--- /dev/null
+using System.Numerics;
+using Content.IntegrationTests.Tests.Interaction;
+using Content.Shared.Charges.Systems;
+using Content.Shared.RCD;
+using Content.Shared.RCD.Components;
+using Robust.Shared.GameObjects;
+using Robust.Shared.Map;
+using Robust.Shared.Prototypes;
+
+namespace Content.IntegrationTests.Tests.Construction;
+
+public sealed class RCDTest : InteractionTest
+{
+ private static readonly EntProtoId RCDProtoId = "RCD";
+ private static readonly ProtoId<RCDPrototype> RCDSettingWall = "WallSolid";
+ private static readonly ProtoId<RCDPrototype> RCDSettingAirlock = "Airlock";
+ private static readonly ProtoId<RCDPrototype> RCDSettingPlating = "Plating";
+ private static readonly ProtoId<RCDPrototype> RCDSettingFloorSteel = "FloorSteel";
+ private static readonly ProtoId<RCDPrototype> RCDSettingDeconstruct = "Deconstruct";
+ private static readonly ProtoId<RCDPrototype> RCDSettingDeconstructTile = "DeconstructTile";
+ private static readonly ProtoId<RCDPrototype> RCDSettingDeconstructLattice = "DeconstructLattice";
+
+ /// <summary>
+ /// Tests RCD construction and deconstruction, as well as selecting options from the radial menu.
+ /// </summary>
+ [Test]
+ public async Task RCDConstructionDeconstructionTest()
+ {
+ // Place some tiles around the player so that we have space to build.
+ var pNorth = new EntityCoordinates(SPlayer, new Vector2(0, 1));
+ var pSouth = new EntityCoordinates(SPlayer, new Vector2(0, -1));
+ var pEast = new EntityCoordinates(SPlayer, new Vector2(1, 0));
+ var pWest = new EntityCoordinates(SPlayer, new Vector2(-1, 0));
+
+ // Use EntityCoordinates relative to the grid because the player turns around when interacting.
+ pNorth = Transform.WithEntityId(pNorth, MapData.Grid);
+ pSouth = Transform.WithEntityId(pSouth, MapData.Grid);
+ pEast = Transform.WithEntityId(pEast, MapData.Grid);
+ pWest = Transform.WithEntityId(pWest, MapData.Grid);
+
+ await SetTile(Plating, SEntMan.GetNetCoordinates(pNorth), MapData.Grid);
+ await SetTile(Plating, SEntMan.GetNetCoordinates(pSouth), MapData.Grid);
+ await SetTile(Plating, SEntMan.GetNetCoordinates(pEast), MapData.Grid);
+ await SetTile(Lattice, SEntMan.GetNetCoordinates(pWest), MapData.Grid);
+
+ Assert.That(ProtoMan.TryIndex(RCDSettingWall, out var settingWall), $"RCDPrototype not found: {RCDSettingWall}.");
+ Assert.That(settingWall.Prototype, Is.Not.Null, "RCDPrototype has a null spawning prototype.");
+ Assert.That(ProtoMan.TryIndex(RCDSettingAirlock, out var settingAirlock), $"RCDPrototype not found: {RCDSettingAirlock}.");
+ Assert.That(settingAirlock.Prototype, Is.Not.Null, $"RCDPrototype has a null spawning prototype.");
+ Assert.That(ProtoMan.TryIndex(RCDSettingPlating, out var settingPlating), $"RCDPrototype not found: {RCDSettingPlating}.");
+ Assert.That(settingPlating.Prototype, Is.Not.Null, "RCDPrototype has a null spawning prototype.");
+ Assert.That(ProtoMan.TryIndex(RCDSettingFloorSteel, out var settingFloorSteel), $"RCDPrototype not found: {RCDSettingFloorSteel}.");
+ Assert.That(settingFloorSteel.Prototype, Is.Not.Null, "RCDPrototype has a null spawning prototype.");
+ Assert.That(ProtoMan.TryIndex(RCDSettingDeconstructTile, out var settingDeconstructTile), $"RCDPrototype not found: {RCDSettingDeconstructTile}.");
+ Assert.That(ProtoMan.TryIndex(RCDSettingDeconstructLattice, out var settingDeconstructLattice), $"RCDPrototype not found: {RCDSettingDeconstructLattice}.");
+
+ var rcd = await PlaceInHands(RCDProtoId);
+
+ // Give the RCD enough charges to do everything.
+ var sCharges = SEntMan.System<SharedChargesSystem>();
+ await Server.WaitPost(() =>
+ {
+ sCharges.SetMaxCharges(ToServer(rcd), 10000);
+ sCharges.SetCharges(ToServer(rcd), 10000);
+ });
+ var initialCharges = sCharges.GetCurrentCharges(ToServer(rcd));
+ Assert.That(initialCharges, Is.EqualTo(10000), "RCD did not have the correct amount of charges.");
+
+ // Make sure that picking it up did not open the UI.
