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Merge pull request #64 from VMSolidus/Changeling-Playtest
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Changeling Playtest
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VMSolidus authored Aug 18, 2024
2 parents c93299b + 9fa8477 commit b9796a7
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Showing 299 changed files with 8,853 additions and 4,800 deletions.
2 changes: 1 addition & 1 deletion Content.Benchmarks/SpawnEquipDeleteBenchmark.cs
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Expand Up @@ -58,7 +58,7 @@ await _pair.Server.WaitPost(() =>
for (var i = 0; i < N; i++)
{
_entity = server.EntMan.SpawnAttachedTo(Mob, _coords);
_spawnSys.EquipStartingGear(_entity, _gear, null);
_spawnSys.EquipStartingGear(_entity, _gear);
server.EntMan.DeleteEntity(_entity);
}
});
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3 changes: 3 additions & 0 deletions Content.Client/Actions/ActionsSystem.cs
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Expand Up @@ -248,7 +248,10 @@ public void TriggerAction(EntityUid actionId, BaseActionComponent action)
if (action.ClientExclusive)
{
if (instantAction.Event != null)
{
instantAction.Event.Performer = user;
instantAction.Event.Action = actionId;
}

PerformAction(user, actions, actionId, instantAction, instantAction.Event, GameTiming.CurTime);
}
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47 changes: 47 additions & 0 deletions Content.Client/Goobstation/Changeling/ChangelingSystem.cs
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@@ -0,0 +1,47 @@
using Content.Client.Alerts;
using Content.Client.UserInterface.Systems.Alerts.Controls;
using Content.Shared.Changeling;
using Content.Shared.StatusIcon.Components;
using Robust.Shared.Prototypes;

namespace Content.Client.Changeling;

public sealed partial class ChangelingSystem : EntitySystem
{

[Dependency] private readonly IPrototypeManager _prototype = default!;
public override void Initialize()
{
base.Initialize();

SubscribeLocalEvent<ChangelingComponent, UpdateAlertSpriteEvent>(OnUpdateAlert);
SubscribeLocalEvent<ChangelingComponent, GetStatusIconsEvent>(GetChanglingIcon);
}

private void OnUpdateAlert(EntityUid uid, ChangelingComponent comp, ref UpdateAlertSpriteEvent args)
{
var stateNormalized = 0f;

// hardcoded because uhh umm i don't know. send help.
switch (args.Alert.AlertViewEntity)
{
case "ChangelingChemicals":
stateNormalized = (int) (comp.Chemicals / comp.MaxChemicals * 18);
break;

case "ChangelingBiomass":
stateNormalized = (int) (comp.Biomass / comp.MaxBiomass * 16);
break;
default:
return;
}
var sprite = args.SpriteViewEnt.Comp;
sprite.LayerSetState(AlertVisualLayers.Base, $"{stateNormalized}");
}

private void GetChanglingIcon(Entity<ChangelingComponent> ent, ref GetStatusIconsEvent args)
{
if (HasComp<HivemindComponent>(ent) && _prototype.TryIndex(ent.Comp.StatusIcon, out var iconPrototype))
args.StatusIcons.Add(iconPrototype);
}
}
5 changes: 4 additions & 1 deletion Content.Client/Humanoid/HumanoidAppearanceSystem.cs
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Expand Up @@ -118,8 +118,11 @@ private void SetLayerData(
/// This should not be used if the entity is owned by the server. The server will otherwise
/// override this with the appearance data it sends over.
/// </remarks>
public override void LoadProfile(EntityUid uid, HumanoidCharacterProfile profile, HumanoidAppearanceComponent? humanoid = null)
public override void LoadProfile(EntityUid uid, HumanoidCharacterProfile? profile, HumanoidAppearanceComponent? humanoid = null)
{
if (profile == null)
return;

if (!Resolve(uid, ref humanoid))
{
return;
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Original file line number Diff line number Diff line change
Expand Up @@ -215,6 +215,7 @@ private bool TryTargetWorld(in PointerInputCmdArgs args, EntityUid actionId, Wor
{
action.Event.Target = coords;
action.Event.Performer = user;
action.Event.Action = actionId;
}

_actionsSystem.PerformAction(user, actionComp, actionId, action, action.Event, _timing.CurTime);
Expand Down Expand Up @@ -249,6 +250,7 @@ private bool TryTargetEntity(in PointerInputCmdArgs args, EntityUid actionId, En
{
action.Event.Target = entity;
action.Event.Performer = user;
action.Event.Action = actionId;
}

_actionsSystem.PerformAction(user, actionComp, actionId, action, action.Event, _timing.CurTime);
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Original file line number Diff line number Diff line change
Expand Up @@ -281,10 +281,19 @@ public void UpdateIcons()

