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Merge branch 'WWhiteDreamProject:master' into Ru-translation
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6Mirage6 authored Aug 26, 2024
2 parents e7c1e17 + a625d9e commit 667dc65
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Showing 32 changed files with 774 additions and 258 deletions.
1 change: 0 additions & 1 deletion Content.Client/Buckle/BuckleSystem.cs
Original file line number Diff line number Diff line change
Expand Up @@ -57,7 +57,6 @@ private void OnAppearanceChange(EntityUid uid, BuckleComponent component, ref Ap
!buckled ||
args.Sprite == null)
{
_rotationVisualizerSystem.SetHorizontalAngle((uid, rotVisuals), rotVisuals.DefaultRotation);
return;
}

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7 changes: 7 additions & 0 deletions Content.Client/Options/UI/Tabs/KeyRebindTab.xaml.cs
Original file line number Diff line number Diff line change
Expand Up @@ -110,6 +110,12 @@ private void HandleStaticStorageUI(BaseButton.ButtonToggledEventArgs args)
_cfg.SaveToFile();
}

private void HandleToggleAutoGetUp(BaseButton.ButtonToggledEventArgs args) // WD EDIT
{
_cfg.SetCVar(WhiteCVars.AutoGetUp, args.Pressed);
_cfg.SaveToFile();
}

public KeyRebindTab()
{
IoCManager.InjectDependencies(this);
Expand Down Expand Up @@ -194,6 +200,7 @@ void AddCheckBox(string checkBoxName, bool currentState, Action<BaseButton.Butto
AddButton(ContentKeyFunctions.SaveItemLocation);
AddButton(ContentKeyFunctions.ToggleStanding);
AddButton(ContentKeyFunctions.LookUp); // WD EDIT
AddCheckBox("ui-options-function-auto-get-up", _cfg.GetCVar(WhiteCVars.AutoGetUp), HandleToggleAutoGetUp); // WD EDIT
AddCheckBox("ui-options-function-hold-look-up", _cfg.GetCVar(WhiteCVars.HoldLookUp), HandleHoldLookUp); // WD EDIT

AddHeader("ui-options-header-interaction-adv");
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82 changes: 82 additions & 0 deletions Content.Client/_White/Standing/LayingDownSystem.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,82 @@
using Content.Shared._White.Standing;
using Content.Shared.Buckle;
using Content.Shared.Rotation;
using Content.Shared.Standing;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Shared.Timing;

namespace Content.Client._White.Standing;

public sealed class LayingDownSystem : SharedLayingDownSystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly StandingStateSystem _standing = default!;
[Dependency] private readonly AnimationPlayerSystem _animation = default!;
[Dependency] private readonly SharedBuckleSystem _buckle = default!;

public override void Initialize()
{
base.Initialize();

SubscribeLocalEvent<LayingDownComponent, MoveEvent>(OnMovementInput);

SubscribeNetworkEvent<CheckAutoGetUpEvent>(OnCheckAutoGetUp);
}

private void OnMovementInput(EntityUid uid, LayingDownComponent component, MoveEvent args)
{
if (!_timing.IsFirstTimePredicted)
return;

if (!_standing.IsDown(uid))
return;

if (_buckle.IsBuckled(uid))
return;

if (_animation.HasRunningAnimation(uid, "rotate"))
return;

if (!TryComp<TransformComponent>(uid, out var transform)
|| !TryComp<SpriteComponent>(uid, out var sprite)
|| !TryComp<RotationVisualsComponent>(uid, out var rotationVisuals))
{
return;
}

var rotation = transform.LocalRotation + (_eyeManager.CurrentEye.Rotation - (transform.LocalRotation - transform.WorldRotation));

if (rotation.GetDir() is Direction.SouthEast or Direction.East or Direction.NorthEast or Direction.North)
{
rotationVisuals.HorizontalRotation = Angle.FromDegrees(270);
sprite.Rotation = Angle.FromDegrees(270);
return;
}

rotationVisuals.HorizontalRotation = Angle.FromDegrees(90);
sprite.Rotation = Angle.FromDegrees(90);
}

