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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
291 lines
11 KiB
C#
291 lines
11 KiB
C#
#nullable enable
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using System.Collections.Generic;
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using System.Linq;
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using Content.IntegrationTests.Fixtures;
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using Content.IntegrationTests.Pair;
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using Content.Server.GameTicking;
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using Content.Server.Mind;
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using Content.Server.Roles;
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using Content.Server.Station.Systems;
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using Content.Shared.CCVar;
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using Content.Shared.GameTicking;
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using Content.Shared.Maps;
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using Content.Shared.Preferences;
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using Content.Shared.Roles;
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using Content.Shared.Roles.Jobs;
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using Content.Shared.Station.Components;
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using Robust.Shared.Network;
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using Robust.Shared.Prototypes;
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namespace Content.IntegrationTests.Tests.Round;
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[TestFixture]
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public sealed class JobTest : GameTest
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{
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private static readonly ProtoId<JobPrototype> Passenger = "Passenger";
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private static readonly ProtoId<JobPrototype> Engineer = "StationEngineer";
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private static readonly ProtoId<JobPrototype> Captain = "Captain";
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private static string _map = "JobTestMap";
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private const string JobWeightOverrideMap = "JobWeightOverrideTestMap";
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private const string JobWeightOverride = "JobWeightOverride";
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[TestPrototypes]
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private static readonly string JobTestMap = @$"
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- type: gameMap
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id: {_map}
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mapName: {_map}
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mapPath: /Maps/Test/empty.yml
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minPlayers: 0
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stations:
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Empty:
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stationProto: StandardNanotrasenStation
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components:
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- type: StationNameSetup
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mapNameTemplate: ""Empty""
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- type: StationJobs
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availableJobs:
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{Passenger}: [ -1, -1 ]
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{Engineer}: [ -1, -1 ]
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{Captain}: [ 1, 1 ]
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- type: gameMap
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id: {JobWeightOverrideMap}
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mapName: {JobWeightOverrideMap}
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mapPath: /Maps/Test/empty.yml
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minPlayers: 0
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jobWeights: {JobWeightOverride}
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stations:
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Empty:
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stationProto: StandardNanotrasenStation
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components:
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- type: StationNameSetup
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mapNameTemplate: ""Empty""
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- type: StationJobs
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availableJobs:
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{Passenger}: [ 1, 1 ]
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{Engineer}: [ 1, 1 ]
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{Captain}: [ 1, 1 ]
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- type: jobWeight
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id: {JobWeightOverride}
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weights:
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{Passenger}: 30
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";
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public override PoolSettings PoolSettings => new()
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{
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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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private void AssertJob(TestPair pair, ProtoId<JobPrototype> job, NetUserId? user = null, bool isAntag = false)
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{
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var jobSys = pair.Server.System<SharedJobSystem>();
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var mindSys = pair.Server.System<MindSystem>();
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var roleSys = pair.Server.System<RoleSystem>();
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var ticker = pair.Server.System<ServerGameTicker>();
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user ??= pair.Client.User!.Value;
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Assert.That(ticker.RunLevel, Is.EqualTo(GameRunLevel.InRound));
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Assert.That(ticker.PlayerGameStatuses[user.Value], Is.EqualTo(PlayerGameStatus.JoinedGame));
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var uid = pair.Server.PlayerMan.SessionsDict.GetValueOrDefault(user.Value)?.AttachedEntity;
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Assert.That(pair.Server.EntMan.EntityExists(uid));
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var mind = mindSys.GetMind(uid!.Value);
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Assert.That(pair.Server.EntMan.EntityExists(mind));
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Assert.That(jobSys.MindTryGetJobId(mind, out var actualJob));
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Assert.That(actualJob, Is.EqualTo(job));
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Assert.That(roleSys.MindIsAntagonist(mind), Is.EqualTo(isAntag));
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}
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/// <summary>
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/// Simple test that checks that starting the round spawns the player into the test map as a passenger.
