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wwdpublic/Content.IntegrationTests/Tests/GameRules/NukeOpsTest.cs
sleepyyapril 885ee5a831 Wizmerge for Station AI (#1351)
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# Description

the adding AI is now up to y'all because i'm not touching loadout code
for name datasets, but it shouldn't be too bad from here

---------

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(cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb)
2025-01-14 00:13:42 +03:00

226 lines
11 KiB
C#

/* WD edit
#nullable enable
using System.Linq;
using Content.Server.Body.Components;
using Content.Server.GameTicking;
using Content.Server.GameTicking.Presets;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.Mind;
using Content.Server.NPC.Systems;
using Content.Server.Pinpointer;
using Content.Server.Roles;
using Content.Server.Shuttles.Components;
using Content.Server.Station.Components;
using Content.Shared.CCVar;
using Content.Shared.Damage;
using Content.Shared.FixedPoint;
using Content.Shared.GameTicking;
using Content.Shared.Hands.Components;
using Content.Shared.Inventory;
using Content.Shared.NPC.Systems;
using Content.Shared.NukeOps;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Map.Components;
namespace Content.IntegrationTests.Tests.GameRules;
[TestFixture]
public sealed class NukeOpsTest
{
/// <summary>
/// Check that a nuke ops game mode can start without issue. I.e., that the nuke station and such all get loaded.
/// </summary>
[Test]
public async Task TryStopNukeOpsFromConstantlyFailing()
{
await using var pair = await PoolManager.GetServerClient(new PoolSettings
{
Dirty = true,
DummyTicker = false,
Connected = true,
InLobby = true
});
var server = pair.Server;
var client = pair.Client;
var entMan = server.EntMan;
var mapSys = server.System<MapSystem>();
var ticker = server.System<GameTicker>();
var mindSys = server.System<MindSystem>();
var roleSys = server.System<RoleSystem>();
var invSys = server.System<InventorySystem>();
var factionSys = server.System<NpcFactionSystem>();
server.CfgMan.SetCVar(CCVars.GridFill, true);
// 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));
// Opt into the nukies role.
await pair.SetAntagPref("NukeopsCommander", true);
// There are no grids or maps
Assert.That(entMan.Count<MapComponent>(), Is.Zero);
Assert.That(entMan.Count<MapGridComponent>(), Is.Zero);
Assert.That(entMan.Count<StationMapComponent>(), Is.Zero);
Assert.That(entMan.Count<StationMemberComponent>(), Is.Zero);
Assert.That(entMan.Count<StationCentcommComponent>(), Is.Zero);
// And no nukie related components
Assert.That(entMan.Count<NukeopsRuleComponent>(), Is.Zero);
Assert.That(entMan.Count<NukeopsRoleComponent>(), Is.Zero);
Assert.That(entMan.Count<NukeOperativeComponent>(), Is.Zero);
Assert.That(entMan.Count<NukeOpsShuttleComponent>(), Is.Zero);
Assert.That(entMan.Count<NukeOperativeSpawnerComponent>(), Is.Zero);
// Ready up and start nukeops
await pair.WaitClientCommand("toggleready True");
Assert.That(ticker.PlayerGameStatuses[client.User!.Value], Is.EqualTo(PlayerGameStatus.ReadyToPlay));
await pair.WaitCommand("forcepreset Nukeops");
await pair.RunTicksSync(10);
// Game should have started
Assert.That(ticker.RunLevel, Is.EqualTo(GameRunLevel.InRound));