private void OnCheckAutoGetUp(CheckAutoGetUpEvent ev, EntitySessionEventArgs args)
{
if (!_timing.IsFirstTimePredicted)
return;

var uid = GetEntity(ev.User);

if (!TryComp<TransformComponent>(uid, out var transform) || !TryComp<RotationVisualsComponent>(uid, out var rotationVisuals))
return;

var rotation = transform.LocalRotation + (_eyeManager.CurrentEye.Rotation - (transform.LocalRotation - transform.WorldRotation));

if (rotation.GetDir() is Direction.SouthEast or Direction.East or Direction.NorthEast or Direction.North)
{
rotationVisuals.HorizontalRotation = Angle.FromDegrees(270);
return;
}

rotationVisuals.HorizontalRotation = Angle.FromDegrees(90);
}
}
28 changes: 28 additions & 0 deletions Content.IntegrationTests/Pair/TestPair.Helpers.cs
Original file line number Diff line number Diff line change
Expand Up @@ -2,6 +2,9 @@
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Server.Preferences.Managers;
using Content.Shared.Preferences;
using Content.Shared.Roles;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
Expand Down Expand Up @@ -128,4 +131,29 @@ public List<EntityPrototype> GetPrototypesWithComponent<T>(

return list;
}

/// <summary>
/// Helper method for enabling or disabling a antag role
/// </summary>
public async Task SetAntagPref(ProtoId<AntagPrototype> id, bool value)
{
var prefMan = Server.ResolveDependency<IServerPreferencesManager>();

var prefs = prefMan.GetPreferences(Client.User!.Value);
// what even is the point of ICharacterProfile if we always cast it to HumanoidCharacterProfile to make it usable?
var profile = (HumanoidCharacterProfile) prefs.SelectedCharacter;

Assert.That(profile.AntagPreferences.Any(preference => preference == id), Is.EqualTo(!value));
var newProfile = profile.WithAntagPreference(id, value);

await Server.WaitPost(() =>
{
prefMan.SetProfile(Client.User.Value, prefs.SelectedCharacterIndex, newProfile).Wait();
});

// And why the fuck does it always create a new preference and profile object instead of just reusing them?
var newPrefs = prefMan.GetPreferences(Client.User.Value);
var newProf = (HumanoidCharacterProfile) newPrefs.SelectedCharacter;
Assert.That(newProf.AntagPreferences.Any(preference => preference == id), Is.EqualTo(value));
}
}
4 changes: 2 additions & 2 deletions Content.IntegrationTests/PoolManager.cs
Original file line number Diff line number Diff line change
Expand Up @@ -68,11 +68,11 @@ public static partial class PoolManager

options.BeforeStart += () =>
{
// Server-only systems (i.e., systems that subscribe to events with server-only components)
var entSysMan = IoCManager.Resolve<IEntitySystemManager>();
entSysMan.LoadExtraSystemType<ResettingEntitySystemTests.TestRoundRestartCleanupEvent>();
entSysMan.LoadExtraSystemType<InteractionSystemTests.TestInteractionSystem>();
entSysMan.LoadExtraSystemType<DeviceNetworkTestSystem>();
entSysMan.LoadExtraSystemType<TestDestructibleListenerSystem>();

IoCManager.Resolve<ILogManager>().GetSawmill("loc").Level = LogLevel.Error;
IoCManager.Resolve<IConfigurationManager>()
.OnValueChanged(RTCVars.FailureLogLevel, value => logHandler.FailureLevel = value, true);
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76 changes: 76 additions & 0 deletions Content.IntegrationTests/Tests/GameRules/AntagPreferenceTest.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,76 @@
#nullable enable
using System.Collections.Generic;
using System.Linq;
using Content.Server.Antag;
using Content.Server.Antag.Components;
using Content.Server.GameTicking;
using Content.Shared.GameTicking;
using Robust.Shared.GameObjects;
using Robust.Shared.Player;
using Robust.Shared.Random;

namespace Content.IntegrationTests.Tests.GameRules;