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/// </summary>
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[Test]
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public async Task StartRoundTest()
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{
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var pair = Pair;
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pair.Server.CfgMan.SetCVar(CCVars.GameMap, _map);
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var ticker = pair.Server.System<ServerGameTicker>();
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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(pair.Client.AttachedEntity, Is.Null);
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Assert.That(ticker.PlayerGameStatuses[pair.Client.User!.Value], Is.EqualTo(PlayerGameStatus.NotReadyToPlay));
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// Ready up and start the round
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ticker.ToggleReadyAll(true);
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Assert.That(ticker.PlayerGameStatuses[pair.Client.User!.Value], Is.EqualTo(PlayerGameStatus.ReadyToPlay));
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await pair.Server.WaitPost(() => ticker.StartRound());
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await pair.RunTicksSync(10);
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AssertJob(pair, Passenger);
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await pair.Server.WaitPost(() => ticker.RestartRound());
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}
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/// <summary>
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/// Check that job preferences are respected.
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/// </summary>
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[Test]
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public async Task JobPreferenceTest()
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{
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var pair = Pair;
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pair.Server.CfgMan.SetCVar(CCVars.GameMap, _map);
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var ticker = pair.Server.System<ServerGameTicker>();
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Assert.That(ticker.RunLevel, Is.EqualTo(GameRunLevel.PreRoundLobby));
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Assert.That(pair.Client.AttachedEntity, Is.Null);
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await pair.SetJobPriorities((Passenger, JobPriority.Never), (Engineer, JobPriority.High));
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ticker.ToggleReadyAll(true);
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await pair.Server.WaitPost(() => ticker.StartRound());
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await pair.RunTicksSync(10);
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AssertJob(pair, Engineer);
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await pair.Server.WaitPost(() => ticker.RestartRound());
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Assert.That(ticker.RunLevel, Is.EqualTo(GameRunLevel.PreRoundLobby));
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await pair.SetJobPriorities((Passenger, JobPriority.High), (Engineer, JobPriority.Never));
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ticker.ToggleReadyAll(true);
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await pair.Server.WaitPost(() => ticker.StartRound());
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await pair.RunTicksSync(10);
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AssertJob(pair, Passenger);
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await pair.Server.WaitPost(() => ticker.RestartRound());
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}
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/// <summary>
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/// Check high priority jobs (e.g., captain) are selected before other roles, even if it means a player does not
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/// get their preferred job.
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/// </summary>
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[Test]
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public async Task JobWeightTest()
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{
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var pair = Pair;
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pair.Server.CfgMan.SetCVar(CCVars.GameMap, _map);
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var ticker = pair.Server.System<ServerGameTicker>();
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Assert.That(ticker.RunLevel, Is.EqualTo(GameRunLevel.PreRoundLobby));
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Assert.That(pair.Client.AttachedEntity, Is.Null);
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var stationJobs = pair.Server.System<ServerStationJobsSystem>();
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var captain = pair.Server.ProtoMan.Index(Captain);
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var engineer = pair.Server.ProtoMan.Index(Engineer);
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var passenger = pair.Server.ProtoMan.Index(Passenger);
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Assert.That(stationJobs.TryGetJobWeight(captain, null, out var captainWeight), Is.True);
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Assert.That(stationJobs.TryGetJobWeight(engineer, null, out var engineerWeight), Is.True);
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Assert.That(stationJobs.TryGetJobWeight(passenger, null, out var passengerWeight), Is.True);
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Assert.That(captainWeight, Is.GreaterThan(engineerWeight));
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Assert.That(engineerWeight, Is.EqualTo(passengerWeight));
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await pair.SetJobPriorities((Passenger, JobPriority.Medium), (Engineer, JobPriority.High), (Captain, JobPriority.Low));
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ticker.ToggleReadyAll(true);
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await pair.Server.WaitPost(() => ticker.StartRound());
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await pair.RunTicksSync(10);
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AssertJob(pair, Captain);
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await pair.Server.WaitPost(() => ticker.RestartRound());
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}
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/// <summary>
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/// Check that map job-weight overrides are used, while jobs omitted by the map retain their default weight.
