# Conflicts: # .github/CODEOWNERS # .github/workflows/publish.yml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml.cs # Content.Client/Administration/UI/Tabs/PlayerTab/PlayerTabEntry.xaml.cs # Content.Client/Entry/EntryPoint.cs # Content.Client/Hands/Systems/HandsSystem.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Humanoid/SingleMarkingPicker.xaml.cs # Content.Client/IoC/ClientContentIoC.cs # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs # Content.Client/Lobby/UI/Loadouts/LoadoutGroupContainer.xaml.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/NetworkConfigurator/NetworkConfiguratorConfigurationMenu.xaml # Content.Client/Options/UI/EscapeMenu.xaml # Content.Client/Stealth/StealthSystem.cs # Content.Client/SurveillanceCamera/UI/SurveillanceCameraMonitorWindow.xaml.cs # Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml.cs # Content.Client/UserInterface/Systems/Emotes/EmotesUIController.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.IntegrationTests/Tests/Commands/SuicideCommandTests.cs # Content.IntegrationTests/Tests/Damageable/DamageableTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.Server/Administration/Commands/AdminWhoCommand.cs # Content.Server/Administration/Commands/PardonCommand.cs # Content.Server/Administration/Commands/RoleUnbanCommand.cs # Content.Server/Administration/Commands/SetOutfitCommand.cs # Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/AlertLevel/Commands/SetAlertLevelCommand.cs # Content.Server/Body/Components/BloodstreamComponent.cs # Content.Server/Body/Systems/BloodstreamSystem.cs # Content.Server/Body/Systems/MetabolizerSystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Chat/Managers/ChatSanitizationManager.cs # Content.Server/Chat/Systems/ChatSystem.Emote.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/CrewManifest/CrewManifestSystem.cs # Content.Server/Emp/EmpSystem.cs # Content.Server/Explosion/EntitySystems/TriggerSystem.cs # Content.Server/Fax/FaxSystem.cs # Content.Server/Fluids/EntitySystems/AbsorbentSystem.cs # Content.Server/GameTicking/Commands/ForceMapCommand.cs # Content.Server/GameTicking/Commands/ForcePresetCommand.cs # Content.Server/GameTicking/Presets/GamePresetPrototype.cs # Content.Server/GameTicking/Rules/ChangelingRuleSystem.cs # Content.Server/GameTicking/Rules/Components/ChangelingRuleComponent.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/Ghost/Roles/GhostRoleSystem.cs # Content.Server/Implants/Components/ScramImplantComponent.cs # Content.Server/Implants/SubdermalImplantSystem.cs # Content.Server/Materials/ProduceMaterialExtractorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/NPC/Systems/NPCCombatSystem.Ranged.cs # Content.Server/NPC/Systems/NPCSystem.cs # Content.Server/Polymorph/Systems/PolymorphSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Repairable/RepairableSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Speech/EntitySystems/FrenchAccentSystem.cs # Content.Server/Speech/EntitySystems/FrontalLispSystem.cs # Content.Server/Speech/EntitySystems/LizardAccentSystem.cs # Content.Server/Speech/EntitySystems/MothAccentSystem.cs # Content.Server/Speech/EntitySystems/OwOAccentSystem.cs # Content.Server/Station/Systems/StationSpawningSystem.cs # Content.Server/StationEvents/Events/MeteorSwarmSystem.cs # Content.Server/Stunnable/Components/StunOnCollideComponent.cs # Content.Server/SurveillanceCamera/Components/SurveillanceCameraRouterComponent.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.Cartridges.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Actions/SharedActionsSystem.cs # Content.Shared/Bed/SharedBedSystem.cs # Content.Shared/Blocking/BlockingSystem.cs # Content.Shared/Body/Systems/SharedBodySystem.Parts.cs # Content.Shared/Chemistry/Components/SolutionRegenerationComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Construction/Conditions/TileNotBlocked.cs # Content.Shared/Cuffs/SharedCuffableSystem.cs # Content.Shared/Doors/Systems/SharedDoorSystem.cs # Content.Shared/Emoting/EmoteAttemptEvent.cs # Content.Shared/Eye/Blinding/Systems/BlindableSystem.cs # Content.Shared/Eye/VisibilityFlags.cs # Content.Shared/Hands/EntitySystems/SharedHandsSystem.Pickup.cs # Content.Shared/Humanoid/HumanoidCharacterAppearance.cs # Content.Shared/Interaction/SmartEquipSystem.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Medical/Cryogenics/SharedCryoPodSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Medical/HealingComponent.cs # Content.Shared/Nutrition/EntitySystems/FoodSystem.cs # Content.Shared/Slippery/SlipperySystem.cs # Content.Shared/SprayPainter/SharedSprayPainterSystem.cs # Content.Shared/Standing/StandingStateComponent.