw,
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(Cable, 5),
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(Glass, 2),
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Screw);
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// Construction finished, target entity was replaced with a new one:
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AssertPrototype(ComputerId, Target);
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}
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[Test]
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public async Task DeconstructComputer()
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{
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// Spawn initial entity
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await StartDeconstruction(ComputerId);
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// Initial interaction turns id computer into generic computer
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await InteractUsing(Pry);
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AssertPrototype(ComputerFrame);
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// Perform deconstruction steps
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await Interact(
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Pry,
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Cut,
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Screw,
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Pry,
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Wrench,
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Screw);
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// construction finished, entity no longer exists.
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AssertDeleted();
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// Check expected entities were dropped.
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await AssertEntityLookup(
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IdBoard,
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(Cable, 5),
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(Steel, 5),
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(Glass, 2));
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}
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[Test]
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public async Task ChangeComputer()
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{
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// Spawn initial entity
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await SpawnTarget(ComputerId);
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// Initial interaction turns id computer into generic computer
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await InteractUsing(Pry);
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AssertPrototype(ComputerFrame);
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// Perform partial deconstruction steps
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await Interact(
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Pry,
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Cut,
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Screw,
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Pry);
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// Entity should still exist
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AssertPrototype(ComputerFrame);
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// Begin re-constructing with a new circuit board
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await Interact(
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"CargoRequestComputerCircuitboard",
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Screw,
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(Cable, 5),
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(Glass, 2),
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Screw);
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// Construction finished, target entity was replaced with a new one:
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AssertPrototype("ComputerCargoOrders");
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}
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}
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