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* Scope creep my ass * why was this shit not pushed???? * gone... * fix that * review plus buildd * asfsafsafsafsafas * grug * burber * I'll fix this later * shrimply die * also this * it's snerf or snuthin * assaads * round snend * aaaa * fix this shit for real * actually, don't start GameRules until MapInit now that I think aboot it. * forgot u * don't actually need this part nullable * Deffer comp removal * one liner * do that too * chungus * Honestly makes more sense here, plus WHY are we doing all that shit on "GameRuleAdded" rather than GameRuleStarted(?) * deferred removal :V * aaaaaaaaaaaaaaa * whhop * Whoop * better * landmine that I placed for myself then forgot about lmao * cleanup * FUCKING `!` * gotovo * amogus * please don't check by metadata I beg * waawsasfdfsasfa * sfafsasfafsas * fdsaasffsasfa * code * fix * fasasffasfasfsad * chungaas * I may be stupid * gra * graaaaaaaaaaaaaaaaa * comment * gra * clearing is not predicted and would require major refactors, so don't cache on client. * lame shit :P * last holes * nukeopsfsafsasafsfafsa * why was that shit public bruh * bubrbgwahrghfaka * dynamic * revert change that did nothing lmao
48 lines
1.7 KiB
C#
48 lines
1.7 KiB
C#
using Content.IntegrationTests.Fixtures;
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using Content.Server.GameTicking;
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using Content.Shared.Follower;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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namespace Content.IntegrationTests.Tests;
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[TestFixture, TestOf(typeof(FollowerSystem))]
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public sealed class FollowerSystemTest : GameTest
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{
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/// <summary>
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/// This test ensures that deleting a map while an entity follows another doesn't throw any exceptions.
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/// </summary>
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[Test]
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public async Task FollowerMapDeleteTest()
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{
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var pair = Pair;
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var server = pair.Server;
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var entMan = server.ResolveDependency<IEntityManager>();
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var sysMan = server.ResolveDependency<IEntitySystemManager>();
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var logMan = server.ResolveDependency<ILogManager>();
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var mapSys = server.System<SharedMapSystem>();
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var logger = logMan.RootSawmill;
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await server.WaitPost(() =>
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{
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var followerSystem = sysMan.GetEntitySystem<FollowerSystem>();
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// Create a map to spawn the observers on.
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mapSys.CreateMap(out var map);
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// Spawn an observer to be followed.
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var followed = entMan.SpawnEntity(ServerGameTicker.ObserverPrototypeName, new MapCoordinates(0, 0, map));
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logger.Info($"Spawned followed observer: {entMan.ToPrettyString(followed)}");
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// Spawn an observer to follow another observer.
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var follower = entMan.SpawnEntity(ServerGameTicker.ObserverPrototypeName, new MapCoordinates(0, 0, map));
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logger.Info($"Spawned follower observer: {entMan.ToPrettyString(follower)}");
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followerSystem.StartFollowingEntity(follower, followed);
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entMan.DeleteEntity(mapSys.GetMap(map));
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});
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}
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}
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