// Once upon a time, players in the lobby weren't ever considered eligible for antag roles.
// Lets not let that happen again.
[TestFixture]
public sealed class AntagPreferenceTest
{
[Test]
public async Task TestLobbyPlayersValid()
{
await using var pair = await PoolManager.GetServerClient(new PoolSettings
{
DummyTicker = false,
Connected = true,
InLobby = true
});

var server = pair.Server;
var client = pair.Client;
var ticker = server.System<GameTicker>();
var sys = server.System<AntagSelectionSystem>();

// 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));

EntityUid uid = default;
await server.WaitPost(() => uid = server.EntMan.Spawn("Traitor"));
var rule = new Entity<AntagSelectionComponent>(uid, server.EntMan.GetComponent<AntagSelectionComponent>(uid));
var def = rule.Comp.Definitions.Single();

// IsSessionValid & IsEntityValid are preference agnostic and should always be true for players in the lobby.
// Though maybe that will change in the future, but then GetPlayerPool() needs to be updated to reflect that.
Assert.That(sys.IsSessionValid(rule, pair.Player, def), Is.True);
Assert.That(sys.IsEntityValid(client.AttachedEntity, def), Is.True);

// By default, traitor/antag preferences are disabled, so the pool should be empty.
var sessions = new List<ICommonSession>{pair.Player!};
var pool = sys.GetPlayerPool(rule, sessions, def);
Assert.That(pool.Count, Is.EqualTo(0));

// Opt into the traitor role.
await pair.SetAntagPref("Traitor", true);

Assert.That(sys.IsSessionValid(rule, pair.Player, def), Is.True);
Assert.That(sys.IsEntityValid(client.AttachedEntity, def), Is.True);
pool = sys.GetPlayerPool(rule, sessions, def);
Assert.That(pool.Count, Is.EqualTo(1));
pool.TryPickAndTake(pair.Server.ResolveDependency<IRobustRandom>(), out var picked);
Assert.That(picked, Is.EqualTo(pair.Player));
Assert.That(sessions.Count, Is.EqualTo(1));

// opt back out
await pair.SetAntagPref("Traitor", false);

Assert.That(sys.IsSessionValid(rule, pair.Player, def), Is.True);
Assert.That(sys.IsEntityValid(client.AttachedEntity, def), Is.True);
pool = sys.GetPlayerPool(rule, sessions, def);
Assert.That(pool.Count, Is.EqualTo(0));

await server.WaitPost(() => server.EntMan.DeleteEntity(uid));
await pair.CleanReturnAsync();
}
}
4 changes: 4 additions & 0 deletions Content.IntegrationTests/Tests/GameRules/NukeOpsTest.cs
Original file line number Diff line number Diff line change
Expand Up @@ -60,6 +60,9 @@ public async Task TryStopNukeOpsFromConstantlyFailing()
Assert.That(client.AttachedEntity, Is.Null);
Assert.That(ticker.PlayerGameStatuses[client.User!.Value], Is.EqualTo(PlayerGameStatus.NotReadyToPlay));
// Opt into the nukies role.
await pair.SetAntagPref("NukeopsCommander", true);
// There are no grids or maps
Assert.That(entMan.Count<MapComponent>(), Is.Zero);
Assert.That(entMan.Count<MapGridComponent>(), Is.Zero);
Expand Down Expand Up @@ -201,6 +204,7 @@ public async Task TryStopNukeOpsFromConstantlyFailing()
//ticker.SetGamePreset((GamePresetPrototype?)null); WD edit
server.CfgMan.SetCVar(CCVars.GridFill, false);
await pair.SetAntagPref("NukeopsCommander", false);
await pair.CleanReturnAsync();
}
}
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -407,7 +407,6 @@ await server.WaitAssertion(() =>
await pair.CleanReturnAsync();
}

