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https://github.com/space-syndicate/space-station-14.git
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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
156 lines
4.9 KiB
C#
156 lines
4.9 KiB
C#
#nullable enable
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using Content.IntegrationTests.Fixtures;
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using Content.Server.GameTicking;
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using Content.Shared.CCVar;
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using Content.Shared.GameTicking;
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using Content.Shared.GameTicking.Components;
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using Content.Shared.GameTicking.Prototypes;
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using Robust.Shared.GameObjects;
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namespace Content.IntegrationTests.Tests.GameRules;
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[TestFixture]
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public sealed class FailAndStartPresetTest : GameTest
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{
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[TestPrototypes]
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private const string Prototypes = @"
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- type: gamePreset
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id: TestPreset
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alias:
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- nukeops
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name: Test Preset
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description: """"
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showInVote: false
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rules:
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- TestRule
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- type: gamePreset
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id: TestPresetTenPlayers
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alias:
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- nukeops
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name: Test Preset 10 players
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description: """"
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showInVote: false
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rules:
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- TestRuleTenPlayers
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- type: entity
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id: TestRule
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parent: BaseGameRule
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categories: [ GameRules ]
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components:
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- type: GameRule
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minPlayers: 0
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- type: TestRule
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- type: entity
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id: TestRuleTenPlayers
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parent: BaseGameRule
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categories: [ GameRules ]
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components:
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- type: GameRule
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minPlayers: 10
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- type: TestRule
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";
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public override PoolSettings PoolSettings => new()
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{
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Dirty = true,
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DummyTicker = false,
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Connected = true,
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InLobby = true
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};
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/// <summary>
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/// Test that a nuke ops gamemode can start after failing to start once.
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/// </summary>
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[Test]
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public async Task FailAndStartTest()
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{
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var pair = Pair;
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var server = pair.Server;
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var client = pair.Client;
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var entMan = server.EntMan;
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var ticker = server.System<ServerGameTicker>();
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server.System<TestRuleSystem>().Run = true;
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Assert.That(server.CfgMan.GetCVar(CCVars.GridFill), Is.False);
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Assert.That(server.CfgMan.GetCVar(CCVars.GameLobbyFallbackEnabled), Is.True);
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Assert.That(server.CfgMan.GetCVar(CCVars.GameLobbyDefaultPreset), Is.EqualTo("secret"));
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server.CfgMan.SetCVar(CCVars.GridFill, true);
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server.CfgMan.SetCVar(CCVars.GameLobbyFallbackEnabled, false);
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server.CfgMan.SetCVar(CCVars.GameLobbyDefaultPreset, "TestPreset");
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// Initially in the lobby
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Assert.That(ticker.RunLevel, Is.EqualTo(GameRunLevel.PreRoundLobby));
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Assert.That(client.AttachedEntity, Is.Null);
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Assert.That(ticker.PlayerGameStatuses[client.User!.Value], Is.EqualTo(PlayerGameStatus.NotReadyToPlay));
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// Try to start nukeops without readying up
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await pair.WaitCommand("setgamepreset TestPresetTenPlayers 9999");
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await pair.WaitCommand("startround");
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await pair.RunTicksSync(10);
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// Game should not have started
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Assert.That(ticker.RunLevel, Is.EqualTo(GameRunLevel.PreRoundLobby));
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Assert.That(ticker.PlayerGameStatuses[client.User!.Value], Is.EqualTo(PlayerGameStatus.NotReadyToPlay));
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Assert.That(!client.EntMan.EntityExists(client.AttachedEntity));
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var player = pair.Player!.AttachedEntity;
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Assert.That(!entMan.EntityExists(player));
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// Ready up and start nukeops
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await pair.WaitClientCommand("toggleready True");
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Assert.That(ticker.PlayerGameStatuses[client.User!.Value], Is.EqualTo(PlayerGameStatus.ReadyToPlay));
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await pair.WaitCommand("setgamepreset TestPreset 9999");
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await pair.WaitCommand("startround");
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await pair.RunTicksSync(10);
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// Game should have started
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Assert.That(ticker.RunLevel, Is.EqualTo(GameRunLevel.InRound));
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Assert.That(ticker.PlayerGameStatuses[client.User!.Value], Is.EqualTo(PlayerGameStatus.JoinedGame));
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Assert.That(client.EntMan.EntityExists(client.AttachedEntity));
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player = pair.Player!.AttachedEntity!.Value;
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Assert.That(entMan.EntityExists(player));
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ticker.SetGamePreset((GamePresetPrototype?) null);
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server.CfgMan.SetCVar(CCVars.GridFill, false);
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server.CfgMan.SetCVar(CCVars.GameLobbyFallbackEnabled, true);
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server.CfgMan.SetCVar(CCVars.GameLobbyDefaultPreset, "secret");
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server.System<TestRuleSystem>().Run = false;
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}
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}
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public sealed partial class TestRuleSystem : EntitySystem
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{
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public bool Run;
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public override void Initialize()
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{
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SubscribeLocalEvent<RoundStartAttemptEvent>(OnRoundStartAttempt);
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}
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private void OnRoundStartAttempt(RoundStartAttemptEvent args)
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{
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if (!Run)
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return;
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if (args.Forced || args.Cancelled)
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return;
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var query = EntityQueryEnumerator<TestRuleComponent, GameRuleComponent>();
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while (query.MoveNext(out _, out _, out var gameRule))
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{
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var minPlayers = gameRule.MinPlayers;
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if (!gameRule.CancelPresetOnTooFewPlayers)
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continue;
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if (args.Players.Length >= minPlayers)
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continue;
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args.Cancel();
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}
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}
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}
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[RegisterComponent]
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public sealed partial class TestRuleComponent : Component;
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