Assert.That(ticker.PlayerGameStatuses[client.User!.Value], Is.EqualTo(PlayerGameStatus.JoinedGame));
Assert.That(client.EntMan.EntityExists(client.AttachedEntity));
var player = pair.Player!.AttachedEntity!.Value;
Assert.That(entMan.EntityExists(player));
// Maps now exist
Assert.That(entMan.Count<MapComponent>(), Is.GreaterThan(0));
Assert.That(entMan.Count<MapGridComponent>(), Is.GreaterThan(0));
Assert.That(entMan.Count<StationDataComponent>(), Is.EqualTo(2)); // The main station & nukie station
Assert.That(entMan.Count<StationMemberComponent>(), Is.GreaterThan(3)); // Each station has at least 1 grid, plus some shuttles
Assert.That(entMan.Count<StationCentcommComponent>(), Is.EqualTo(1));
// And we now have nukie related components
Assert.That(entMan.Count<NukeopsRuleComponent>(), Is.EqualTo(1));
Assert.That(entMan.Count<NukeopsRoleComponent>(), Is.EqualTo(1));
Assert.That(entMan.Count<NukeOperativeComponent>(), Is.EqualTo(1));
Assert.That(entMan.Count<NukeOpsShuttleComponent>(), Is.EqualTo(1));
// The player entity should be the nukie commander
var mind = mindSys.GetMind(player)!.Value;
Assert.That(entMan.HasComponent<NukeOperativeComponent>(player));
Assert.That(roleSys.MindIsAntagonist(mind));
Assert.That(roleSys.MindHasRole<NukeopsRoleComponent>(mind));
Assert.That(factionSys.IsMember(player, "Syndicate"), Is.True);
Assert.That(factionSys.IsMember(player, "NanoTrasen"), Is.False);
var roles = roleSys.MindGetAllRoles(mind);
var cmdRoles = roles.Where(x => x.Prototype == "NukeopsCommander" && x.Component is NukeopsRoleComponent);
Assert.That(cmdRoles.Count(), Is.EqualTo(1));
// The game rule exists, and all the stations/shuttles/maps are properly initialized
var rule = entMan.AllComponents<NukeopsRuleComponent>().Single().Component;
var mapRule = entMan.AllComponents<LoadMapRuleComponent>().Single().Component;
foreach (var grid in mapRule.MapGrids)
{
Assert.That(entMan.EntityExists(grid));
Assert.That(entMan.HasComponent<MapGridComponent>(grid));
Assert.That(entMan.HasComponent<StationMemberComponent>(grid));
}
Assert.That(entMan.EntityExists(rule.NukieOutpost));
Assert.That(entMan.EntityExists(rule.NukieShuttle));
Assert.That(entMan.EntityExists(rule.TargetStation));
Assert.That(entMan.HasComponent<MapGridComponent>(rule.NukieOutpost));
Assert.That(entMan.HasComponent<MapGridComponent>(rule.NukieShuttle));
Assert.That(entMan.HasComponent<StationMemberComponent>(rule.NukieOutpost));
Assert.That(entMan.HasComponent<StationDataComponent>(rule.TargetStation));
var nukieShuttlEnt = entMan.AllComponents<NukeOpsShuttleComponent>().FirstOrDefault().Uid;
Assert.That(entMan.EntityExists(nukieShuttlEnt));
EntityUid? nukieStationEnt = null;
foreach (var grid in mapRule.MapGrids)
{
if (entMan.HasComponent<StationMemberComponent>(grid))
{
nukieStationEnt = grid;
break;
}
}
Assert.That(entMan.EntityExists(nukieStationEnt));
var nukieStation = entMan.GetComponent<StationMemberComponent>(nukieStationEnt!.Value);
var nukieStation = entMan.GetComponent<StationMemberComponent>(rule.NukieOutpost!.Value);
Assert.That(entMan.EntityExists(nukieStation.Station));
Assert.That(nukieStation.Station, Is.Not.EqualTo(rule.TargetStation));
Assert.That(server.MapMan.MapExists(mapRule.Map));
var nukieMap = mapSys.GetMap(mapRule.Map!.Value);
Assert.That(server.MapMan.MapExists(rule.NukiePlanet));