[Reflect(false)]
public sealed class TestInteractionSystem : EntitySystem
{
public EntityEventHandler<InteractUsingEvent>? InteractUsingEvent;
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3 changes: 0 additions & 3 deletions Content.IntegrationTests/Tests/ResettingEntitySystemTests.cs
Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,6 @@ namespace Content.IntegrationTests.Tests
[TestOf(typeof(RoundRestartCleanupEvent))]
public sealed class ResettingEntitySystemTests
{
[Reflect(false)]
public sealed class TestRoundRestartCleanupEvent : EntitySystem
{
public bool HasBeenReset { get; set; }
Expand Down Expand Up @@ -49,8 +48,6 @@ await server.WaitAssertion(() =>

system.HasBeenReset = false;

Assert.That(system.HasBeenReset, Is.False);

gameTicker.RestartRound();

Assert.That(system.HasBeenReset);
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14 changes: 8 additions & 6 deletions Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs
Original file line number Diff line number Diff line change
Expand Up @@ -44,17 +44,19 @@ private void AddAntagVerbs(GetVerbsEvent<Verb> args)
if (!_adminManager.HasAdminFlag(player, AdminFlags.Fun))
return;

if (!HasComp<MindContainerComponent>(args.Target))
if (!HasComp<MindContainerComponent>(args.Target) || !TryComp<ActorComponent>(args.Target, out var targetActor))
return;

var targetPlayer = targetActor.PlayerSession;

Verb traitor = new()
{
Text = Loc.GetString("admin-verb-text-make-traitor"),
Category = VerbCategory.Antag,
Icon = new SpriteSpecifier.Rsi(new ResPath("/Textures/Structures/Wallmounts/posters.rsi"), "poster5_contraband"),
Act = () =>
{
_antag.ForceMakeAntag<TraitorRuleComponent>(player, DefaultTraitorRule);
_antag.ForceMakeAntag<TraitorRuleComponent>(targetPlayer, DefaultTraitorRule);
},
Impact = LogImpact.High,
Message = Loc.GetString("admin-verb-make-traitor"),
Expand Down Expand Up @@ -83,7 +85,7 @@ private void AddAntagVerbs(GetVerbsEvent<Verb> args)
Icon = new SpriteSpecifier.Rsi(new("/Textures/Structures/Wallmounts/signs.rsi"), "radiation"),
Act = () =>
{
_antag.ForceMakeAntag<NukeopsRuleComponent>(player, DefaultNukeOpRule);
_antag.ForceMakeAntag<NukeopsRuleComponent>(targetPlayer, DefaultNukeOpRule);
},
Impact = LogImpact.High,
Message = Loc.GetString("admin-verb-make-nuclear-operative"),
Expand Down Expand Up @@ -112,7 +114,7 @@ private void AddAntagVerbs(GetVerbsEvent<Verb> args)
Icon = new SpriteSpecifier.Rsi(new("/Textures/Interface/Misc/job_icons.rsi"), "HeadRevolutionary"),
Act = () =>
{
_antag.ForceMakeAntag<RevolutionaryRuleComponent>(player, DefaultRevsRule);
_antag.ForceMakeAntag<RevolutionaryRuleComponent>(targetPlayer, DefaultRevsRule);
},
Impact = LogImpact.High,
Message = Loc.GetString("admin-verb-make-head-rev"),
Expand All @@ -123,10 +125,10 @@ private void AddAntagVerbs(GetVerbsEvent<Verb> args)
{
Text = Loc.GetString("admin-verb-text-make-thief"),
Category = VerbCategory.Antag,
Icon = new SpriteSpecifier.Rsi(new ResPath("/Textures/Clothing/Hands/Gloves/ihscombat.rsi"), "icon"),
Icon = new SpriteSpecifier.Rsi(new ResPath("/Textures/Clothing/Hands/Gloves/Color/black.rsi"), "icon"),
Act = () =>
{
_antag.ForceMakeAntag<ThiefRuleComponent>(player, DefaultThiefRule);
_antag.ForceMakeAntag<ThiefRuleComponent>(targetPlayer, DefaultThiefRule);
},
Impact = LogImpact.High,
Message = Loc.GetString("admin-verb-make-thief"),
Expand Down
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