_controller ??= UserInterfaceManager.GetUIController<ActionUIController>();
_spriteSys ??= _entities.System<SpriteSystem>();
if ((_controller.SelectingTargetFor == ActionId || _action.Toggled) && _action.IconOn != null)
SetActionIcon(_spriteSys.Frame0(_action.IconOn));
if ((_controller.SelectingTargetFor == ActionId || _action.Toggled))
{
if (_action.IconOn != null)
SetActionIcon(_spriteSys.Frame0(_action.IconOn));

if (_action.BackgroundOn != null)
_buttonBackgroundTexture = _spriteSys.Frame0(_action.BackgroundOn);
}
else
{
SetActionIcon(_action.Icon != null ? _spriteSys.Frame0(_action.Icon) : null);
_buttonBackgroundTexture = Theme.ResolveTexture("SlotBackground");
}
}

public void UpdateBackground()
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208 changes: 208 additions & 0 deletions Content.IntegrationTests/Tests/GameRules/NukeOpsTest.cs
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@@ -0,0 +1,208 @@
/* WD edit
#nullable enable
using System.Linq;
using Content.Server.Body.Components;
using Content.Server.GameTicking;
using Content.Server.GameTicking.Presets;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.Mind;
using Content.Server.NPC.Systems;
using Content.Server.Pinpointer;
using Content.Server.Roles;
using Content.Server.Shuttles.Components;
using Content.Server.Station.Components;
using Content.Shared.CCVar;
using Content.Shared.Damage;
using Content.Shared.FixedPoint;
using Content.Shared.GameTicking;
using Content.Shared.Hands.Components;
using Content.Shared.Inventory;
using Content.Shared.NukeOps;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Map.Components;
namespace Content.IntegrationTests.Tests.GameRules;
[TestFixture]
public sealed class NukeOpsTest
{
/// <summary>
/// Check that a nuke ops game mode can start without issue. I.e., that the nuke station and such all get loaded.
/// </summary>
[Test]
public async Task TryStopNukeOpsFromConstantlyFailing()
{
await using var pair = await PoolManager.GetServerClient(new PoolSettings
{
Dirty = true,
DummyTicker = false,
Connected = true,
InLobby = true
});
var server = pair.Server;
var client = pair.Client;
var entMan = server.EntMan;
var mapSys = server.System<MapSystem>();
var ticker = server.System<GameTicker>();
var mindSys = server.System<MindSystem>();
var roleSys = server.System<RoleSystem>();
var invSys = server.System<InventorySystem>();
var factionSys = server.System<NpcFactionSystem>();
Assert.That(server.CfgMan.GetCVar(CCVars.GridFill), Is.False);
server.CfgMan.SetCVar(CCVars.GridFill, true);
// Initially in the lobby
Assert.That(ticker.RunLevel, Is.EqualTo(GameRunLevel.PreRoundLobby));
Assert.That(client.AttachedEntity, Is.Null);
Assert.That(ticker.PlayerGameStatuses[client.User!.Value], Is.EqualTo(PlayerGameStatus.NotReadyToPlay));
// There are no grids or maps
Assert.That(entMan.Count<MapComponent>(), Is.Zero);
Assert.That(entMan.Count<MapGridComponent>(), Is.Zero);
Assert.That(entMan.Count<StationMapComponent>(), Is.Zero);
Assert.That(entMan.Count<StationMemberComponent>(), Is.Zero);
Assert.That(entMan.Count<StationCentcommComponent>(), Is.Zero);
// And no nukie related components
Assert.That(entMan.Count<NukeopsRuleComponent>(), Is.Zero);
Assert.That(entMan.Count<NukeopsRoleComponent>(), Is.Zero);
Assert.That(entMan.Count<NukeOperativeComponent>(), Is.Zero);
Assert.That(entMan.Count<NukeOpsShuttleComponent>(), Is.Zero);
Assert.That(entMan.Count<NukeOperativeSpawnerComponent>(), Is.Zero);
// Ready up and start nukeops
await pair.WaitClientCommand("toggleready True");
Assert.That(ticker.PlayerGameStatuses[client.User!.Value], Is.EqualTo(PlayerGameStatus.ReadyToPlay));
await pair.WaitCommand("forcepreset Nukeops");
await pair.RunTicksSync(10);
// Game should have started
Assert.That(ticker.RunLevel, Is.EqualTo(GameRunLevel.InRound));
Assert.That(ticker.PlayerGameStatuses[client.User!.Value], Is.EqualTo(PlayerGameStatus.JoinedGame));
Assert.That(client.EntMan.EntityExists(client.AttachedEntity));
var player = pair.Player!.AttachedEntity!.Value;
Assert.That(entMan.EntityExists(player));
// Maps now exist
Assert.That(entMan.Count<MapComponent>(), Is.GreaterThan(0));
Assert.That(entMan.Count<MapGridComponent>(), Is.GreaterThan(0));
Assert.That(entMan.Count<StationDataComponent>(), Is.EqualTo(2)); // The main station & nukie station
Assert.That(entMan.Count<StationMemberComponent>(), Is.GreaterThan(3)); // Each station has at least 1 grid, plus some shuttles
Assert.That(entMan.Count<StationCentcommComponent>(), Is.EqualTo(1));
// And we now have nukie related components
Assert.That(entMan.Count<NukeopsRuleComponent>(), Is.EqualTo(1));
Assert.That(entMan.Count<NukeopsRoleComponent>(), Is.EqualTo(1));
Assert.That(entMan.Count<NukeOperativeComponent>(), Is.EqualTo(1));
Assert.That(entMan.Count<NukeOpsShuttleComponent>(), Is.EqualTo(1));
// The player entity should be the nukie commander
var mind = mindSys.GetMind(player)!.Value;
Assert.That(entMan.HasComponent<NukeOperativeComponent>(player));
Assert.That(roleSys.MindIsAntagonist(mind));
