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Original file line number | Diff line number | Diff line change |
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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; | ||
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namespace Content.Client._White.Standing; | ||
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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!; | ||
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public override void Initialize() | ||
{ | ||
base.Initialize(); | ||
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SubscribeLocalEvent<LayingDownComponent, MoveEvent>(OnMovementInput); | ||
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SubscribeNetworkEvent<CheckAutoGetUpEvent>(OnCheckAutoGetUp); | ||
} | ||
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private void OnMovementInput(EntityUid uid, LayingDownComponent component, MoveEvent args) | ||
{ | ||
if (!_timing.IsFirstTimePredicted) | ||
return; | ||
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if (!_standing.IsDown(uid)) | ||
return; | ||
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if (_buckle.IsBuckled(uid)) | ||
return; | ||
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if (_animation.HasRunningAnimation(uid, "rotate")) | ||
return; | ||
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if (!TryComp<TransformComponent>(uid, out var transform) | ||
|| !TryComp<SpriteComponent>(uid, out var sprite) | ||
|| !TryComp<RotationVisualsComponent>(uid, out var rotationVisuals)) | ||
{ | ||
return; | ||
} | ||
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var rotation = transform.LocalRotation + (_eyeManager.CurrentEye.Rotation - (transform.LocalRotation - transform.WorldRotation)); | ||
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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; | ||
} | ||
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rotationVisuals.HorizontalRotation = Angle.FromDegrees(90); | ||
sprite.Rotation = Angle.FromDegrees(90); | ||
} | ||
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private void OnCheckAutoGetUp(CheckAutoGetUpEvent ev, EntitySessionEventArgs args) | ||
{ | ||
if (!_timing.IsFirstTimePredicted) | ||
return; | ||
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var uid = GetEntity(ev.User); | ||
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if (!TryComp<TransformComponent>(uid, out var transform) || !TryComp<RotationVisualsComponent>(uid, out var rotationVisuals)) | ||
return; | ||
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var rotation = transform.LocalRotation + (_eyeManager.CurrentEye.Rotation - (transform.LocalRotation - transform.WorldRotation)); | ||
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if (rotation.GetDir() is Direction.SouthEast or Direction.East or Direction.NorthEast or Direction.North) | ||
{ | ||
rotationVisuals.HorizontalRotation = Angle.FromDegrees(270); | ||
return; | ||
} | ||
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rotationVisuals.HorizontalRotation = Angle.FromDegrees(90); | ||
} | ||
} |
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76 changes: 76 additions & 0 deletions
76
Content.IntegrationTests/Tests/GameRules/AntagPreferenceTest.cs
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Original file line number | Diff line number | Diff line change |
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#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; | ||
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namespace Content.IntegrationTests.Tests.GameRules; | ||
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// 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 | ||
}); | ||
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var server = pair.Server; | ||
var client = pair.Client; | ||
var ticker = server.System<GameTicker>(); | ||
var sys = server.System<AntagSelectionSystem>(); | ||
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// 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)); | ||
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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(); | ||
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// 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); | ||
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// 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)); | ||
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// Opt into the traitor role. | ||
await pair.SetAntagPref("Traitor", true); | ||
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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)); | ||
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// opt back out | ||
await pair.SetAntagPref("Traitor", false); | ||
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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)); | ||
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await server.WaitPost(() => server.EntMan.DeleteEntity(uid)); | ||
await pair.CleanReturnAsync(); | ||
} | ||
} |
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