+ Assert.That(IsUiOpen(RcdUiKey.Key), Is.False, "RCD UI was opened when picking it up.");
+
+ // Switch to building walls.
+ await SetRcdProto(rcd, RCDSettingWall);
+
+ // Build a wall next to the player.
+ await Interact(null, pNorth);
+
+ // Check that there is exactly one wall.
+ await RunSeconds(settingWall.Delay + 1); // wait for the construction to finish
+ await AssertEntityLookup((settingWall.Prototype, 1));
+
+ // Check that the wall is in the correct tile.
+ var wallUid = await FindEntity(settingWall.Prototype);
+ var wallNetUid = FromServer(wallUid);
+ AssertLocation(wallNetUid, FromServer(pNorth));
+
+ // Check that the cost of the wall was subtracted from the current charges.
+ var newCharges = sCharges.GetCurrentCharges(ToServer(rcd));
+ Assert.That(initialCharges - settingWall.Cost, Is.EqualTo(newCharges), "RCD has wrong amount of charges after building something.");
+ initialCharges = newCharges;
+
+ // Try building another wall in the same spot.
+ await Interact(null, pNorth);
+ await RunSeconds(settingWall.Delay + 1); // wait for the construction to finish
+
+ // Check that there is still exactly one wall.
+ await AssertEntityLookup((settingWall.Prototype, 1));
+
+ // Check that the failed construction did not cost us any charges.
+ newCharges = sCharges.GetCurrentCharges(ToServer(rcd));
+ Assert.That(initialCharges, Is.EqualTo(newCharges), "RCD has wrong amount of charges after failing to build something.");
+
+ // Switch to building airlocks.
+ await SetRcdProto(rcd, RCDSettingAirlock);
+
+ // Build an airlock next to the player.
+ await Interact(null, pSouth);
+
+ // Check that there is exactly one airlock.
+ await RunSeconds(settingAirlock.Delay + 1); // wait for the construction to finish
+ await AssertEntityLookup(
+ (settingWall.Prototype, 1),
+ (settingAirlock.Prototype, 1)
+ );
+
+ // Check that the airlock is in the correct tile.
+ var airlockUid = await FindEntity(settingAirlock.Prototype);
+ var airlockNetUid = FromServer(airlockUid);
+ AssertLocation(airlockNetUid, FromServer(pSouth));
+
+ // Check that the cost of the airlock was subtracted from the current charges.
+ newCharges = sCharges.GetCurrentCharges(ToServer(rcd));
+ Assert.That(initialCharges - settingAirlock.Cost, Is.EqualTo(newCharges), "RCD has wrong amount of charges after building something.");
+ initialCharges = newCharges;
+
+ // Switch to building plating.
+ await SetRcdProto(rcd, RCDSettingPlating);
+
+ // Try building plating on existing plating.
+ await AssertTile(settingPlating.Prototype, FromServer(pEast));
+ await Interact(null, pEast);
+
+ // Check that the tile did not change.
+ await AssertTile(settingPlating.Prototype, FromServer(pEast));
+
+ // Check that the failed construction did not cost us any charges.
+ await RunSeconds(settingPlating.Delay + 1); // wait for the construction to finish
+ newCharges = sCharges.GetCurrentCharges(ToServer(rcd));
+ Assert.That(initialCharges, Is.EqualTo(newCharges), "RCD has wrong amount of charges after failing to build something.");
+
+ // Try building plating on top of lattice.
+ await AssertTile(Lattice, FromServer(pWest));
+ await Interact(null, pWest);
+ await RunSeconds(settingPlating.Delay + 1); // wait for the construction to finish
+
+ // Check that the tile is now plating.
+ await AssertTile(settingPlating.Prototype, FromServer(pWest));
+
+ // Check that the cost of the plating was subtracted from the current charges.
+ newCharges = sCharges.GetCurrentCharges(ToServer(rcd));
+ Assert.That(initialCharges - settingPlating.Cost, Is.EqualTo(newCharges), "RCD has wrong amount of charges after building something.");
+ initialCharges = newCharges;
+
+ // Switch to building steel tiles.
+ await SetRcdProto(rcd, RCDSettingFloorSteel);
+
+ // Try building a steel tile on top of plating.
+ await Interact(null, pEast);
+
+ // Check that the tile is now a steel tile.
+ await RunSeconds(settingFloorSteel.Delay + 1); // wait for the construction to finish
+ await AssertTile(settingFloorSteel.Prototype, FromServer(pEast));
+
+ // Check that the cost of the plating was subtracted from the current charges.