Assert.That(roleSys.MindHasRole<NukeopsRoleComponent>(mind));
Assert.That(factionSys.IsMember(player, "Syndicate"), Is.True);
Assert.That(factionSys.IsMember(player, "NanoTrasen"), Is.False);
var roles = roleSys.MindGetAllRoles(mind);
var cmdRoles = roles.Where(x => x.Prototype == "NukeopsCommander" && x.Component is NukeopsRoleComponent);
Assert.That(cmdRoles.Count(), Is.EqualTo(1));
// The game rule exists, and all the stations/shuttles/maps are properly initialized
var rule = entMan.AllComponents<NukeopsRuleComponent>().Single().Component;
var mapRule = entMan.AllComponents<LoadMapRuleComponent>().Single().Component;
foreach (var grid in mapRule.MapGrids)
{
Assert.That(entMan.EntityExists(grid));
Assert.That(entMan.HasComponent<MapGridComponent>(grid));
Assert.That(entMan.HasComponent<StationMemberComponent>(grid));
}
Assert.That(entMan.EntityExists(rule.TargetStation));
Assert.That(entMan.HasComponent<StationDataComponent>(rule.TargetStation));
var nukieShuttlEnt = entMan.AllComponents<NukeOpsShuttleComponent>().FirstOrDefault().Uid;
Assert.That(entMan.EntityExists(nukieShuttlEnt));
EntityUid? nukieStationEnt = null;
foreach (var grid in mapRule.MapGrids)
{
if (entMan.HasComponent<StationMemberComponent>(grid))
{
nukieStationEnt = grid;
break;
}
}
Assert.That(entMan.EntityExists(nukieStationEnt));
var nukieStation = entMan.GetComponent<StationMemberComponent>(nukieStationEnt!.Value);
Assert.That(entMan.EntityExists(nukieStation.Station));
Assert.That(nukieStation.Station, Is.Not.EqualTo(rule.TargetStation));
Assert.That(server.MapMan.MapExists(mapRule.Map));
var nukieMap = mapSys.GetMap(mapRule.Map!.Value);
var targetStation = entMan.GetComponent<StationDataComponent>(rule.TargetStation!.Value);
var targetGrid = targetStation.Grids.First();
var targetMap = entMan.GetComponent<TransformComponent>(targetGrid).MapUid!.Value;
Assert.That(targetMap, Is.Not.EqualTo(nukieMap));
Assert.That(entMan.GetComponent<TransformComponent>(player).MapUid, Is.EqualTo(nukieMap));
Assert.That(entMan.GetComponent<TransformComponent>(nukieStationEnt.Value).MapUid, Is.EqualTo(nukieMap));
Assert.That(entMan.GetComponent<TransformComponent>(nukieShuttlEnt).MapUid, Is.EqualTo(nukieMap));
// The maps are all map-initialized, including the player
// Yes, this is necessary as this has repeatedly been broken somehow.
Assert.That(mapSys.IsInitialized(nukieMap));
Assert.That(mapSys.IsInitialized(targetMap));
Assert.That(mapSys.IsPaused(nukieMap), Is.False);
Assert.That(mapSys.IsPaused(targetMap), Is.False);
EntityLifeStage LifeStage(EntityUid? uid) => entMan.GetComponent<MetaDataComponent>(uid!.Value).EntityLifeStage;
Assert.That(LifeStage(player), Is.GreaterThan(EntityLifeStage.Initialized));
Assert.That(LifeStage(nukieMap), Is.GreaterThan(EntityLifeStage.Initialized));
Assert.That(LifeStage(targetMap), Is.GreaterThan(EntityLifeStage.Initialized));
Assert.That(LifeStage(nukieStationEnt.Value), Is.GreaterThan(EntityLifeStage.Initialized));
Assert.That(LifeStage(nukieShuttlEnt), Is.GreaterThan(EntityLifeStage.Initialized));
Assert.That(LifeStage(rule.TargetStation), Is.GreaterThan(EntityLifeStage.Initialized));
// Make sure the player has hands. We've had fucking disarmed nukies before.
Assert.That(entMan.HasComponent<HandsComponent>(player));
Assert.That(entMan.GetComponent<HandsComponent>(player).Hands.Count, Is.GreaterThan(0));
// While we're at it, lets make sure they aren't naked. I don't know how many inventory slots all mobs will be
// likely to have in the future. But nukies should probably have at least 3 slots with something in them.
var enumerator = invSys.GetSlotEnumerator(player);
int total = 0;
while (enumerator.NextItem(out _))
{
total++;
}
Assert.That(total, Is.GreaterThan(3));
// Finally lets check the nukie commander passed basic training and figured out how to breathe.
var totalSeconds = 30;
var totalTicks = (int) Math.Ceiling(totalSeconds / server.Timing.TickPeriod.TotalSeconds);
int increment = 5;
var resp = entMan.GetComponent<RespiratorComponent>(player);
var damage = entMan.GetComponent<DamageableComponent>(player);
for (var tick = 0; tick < totalTicks; tick += increment)
{
await pair.RunTicksSync(increment);
Assert.That(resp.SuffocationCycles, Is.LessThanOrEqualTo(resp.SuffocationCycleThreshold));
Assert.That(damage.TotalDamage, Is.EqualTo(FixedPoint2.Zero));
}
//ticker.SetGamePreset((GamePresetPrototype?)null); WD edit
server.CfgMan.SetCVar(CCVars.GridFill, false);
await pair.CleanReturnAsync();
}
}
*/
Original file line number Diff line number Diff line change
@@ -1,5 +1,6 @@
using Content.Server.GameTicking;
using Content.Server.GameTicking.Commands;
using Content.Server.GameTicking.Components;
using Content.Server.GameTicking.Rules;
using Content.Server.GameTicking.Rules.Components;
using Content.Shared.CCVar;
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6 changes: 2 additions & 4 deletions Content.IntegrationTests/Tests/GameRules/SecretStartsTest.cs
Original file line number Diff line number Diff line change
Expand Up @@ -17,6 +17,7 @@ public async Task TestSecretStarts()