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/Station/SharedStationSpawningSystem.cs # Content.Shared/Stunnable/SharedStunSystem.cs # Content.Shared/SurveillanceCamera/SharedSurveillanceCameraMonitorSystem.cs # Content.Shared/VendingMachines/VendingMachineComponent.cs # Content.Shared/Warps/WarpPointSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs # Content.Shared/Wieldable/SharedWieldableSystem.cs # Resources/Audio/Ambience/Antag/attributions.yml # Resources/Audio/Ambience/Antag/changeling_start.ogg # Resources/Audio/Effects/attributions.yml # Resources/Audio/Lobby/attributions.yml # Resources/Audio/Machines/attributions.yml # Resources/Audio/Weapons/Guns/Gunshots/attributions.yml # Resources/Locale/en-US/_strings/administration/antag.ftl # Resources/Locale/en-US/_strings/administration/commands/camera.ftl # Resources/Locale/en-US/_strings/administration/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/administration/commands/follow-command.ftl # Resources/Locale/en-US/_strings/administration/smites.ftl # Resources/Locale/en-US/_strings/administration/ui/admin-camera-window.ftl # Resources/Locale/en-US/_strings/administration/ui/role-bans.ftl # Resources/Locale/en-US/_strings/alerts/alerts.ftl # Resources/Locale/en-US/_strings/atmos/gas-pressure-regulator-system.ftl # Resources/Locale/en-US/_strings/bonk/components/bonkable-component.ftl # Resources/Locale/en-US/_strings/commands/add-body-part-command.ftl # Resources/Locale/en-US/_strings/commands/admin-logs-command.ftl # Resources/Locale/en-US/_strings/commands/admin-who-command.ftl # Resources/Locale/en-US/_strings/commands/asay-command.ftl # Resources/Locale/en-US/_strings/commands/crew-manifest-command.ftl # Resources/Locale/en-US/_strings/commands/deadmin-command.ftl # Resources/Locale/en-US/_strings/commands/delete-component-command.ftl # Resources/Locale/en-US/_strings/commands/destroy-mechanism-command.ftl # Resources/Locale/en-US/_strings/commands/dirty-command.ftl # Resources/Locale/en-US/_strings/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/commands/dump-reagent-guide-text-command.ftl # Resources/Locale/en-US/_strings/commands/eye-commands.ftl # Resources/Locale/en-US/_strings/commands/follow-command.ftl # Resources/Locale/en-US/_strings/commands/force-map-command.ftl # Resources/Locale/en-US/_strings/commands/force-preset-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-kick-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-visibility-commands.ftl # Resources/Locale/en-US/_strings/commands/go-lobby-command.ftl # Resources/Locale/en-US/_strings/commands/grid-drag-command.ftl # Resources/Locale/en-US/_strings/commands/is-afk-command.ftl # Resources/Locale/en-US/_strings/commands/makesentient-command.ftl # Resources/Locale/en-US/_strings/commands/map-commands.ftl # Resources/Locale/en-US/_strings/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/_strings/commands/mappingclientsidesetup-command.ftl # Resources/Locale/en-US/_strings/commands/me-command.ftl # Resources/Locale/en-US/_strings/commands/mind-info-command.ftl # Resources/Locale/en-US/_strings/commands/node-vis-commands.ftl # Resources/Locale/en-US/_strings/commands/npc-command.ftl # Resources/Locale/en-US/_strings/commands/nukecodes-command.ftl # Resources/Locale/en-US/_strings/commands/ooc-command.ftl # Resources/Locale/en-US/_strings/commands/pardon-command.ftl # Resources/Locale/en-US/_strings/commands/powerstat-command.ftl # Resources/Locale/en-US/_strings/commands/promote-host-command.ftl # Resources/Locale/en-US/_strings/commands/radiation-command.ftl # Resources/Locale/en-US/_strings/commands/readmin-command.ftl # Resources/Locale/en-US/_strings/commands/remove-extra-components-command.ftl # Resources/Locale/en-US/_strings/commands/role-commands.ftl # Resources/Locale/en-US/_strings/commands/say-command.ftl # Resources/Locale/en-US/_strings/commands/set-battery-percent-command.ftl # Resources/Locale/en-US/_strings/commands/show-ambient-command.ftl # Resources/Locale/en-US/_strings/commands/show-gun-spread-command.ftl # Resources/Locale/en-US/_strings/commands/show-htn-command.ftl # Resources/Locale/en-US/_strings/commands/showrules-command.ftl # Resources/Locale/en-US/_strings/commands/spawn-entity-list-command.ftl # Resources/Locale/en-US/_strings/commands/start-singularity-command.ftl # Resources/Locale/en-US/_strings/commands/tile-pry-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-decals-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-disallow-late-join-command.ftl # Resources/Locale/en-US/_strings/commands/unlocknode-command.ftl # Resources/Locale/en-US/_strings/commands/whisper-command.ftl # Resources/Locale/en-US/_strings/components/gas-pressure-regulator-component.ftl # Resources/Locale/en-US/_strings/engineer-painter/engineer-painter.ftl # Resources/Locale/en-US/_strings/game-ticking/forcemap-command.ftl # Resources/Locale/en-US/_strings/interaction/interaction-popup-component.ftl # Resources/Locale/en-US/_strings/markings/vox_tattoos.ftl # Resources/Locale/en-US/_strings/materials/material-extractor.ftl # Resources/Locale/en-US/_strings/movement/eye.ftl # Resources/Locale/en-US/_strings/nutrition/components/food-component.ftl # Resources/Locale/en-US/_strings/nutrition/components/ingestion-system.ftl # Resources/Locale/en-US/_strings/nutrition/components/sealable-component.ftl # Resources/Locale/en-US/_strings/radiation/radiation-command.