+ newCharges = sCharges.GetCurrentCharges(ToServer(rcd));
+ Assert.That(initialCharges - settingFloorSteel.Cost, Is.EqualTo(newCharges), "RCD has wrong amount of charges after building something.");
+ initialCharges = newCharges;
+
+ // Switch to deconstruction mode.
+ await SetRcdProto(rcd, RCDSettingDeconstruct);
+
+ // Deconstruct the wall.
+ Assert.That(SEntMan.TryGetComponent<RCDDeconstructableComponent>(wallUid, out var wallComp), "Wall entity did not have the RCDDeconstructableComponent.");
+ await Interact(wallUid, pNorth);
+ await RunSeconds(wallComp.Delay + 1); // wait for the deconstruction to finish
+ AssertDeleted(wallNetUid);
+
+ // Check that the cost of the deconstruction was subtracted from the current charges.
+ newCharges = sCharges.GetCurrentCharges(ToServer(rcd));
+ Assert.That(initialCharges - wallComp.Cost, Is.EqualTo(newCharges), "RCD has wrong amount of charges after deconstructing something.");
+ initialCharges = newCharges;
+
+ // Deconstruct the airlock.
+ Assert.That(SEntMan.TryGetComponent<RCDDeconstructableComponent>(airlockUid, out var airlockComp), "Wall entity did not have the RCDDeconstructableComponent.");
+ await Interact(airlockUid, pSouth);
+ await RunSeconds(airlockComp.Delay + 1); // wait for the deconstruction to finish
+ AssertDeleted(airlockNetUid);
+
+ // Check that the cost of the deconstruction was subtracted from the current charges.
+ newCharges = sCharges.GetCurrentCharges(ToServer(rcd));
+ Assert.That(initialCharges - airlockComp.Cost, Is.EqualTo(newCharges), "RCD has wrong amount of charges after deconstructing something.");
+ initialCharges = newCharges;
+
+ // Deconstruct the steel tile.
+ await Interact(null, pEast);
+ await RunSeconds(settingDeconstructTile.Delay + 1); // wait for the deconstruction to finish
+ await AssertTile(Lattice, FromServer(pEast));
+
+ // Check that the cost of the deconstruction was subtracted from the current charges.
+ newCharges = sCharges.GetCurrentCharges(ToServer(rcd));
+ Assert.That(initialCharges - settingDeconstructTile.Cost, Is.EqualTo(newCharges), "RCD has wrong amount of charges after deconstructing something.");
+ initialCharges = newCharges;
+
+ // Deconstruct the plating.
+ await Interact(null, pWest);
+ await RunSeconds(settingDeconstructTile.Delay + 1); // wait for the deconstruction to finish
+ await AssertTile(Lattice, FromServer(pWest));
+
+ // Check that the cost of the deconstruction was subtracted from the current charges.
+ newCharges = sCharges.GetCurrentCharges(ToServer(rcd));
+ Assert.That(initialCharges - settingDeconstructTile.Cost, Is.EqualTo(newCharges), "RCD has wrong amount of charges after deconstructing something.");
+ initialCharges = newCharges;
+
+ // Deconstruct the lattice.
+ await Interact(null, pWest);
+ await RunSeconds(settingDeconstructLattice.Delay + 1); // wait for the deconstruction to finish
+ await AssertTile(null, FromServer(pWest));
+
+ // Check that the cost of the deconstruction was subtracted from the current charges.
+ newCharges = sCharges.GetCurrentCharges(ToServer(rcd));
+ Assert.That(initialCharges - settingDeconstructLattice.Cost, Is.EqualTo(newCharges), "RCD has wrong amount of charges after deconstructing something.");
+
+ // Wait for the visual effect to disappear.
+ await RunSeconds(3);
+
+ // Check that there are no entities left.
+ await AssertEntityLookup();
+ }
+
+ private async Task SetRcdProto(NetEntity rcd, ProtoId<RCDPrototype> protoId)
+ {
+ await UseInHand();
+ await RunTicks(3);
+ Assert.That(IsUiOpen(RcdUiKey.Key), Is.True, "RCD UI was not opened when using the RCD while holding it.");
+
+ // Simulating a click on the right control for nested radial menus is very complicated.
+ // So we just manually send a networking message from the client to tell the server we selected an option.
+ // TODO: Write a separate test for clicking through a SimpleRadialMenu.