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/// </summary>
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[Test]
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public async Task MapJobWeightOverrideTest()
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{
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var pair = Pair;
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pair.Server.CfgMan.SetCVar(CCVars.GameMap, JobWeightOverrideMap);
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var ticker = pair.Server.System<ServerGameTicker>();
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var stationJobs = pair.Server.System<ServerStationJobsSystem>();
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var passenger = pair.Server.ProtoMan.Index(Passenger);
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var engineer = pair.Server.ProtoMan.Index(Engineer);
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var captain = pair.Server.ProtoMan.Index(Captain);
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var map = pair.Server.ProtoMan.Index<GameMapPrototype>(JobWeightOverrideMap);
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Assert.That(stationJobs.TryGetJobWeight(passenger, map.JobWeights, out var passengerWeight), Is.True);
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Assert.That(stationJobs.TryGetJobWeight(engineer, map.JobWeights, out var engineerWeight), Is.True);
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Assert.That(stationJobs.TryGetJobWeight(captain, map.JobWeights, out var captainWeight), Is.True);
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Assert.Multiple(() =>
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{
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Assert.That(passengerWeight, Is.EqualTo(30));
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Assert.That(engineerWeight, Is.LessThan(captainWeight));
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Assert.That(engineerWeight, Is.EqualTo(0));
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});
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Assert.That(JobUIComparer.TryCreate(pair.Server.ProtoMan, map.JobWeights, out var comparer), Is.True);
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Assert.That(comparer!.Compare(passenger, captain), Is.LessThan(0));
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await pair.Server.AddDummySessions(2);
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await pair.RunTicksSync(5);
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var players = pair.Server.PlayerMan.Sessions.Select(x => x.UserId).ToArray();
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Assert.That(players, Has.Length.EqualTo(3));
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await pair.SetJobPriorities(players[0], (Passenger, JobPriority.Medium), (Captain, JobPriority.High));
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await pair.SetJobPriorities(players[1], (Passenger, JobPriority.Never), (Engineer, JobPriority.High), (Captain, JobPriority.Medium));
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await pair.SetJobPriorities(players[2], (Passenger, JobPriority.Never), (Engineer, JobPriority.High));
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ticker.ToggleReadyAll(true);
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await pair.Server.WaitPost(() => ticker.StartRound());
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await pair.RunTicksSync(10);
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var stationData = pair.Server.EntMan.EntityQuery<StationDataComponent>().Single();
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Assert.That(stationData.JobWeights, Is.EqualTo(map.JobWeights));
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// Passenger's map weight of 30 takes precedence over the captain's default weight of 20,
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// even though this player prefers captain. Engineer has no map override and keeps its default weight.
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AssertJob(pair, Passenger, players[0]);
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AssertJob(pair, Captain, players[1]);
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AssertJob(pair, Engineer, players[2]);
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await pair.Server.WaitPost(() => ticker.RestartRound());
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}
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/// <summary>
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/// Check that jobs are preferentially given to players that have marked those jobs as higher priority.
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/// </summary>
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[Test]
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public async Task JobPriorityTest()
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{
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var pair = Pair;
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pair.Server.CfgMan.SetCVar(CCVars.GameMap, _map);
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var ticker = pair.Server.System<ServerGameTicker>();
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Assert.That(ticker.RunLevel, Is.EqualTo(GameRunLevel.PreRoundLobby));
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Assert.That(pair.Client.AttachedEntity, Is.Null);
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await pair.Server.AddDummySessions(5);
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await pair.RunTicksSync(5);
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var engineers = pair.Server.PlayerMan.Sessions.Select(x => x.UserId).ToList();
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var captain = engineers[3];
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engineers.RemoveAt(3);
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await pair.SetJobPriorities(captain, (Passenger, JobPriority.Never), (Captain, JobPriority.High), (Engineer, JobPriority.Medium));
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foreach (var engi in engineers)
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{
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await pair.SetJobPriorities(engi, (Passenger, JobPriority.Never), (Captain, JobPriority.Medium), (Engineer, JobPriority.High));
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}
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ticker.ToggleReadyAll(true);
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await pair.Server.WaitPost(() => ticker.StartRound());
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await pair.RunTicksSync(10);
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AssertJob(pair, Captain, captain);
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Assert.Multiple(() =>
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{
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foreach (var engi in engineers)
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{
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AssertJob(pair, Engineer, engi);
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}
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});
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await pair.Server.WaitPost(() => ticker.RestartRound());
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}
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}
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