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/research/technologies.ftl # Resources/Locale/en-US/_strings/seeds/seeds.ftl # Resources/Locale/en-US/_strings/weapons/grenades/timer-trigger.ftl # Resources/Locale/en-US/_strings/weapons/grenades/voice-trigger.ftl # Resources/Locale/en-US/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/recipes/tags.ftl # Resources/Maps/_Sunrise/Station/bagel.yml # Resources/Maps/_Sunrise/Station/barratry.yml # Resources/Maps/_Sunrise/Station/box.yml # Resources/Maps/_Sunrise/Station/fland.yml # Resources/Maps/_Sunrise/Station/marathon.yml # Resources/Maps/_Sunrise/Station/oasis.yml # Resources/Maps/_Sunrise/Station/packed.yml # Resources/Maps/_Sunrise/Station/plasma.yml # Resources/Maps/amber.yml # Resources/Maps/centcomm.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/Fills/Lockers/service.yml # Resources/Prototypes/Catalog/Fills/Lockers/suit_storage.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/coffee.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/sustenance.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/winterdrobe.yml # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Clothing/Eyes/glasses.yml # Resources/Prototypes/Entities/Clothing/Eyes/hud.yml # Resources/Prototypes/Entities/Clothing/Head/hardsuit-helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hats.yml # Resources/Prototypes/Entities/Clothing/Head/helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hoods.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/armor.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/softsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Mobs/NPCs/pets.yml # Resources/Prototypes/Entities/Mobs/NPCs/revenant.yml # Resources/Prototypes/Entities/Mobs/Player/admin_ghost.yml # Resources/Prototypes/Entities/Mobs/Player/clone.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/dwarf.yml # Resources/Prototypes/Entities/Mobs/base.yml # Resources/Prototypes/Entities/Objects/Fun/pai.yml # Resources/Prototypes/Entities/Objects/Fun/toys.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/healing.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Tools/access_configurator.yml # Resources/Prototypes/Entities/Objects/Tools/matches.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/plastic.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/spider.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/caseless_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/mining.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/airlock_groups.yml # Resources/Prototypes/Entities/Structures/Furniture/beds.yml # Resources/Prototypes/Entities/Structures/Machines/vending_machines.yml # Resources/Prototypes/Entities/Structures/Power/debug_power.yml # Resources/Prototypes/Entities/Structures/Storage/Crates/crates.yml # Resources/Prototypes/Entities/Structures/Wallmounts/Misc/mirror.yml # Resources/Prototypes/GameRules/subgamemodes.yml # Resources/Prototypes/Reagents/Consumable/Drink/drinks.yml # Resources/Prototypes/Reagents/Consumable/Drink/soda.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Recipes/Lathes/Packs/tiles.yml # Resources/Prototypes/Recipes/Lathes/categories.yml # Resources/Prototypes/Recipes/Reactions/chemicals.yml # Resources/Prototypes/Roles/Antags/changeling.yml # Resources/Prototypes/name_identifier_groups.yml # Resources/Prototypes/tool_qualities.yml # Resources/ServerInfo/Guidebook/Antagonist/Zombies.xml # Resources/ServerInfo/Guidebook/Cargo/CargoBounties.xml # Resources/ServerInfo/Guidebook/Command.xml # Resources/ServerInfo/Guidebook/Glossary.xml # Resources/ServerInfo/Guidebook/NewPlayer/YourFirstCharacter.xml # Resources/ServerInfo/Guidebook/Science/Robotics.xml # Resources/ServerInfo/Guidebook/Science/ScannersAndVessels.xml # Resources/ServerInfo/Guidebook/Science/Science.xml # Resources/ServerInfo/Guidebook/SpaceStation14.xml # Resources/ServerInfo/Guidebook/Survival.xml # Resources/Textures/Clothing/Head/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/icon.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/spatiohelm.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/Head/Helmets/atmos_firehelmet.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/captain_carapace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/paramed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/spatio.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/atmos_firesuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva.rsi/meta.json # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Objects/Misc/Lights/lampgreen.rsi/meta.json # Resources/Textures/Objects/Specific/Janitorial/janitorial_cart.rsi/meta.json # Resources/Textures/Objects/Tools/spray_painter.rsi/meta.json # Resources/Textures/Objects/Weapons/Melee/baseball_bat.rsi/meta.json # Resources/engineCommandPerms.yml # Resources/keybinds.yml # Resources/migration.yml
270 lines
12 KiB
C#
270 lines
12 KiB
C#
using System.Linq;
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using Content.Shared._Sunrise.SunriseCCVars;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.FixedPoint;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Configuration;
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using Robust.Shared.Prototypes;