+ await SendBui(RcdUiKey.Key, new RCDSystemMessage(protoId), rcd);
+ await CloseBui(RcdUiKey.Key, rcd);
+ Assert.That(IsUiOpen(RcdUiKey.Key), Is.False, "RCD UI is still open.");
+ }
+}
tile = MapSystem.GetTileRef(gridUid, grid, serverCoords).Tile;
});
- Assert.That(tile.TypeId, Is.EqualTo(targetTile.TypeId));
+ Assert.That(tile.TypeId, Is.EqualTo(targetTile.TypeId), $"Expected tile at NetCoordinates {coords}: {TileMan[targetTile.TypeId].Name}. But was: {TileMan[tile.TypeId].Name}");
}
protected void AssertGridCount(int value)
Assert.That(count, Is.EqualTo(value));
}
+ /// <summary>
+ /// Check that some entity is close to a certain coordinate location.
+ /// </summary>
+ /// <param name="target">The entity to check the location for. Defaults to <see cref="target"/></param>
+ /// <param name="coordinates">The coordinates the entity should be at.</param>
+ /// <param name="radius">The maximum allowed distance from the target coords</param>
+ protected void AssertLocation(NetEntity? target, NetCoordinates coords, float radius = 0.01f)
+ {
+ target ??= Target;
+ Assert.That(target, Is.Not.Null, "No target specified");
+ Assert.That(Position(target!.Value).TryDelta(SEntMan, Transform, ToServer(coords), out var delta), "Could not calculate distance between coordinates.");
+ Assert.That(delta.Length(), Is.LessThanOrEqualTo(radius), $"{SEntMan.ToPrettyString(SEntMan.GetEntity(target.Value))} was not at the intended location. Distance: {delta}, allowed distance: {radius}");
+ }
+
#endregion
#region Entity lookups
/// <summary>
/// Sends a bui message using the given bui key.
/// </summary>
- protected async Task SendBui(Enum key, BoundUserInterfaceMessage msg, EntityUid? _ = null)
+ protected async Task SendBui(Enum key, BoundUserInterfaceMessage msg, NetEntity? target = null)
{
- if (!TryGetBui(key, out var bui))
+ if (!TryGetBui(key, out var bui, target))
return;
await Client.WaitPost(() => bui.SendMessage(msg));
/// <summary>
/// Sends a bui message using the given bui key.
/// </summary>
- protected async Task CloseBui(Enum key, EntityUid? _ = null)
+ protected async Task CloseBui(Enum key, NetEntity? target = null)
{
- if (!TryGetBui(key, out var bui))
+ if (!TryGetBui(key, out var bui, target))
return;
await Client.WaitPost(() => bui.Close());
protected EntityUid? ToServer(NetEntity? nent) => SEntMan.GetEntity(nent);
protected EntityUid? ToClient(NetEntity? nent) => CEntMan.GetEntity(nent);
protected EntityUid ToServer(EntityUid cuid) => SEntMan.GetEntity(CEntMan.GetNetEntity(cuid));
- protected EntityUid ToClient(EntityUid cuid) => CEntMan.GetEntity(SEntMan.GetNetEntity(cuid));
+ protected EntityUid ToClient(EntityUid suid) => CEntMan.GetEntity(SEntMan.GetNetEntity(suid));
protected EntityUid? ToServer(EntityUid? cuid) => SEntMan.GetEntity(CEntMan.GetNetEntity(cuid));
- protected EntityUid? ToClient(EntityUid? cuid) => CEntMan.GetEntity(SEntMan.GetNetEntity(cuid));
+ protected EntityUid? ToClient(EntityUid? suid) => CEntMan.GetEntity(SEntMan.GetNetEntity(suid));
protected EntityCoordinates ToServer(NetCoordinates coords) => SEntMan.GetCoordinates(coords);
protected EntityCoordinates ToClient(NetCoordinates coords) => CEntMan.GetCoordinates(coords);
protected EntityCoordinates? ToServer(NetCoordinates? coords) => SEntMan.GetCoordinates(coords);
protected EntityCoordinates? ToClient(NetCoordinates? coords) => CEntMan.GetCoordinates(coords);
+ protected NetEntity FromServer(EntityUid suid) => SEntMan.GetNetEntity(suid);
+ protected NetEntity FromClient(EntityUid cuid) => CEntMan.GetNetEntity(cuid);
+ protected NetEntity? FromServer(EntityUid? suid) => SEntMan.GetNetEntity(suid);
+ protected NetEntity? FromClient(EntityUid? cuid) => CEntMan.GetNetEntity(cuid);
+
+ protected NetCoordinates FromServer(EntityCoordinates scoords) => SEntMan.GetNetCoordinates(scoords);
+ protected NetCoordinates FromClient(EntityCoordinates ccoords) => CEntMan.GetNetCoordinates(ccoords);
+ protected NetCoordinates? FromServer(EntityCoordinates? scoords) => SEntMan.GetNetCoordinates(scoords);
+ protected NetCoordinates? FromClient(EntityCoordinates? ccoords) => CEntMan.GetNetCoordinates(ccoords);
+
#endregion
#region Metadata & Transforms