var server = pair.Server;
await server.WaitIdleAsync();
var entMan = server.ResolveDependency<IEntityManager>();
var gameTicker = server.ResolveDependency<IEntitySystemManager>().GetEntitySystem<GameTicker>();

await server.WaitAssertion(() =>
Expand All @@ -32,10 +33,7 @@ await server.WaitAssertion(() =>

await server.WaitAssertion(() =>
{
foreach (var rule in gameTicker.GetAddedGameRules())
{
Assert.That(gameTicker.GetActiveGameRules(), Does.Contain(rule));
}
Assert.That(gameTicker.GetAddedGameRules().Count(), Is.GreaterThan(1), $"No additional rules started by secret rule.");

// End all rules
gameTicker.ClearGameRules();
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5 changes: 5 additions & 0 deletions Content.Server/Actions/ActionOnInteractSystem.cs
Original file line number Diff line number Diff line change
Expand Up @@ -47,7 +47,10 @@ private void OnActivate(EntityUid uid, ActionOnInteractComponent component, Acti

var (actId, act) = _random.Pick(options);
if (act.Event != null)
{
act.Event.Performer = args.User;
act.Event.Action = actId;
}

_actions.PerformAction(args.User, null, actId, act, act.Event, _timing.CurTime, false);
args.Handled = true;
Expand Down Expand Up @@ -75,6 +78,7 @@ private void OnAfterInteract(EntityUid uid, ActionOnInteractComponent component,
if (entAct.Event != null)
{
entAct.Event.Performer = args.User;
entAct.Event.Action = entActId;
entAct.Event.Target = args.Target.Value;
}

Expand All @@ -100,6 +104,7 @@ private void OnAfterInteract(EntityUid uid, ActionOnInteractComponent component,
if (act.Event != null)
{
act.Event.Performer = args.User;
act.Event.Action = actId;
act.Event.Target = args.ClickLocation;
}

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1 change: 1 addition & 0 deletions Content.Server/Administration/ServerApi.cs
Original file line number Diff line number Diff line change
Expand Up @@ -8,6 +8,7 @@
using System.Threading.Tasks;
using Content.Server.Administration.Systems;
using Content.Server.GameTicking;
using Content.Server.GameTicking.Components;
using Content.Server.GameTicking.Presets;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.Maps;
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