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namespace Content.IntegrationTests.Tests.Damageable
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{
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[TestFixture]
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[TestOf(typeof(DamageableComponent))]
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[TestOf(typeof(DamageableSystem))]
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public sealed class DamageableTest
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{
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private const string TestDamageableEntityId = "TestDamageableEntityId";
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private const string TestGroup1 = "TestGroup1";
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private const string TestGroup2 = "TestGroup2";
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private const string TestGroup3 = "TestGroup3";
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private const string TestDamage1 = "TestDamage1";
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private const string TestDamage2a = "TestDamage2a";
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private const string TestDamage2b = "TestDamage2b";
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private const string TestDamage3a = "TestDamage3a";
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private const string TestDamage3b = "TestDamage3b";
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private const string TestDamage3c = "TestDamage3c";
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[TestPrototypes]
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private const string Prototypes = $@"
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# Define some damage groups
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- type: damageType
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id: {TestDamage1}
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name: damage-type-blunt
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- type: damageType
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id: {TestDamage2a}
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name: damage-type-blunt
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- type: damageType
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id: {TestDamage2b}
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name: damage-type-blunt
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- type: damageType
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id: {TestDamage3a}
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name: damage-type-blunt
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- type: damageType
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id: {TestDamage3b}
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name: damage-type-blunt
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- type: damageType
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id: {TestDamage3c}
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name: damage-type-blunt
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# Define damage Groups with 1,2,3 damage types
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- type: damageGroup
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id: {TestGroup1}
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name: damage-group-brute
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damageTypes:
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- {TestDamage1}
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- type: damageGroup
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id: {TestGroup2}
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name: damage-group-brute
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damageTypes:
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- {TestDamage2a}
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- {TestDamage2b}
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- type: damageGroup
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id: {TestGroup3}
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name: damage-group-brute
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damageTypes:
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- {TestDamage3a}
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- {TestDamage3b}
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- {TestDamage3c}
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# This container should not support TestDamage1 or TestDamage2b
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- type: damageContainer
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id: testDamageContainer
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supportedGroups:
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- {TestGroup3}
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supportedTypes:
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- {TestDamage2a}