var nukieMap = mapSys.GetMap(rule.NukiePlanet!.Value);
var targetStation = entMan.GetComponent<StationDataComponent>(rule.TargetStation!.Value);
var targetGrid = targetStation.Grids.First();
var targetMap = entMan.GetComponent<TransformComponent>(targetGrid).MapUid!.Value;
Assert.That(targetMap, Is.Not.EqualTo(nukieMap));
Assert.That(entMan.GetComponent<TransformComponent>(player).MapUid, Is.EqualTo(nukieMap));
Assert.That(entMan.GetComponent<TransformComponent>(nukieStationEnt.Value).MapUid, Is.EqualTo(nukieMap));
Assert.That(entMan.GetComponent<TransformComponent>(nukieShuttlEnt).MapUid, Is.EqualTo(nukieMap));
Assert.That(entMan.GetComponent<TransformComponent>(rule.NukieOutpost!.Value).MapUid, Is.EqualTo(nukieMap));
Assert.That(entMan.GetComponent<TransformComponent>(rule.NukieShuttle!.Value).MapUid, Is.EqualTo(nukieMap));
// The maps are all map-initialized, including the player
// Yes, this is necessary as this has repeatedly been broken somehow.
Assert.That(mapSys.IsInitialized(nukieMap));
Assert.That(mapSys.IsInitialized(targetMap));
Assert.That(mapSys.IsPaused(nukieMap), Is.False);
Assert.That(mapSys.IsPaused(targetMap), Is.False);
EntityLifeStage LifeStage(EntityUid? uid) => entMan.GetComponent<MetaDataComponent>(uid!.Value).EntityLifeStage;
Assert.That(LifeStage(player), Is.GreaterThan(EntityLifeStage.Initialized));
Assert.That(LifeStage(nukieMap), Is.GreaterThan(EntityLifeStage.Initialized));
Assert.That(LifeStage(targetMap), Is.GreaterThan(EntityLifeStage.Initialized));
Assert.That(LifeStage(nukieStationEnt.Value), Is.GreaterThan(EntityLifeStage.Initialized));
Assert.That(LifeStage(nukieShuttlEnt), Is.GreaterThan(EntityLifeStage.Initialized));
Assert.That(LifeStage(rule.NukieOutpost), Is.GreaterThan(EntityLifeStage.Initialized));
Assert.That(LifeStage(rule.NukieShuttle), Is.GreaterThan(EntityLifeStage.Initialized));
Assert.That(LifeStage(rule.TargetStation), Is.GreaterThan(EntityLifeStage.Initialized));
// Make sure the player has hands. We've had fucking disarmed nukies before.
Assert.That(entMan.HasComponent<HandsComponent>(player));
Assert.That(entMan.GetComponent<HandsComponent>(player).Hands.Count, Is.GreaterThan(0));
// While we're at it, lets make sure they aren't naked. I don't know how many inventory slots all mobs will be
// likely to have in the future. But nukies should probably have at least 3 slots with something in them.
var enumerator = invSys.GetSlotEnumerator(player);
int total = 0;
while (enumerator.NextItem(out _))
{
total++;
}
Assert.That(total, Is.GreaterThan(3));
// Finally lets check the nukie commander passed basic training and figured out how to breathe.
var totalSeconds = 30;
var totalTicks = (int) Math.Ceiling(totalSeconds / server.Timing.TickPeriod.TotalSeconds);
int increment = 5;
var resp = entMan.GetComponent<RespiratorComponent>(player);
var damage = entMan.GetComponent<DamageableComponent>(player);
for (var tick = 0; tick < totalTicks; tick += increment)
{
await pair.RunTicksSync(increment);
Assert.That(resp.SuffocationCycles, Is.LessThanOrEqualTo(resp.SuffocationCycleThreshold));
Assert.That(damage.TotalDamage, Is.EqualTo(FixedPoint2.Zero));
}
//ticker.SetGamePreset((GamePresetPrototype?)null); WD edit
server.CfgMan.SetCVar(CCVars.GridFill, false);
await pair.SetAntagPref("NukeopsCommander", false);
await pair.CleanReturnAsync();
}
}
*/