Files
wwdpublic/Content.IntegrationTests/Tests/Construction/Interaction/ComputerContruction.cs
sleepyyapril a4ab8448b9 Mapping Mini-Wizmerge & New Central Command (#1610)
# Description

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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

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in the changelog (ex: `🆑 Death`)
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🆑 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)
2025-01-20 21:34:45 +03:00

98 lines
2.5 KiB
C#

using Content.IntegrationTests.Tests.Interaction;
namespace Content.IntegrationTests.Tests.Construction.Interaction;
public sealed class ComputerConstruction : InteractionTest
{
private const string Computer = "Computer";
private const string ComputerId = "ComputerId";
private const string ComputerFrame = "ComputerFrame";
private const string IdBoard = "IDComputerCircuitboard";
[Test]
public async Task ConstructComputer()
{
// Place ghost
await StartConstruction(Computer);
// Initial interaction (ghost turns into real entity)
await InteractUsing(Steel, 5);
ClientAssertPrototype(ComputerFrame, Target);
// Perform construction steps
await Interact(
Wrench,
IdBoard,
Screw,
(Cable, 5),
(Glass, 2),
Screw);
// Construction finished, target entity was replaced with a new one:
AssertPrototype(ComputerId, Target);
}
[Test]
public async Task DeconstructComputer()
{
// Spawn initial entity
await StartDeconstruction(ComputerId);
// Initial interaction turns id computer into generic computer
await InteractUsing(Pry);
AssertPrototype(ComputerFrame);
// Perform deconstruction steps
await Interact(
Pry,
Cut,
Screw,
Pry,
Wrench,
Screw);
// construction finished, entity no longer exists.
AssertDeleted();
// Check expected entities were dropped.
await AssertEntityLookup(
IdBoard,
(Cable, 5),
(Steel, 5),
(Glass, 2));
}
[Test]
public async Task ChangeComputer()
{
// Spawn initial entity
await SpawnTarget(ComputerId);
// Initial interaction turns id computer into generic computer
await InteractUsing(Pry);
AssertPrototype(ComputerFrame);
// Perform partial deconstruction steps
await Interact(
Pry,
Cut,
Screw,
Pry);
// Entity should still exist
AssertPrototype(ComputerFrame);
// Begin re-constructing with a new circuit board
await Interact(
"CargoRequestComputerCircuitboard",
Screw,
(Cable, 5),
(Glass, 2),
Screw);
// Construction finished, target entity was replaced with a new one:
AssertPrototype("ComputerCargoOrders");
}
}