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- type: entity
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id: {TestDamageableEntityId}
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name: {TestDamageableEntityId}
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components:
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- type: Damageable
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damageContainer: testDamageContainer
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";
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[Test]
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public async Task TestDamageableComponents()
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{
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await using var pair = await PoolManager.GetServerClient();
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var server = pair.Server;
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var sEntityManager = server.ResolveDependency<IEntityManager>();
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var sMapManager = server.ResolveDependency<IMapManager>();
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var sPrototypeManager = server.ResolveDependency<IPrototypeManager>();
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var sEntitySystemManager = server.ResolveDependency<IEntitySystemManager>();
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var sConfigManager = server.ResolveDependency<IConfigurationManager>();
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EntityUid sDamageableEntity = default;
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DamageableComponent sDamageableComponent = null;
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DamageableSystem sDamageableSystem = null;
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DamageGroupPrototype group1 = default!;
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DamageGroupPrototype group2 = default!;
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DamageGroupPrototype group3 = default!;
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DamageTypePrototype type1 = default!;
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DamageTypePrototype type2a = default!;
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DamageTypePrototype type2b = default!;
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DamageTypePrototype type3a = default!;
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DamageTypePrototype type3b = default!;
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DamageTypePrototype type3c = default!;
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FixedPoint2 typeDamage;
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var map = await pair.CreateTestMap();
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await server.WaitPost(() =>
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{
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var coordinates = map.MapCoords;
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sDamageableEntity = sEntityManager.SpawnEntity(TestDamageableEntityId, coordinates);
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sDamageableComponent = sEntityManager.GetComponent<DamageableComponent>(sDamageableEntity);
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sDamageableSystem = sEntitySystemManager.GetEntitySystem<DamageableSystem>();
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group1 = sPrototypeManager.Index<DamageGroupPrototype>(TestGroup1);
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group2 = sPrototypeManager.Index<DamageGroupPrototype>(TestGroup2);
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group3 = sPrototypeManager.Index<DamageGroupPrototype>(TestGroup3);
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type1 = sPrototypeManager.Index<DamageTypePrototype>(TestDamage1);
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type2a = sPrototypeManager.Index<DamageTypePrototype>(TestDamage2a);
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type2b = sPrototypeManager.Index<DamageTypePrototype>(TestDamage2b);
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type3a = sPrototypeManager.Index<DamageTypePrototype>(TestDamage3a);
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type3b = sPrototypeManager.Index<DamageTypePrototype>(TestDamage3b);
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type3c = sPrototypeManager.Index<DamageTypePrototype>(TestDamage3c);
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sConfigManager.SetCVar(SunriseCCVars.DamageVariance, 0f); // Sunrise-Edit
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});
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await server.WaitRunTicks(5);
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await server.WaitAssertion(() =>
|
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{
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var uid = sDamageableEntity;
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// Check that the correct types are supported.
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Assert.Multiple(() =>
|
|
{
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Assert.That(sDamageableComponent.Damage.DamageDict.ContainsKey(type1.ID), Is.False);
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Assert.That(sDamageableComponent.Damage.DamageDict.ContainsKey(type2a.ID), Is.True);
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Assert.That(sDamageableComponent.Damage.DamageDict.ContainsKey(type2b.ID), Is.False);
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Assert.That(sDamageableComponent.Damage.DamageDict.ContainsKey(type3a.ID), Is.True);
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Assert.That(sDamageableComponent.Damage.DamageDict.ContainsKey(type3b.ID), Is.True);
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Assert.That(sDamageableComponent.Damage.DamageDict.ContainsKey(type3c.ID), Is.True);
|
|
});
|
|
|
|
// Check that damage is evenly distributed over a group if its a nice multiple
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var types = group3.DamageTypes;
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var damageToDeal = FixedPoint2.New(types.Count * 5);
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DamageSpecifier damage = new(group3, damageToDeal);
|
|
|
|
sDamageableSystem.TryChangeDamage(uid, damage, true, useModifier: false, useVariance: false); // Sunrise-Edit
|
|
|
|
Assert.Multiple(() =>
|
|
{
|
|
Assert.That(sDamageableComponent.TotalDamage, Is.EqualTo(damageToDeal));
|
|
Assert.That(sDamageableComponent.DamagePerGroup[group3.ID], Is.EqualTo(damageToDeal));
|
|
foreach (var type in types)
|
|
{
|
|
Assert.That(sDamageableComponent.Damage.DamageDict.TryGetValue(type, out typeDamage));
|
|
Assert.That(typeDamage, Is.EqualTo(damageToDeal / types.Count));
|
|
}
|
|
});
|
|
|
|
// Heal
|
|
sDamageableSystem.TryChangeDamage(uid, -damage, useModifier: false, useVariance: false); // Sunrise-Edit
|
|
|
|
Assert.Multiple(() =>
|
|
{
|
|
Assert.That(sDamageableComponent.TotalDamage, Is.EqualTo(FixedPoint2.Zero));
|
|
Assert.That(sDamageableComponent.DamagePerGroup[group3.ID], Is.EqualTo(FixedPoint2.Zero));
|
|
foreach (var type in types)
|
|
{
|
|
Assert.That(sDamageableComponent.Damage.DamageDict.TryGetValue(type, out typeDamage));
|
|
Assert.That(typeDamage, Is.EqualTo(FixedPoint2.Zero));
|
|
}
|
|
});
|
|
|
|
// Check that damage works properly if it is NOT perfectly divisible among group members
|
|
types = group3.DamageTypes;
|
|
|
|
Assert.That(types, Has.Count.EqualTo(3));
|
|
|
|
damage = new DamageSpecifier(group3, 14);
|
|
sDamageableSystem.TryChangeDamage(uid, damage, true, useModifier: false, useVariance: false); // Sunrise-Edit
|
|
|
|
Assert.Multiple(() =>
|
|
{
|
|
Assert.That(sDamageableComponent.TotalDamage, Is.EqualTo(FixedPoint2.New(14)));
|
|
Assert.That(sDamageableComponent.DamagePerGroup[group3.ID], Is.EqualTo(FixedPoint2.New(14)));
|
|
Assert.That(sDamageableComponent.Damage.DamageDict[type3a.ID], Is.EqualTo(FixedPoint2.New(4.66f)));
|
|
Assert.That(sDamageableComponent.Damage.DamageDict[type3b.ID], Is.EqualTo(FixedPoint2.New(4.67f)));
|
|
Assert.That(sDamageableComponent.Damage.DamageDict[type3c.ID], Is.EqualTo(FixedPoint2.New(4.67f)));
|
|
});
|
|
|
|
// Heal
|
|
sDamageableSystem.TryChangeDamage(uid, -damage, useModifier: false, useVariance: false); // Sunrise-Edit
|
|
|
|
Assert.Multiple(() =>
|
|
{
|
|
Assert.That(sDamageableComponent.TotalDamage, Is.EqualTo(FixedPoint2.Zero));
|
|
Assert.That(sDamageableComponent.DamagePerGroup[group3.ID], Is.EqualTo(FixedPoint2.Zero));
|
|
foreach (var type in types)
|
|
{
|
|
Assert.That(sDamageableComponent.Damage.DamageDict.TryGetValue(type, out typeDamage));
|
|
Assert.That(typeDamage, Is.EqualTo(FixedPoint2.Zero));
|
|
}
|
|
|
|
// Test that unsupported groups return false when setting/getting damage (and don't change damage)
|
|
Assert.That(sDamageableComponent.TotalDamage, Is.EqualTo(FixedPoint2.Zero));
|
|
});
|
|
damage = new DamageSpecifier(group1, FixedPoint2.New(10)) + new DamageSpecifier(type2b, FixedPoint2.New(10));
|
|
sDamageableSystem.TryChangeDamage(uid, damage, true, useModifier: false, useVariance: false); // Sunrise-Edit
|
|
|
|
Assert.Multiple(() =>
|
|
{
|
|
Assert.That(sDamageableComponent.DamagePerGroup.TryGetValue(group1.ID, out _), Is.False);
|
|
Assert.That(sDamageableComponent.Damage.DamageDict.TryGetValue(type1.ID, out typeDamage), Is.False);
|
|
Assert.That(sDamageableComponent.TotalDamage, Is.EqualTo(FixedPoint2.Zero));
|
|
});
|
|
|
|
// Test SetAll function
|
|
sDamageableSystem.SetAllDamage(sDamageableEntity, sDamageableComponent, 10);
|
|
Assert.That(sDamageableComponent.TotalDamage, Is.EqualTo(FixedPoint2.New(10 * sDamageableComponent.Damage.DamageDict.Count)));
|
|
sDamageableSystem.SetAllDamage(sDamageableEntity, sDamageableComponent, 0);
|
|
Assert.That(sDamageableComponent.TotalDamage, Is.EqualTo(FixedPoint2.Zero));
|
|
|
|
// Test 'wasted' healing
|
|
sDamageableSystem.TryChangeDamage(uid, new DamageSpecifier(type3a, 5), useModifier: false, useVariance: false); // Sunrise-Edit
|
|
sDamageableSystem.TryChangeDamage(uid, new DamageSpecifier(type3b, 7), useModifier: false, useVariance: false); // Sunrise-Edit
|
|
sDamageableSystem.TryChangeDamage(uid, new DamageSpecifier(group3, -11), useModifier: false, useVariance: false); // Sunrise-Edit
|
|
|
|
Assert.Multiple(() =>
|
|
{
|
|
Assert.That(sDamageableComponent.Damage.DamageDict[type3a.ID], Is.EqualTo(FixedPoint2.New(1.34)));
|
|
Assert.That(sDamageableComponent.Damage.DamageDict[type3b.ID], Is.EqualTo(FixedPoint2.New(3.33)));
|
|
Assert.That(sDamageableComponent.Damage.DamageDict[type3c.ID], Is.EqualTo(FixedPoint2.New(0)));
|
|
});
|
|
|
|
// Test Over-Healing
|
|
sDamageableSystem.TryChangeDamage(uid, new DamageSpecifier(group3, FixedPoint2.New(-100)), useModifier: false, useVariance: false); // Sunrise-Edit
|
|
Assert.That(sDamageableComponent.TotalDamage, Is.EqualTo(FixedPoint2.Zero));
|
|
|
|
// Test that if no health change occurred, returns false
|
|
sDamageableSystem.TryChangeDamage(uid, new DamageSpecifier(group3, -100), useModifier: false, useVariance: false); // Sunrise-Edit
|
|
Assert.That(sDamageableComponent.TotalDamage, Is.EqualTo(FixedPoint2.Zero));
|
|
});
|
|
await pair.CleanReturnAsync();
|
|
}
|
|
}
|
|
}
|