Fix internals not auto-activating for entities spawned in space (#29213)
* Add organs before trying to breathe * Add tests for auto-internals * EntMan to the rescue
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@@ -0,0 +1,89 @@
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Body.Systems;
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using Content.Server.Station.Systems;
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using Content.Shared.Preferences;
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using Content.Shared.Roles.Jobs;
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namespace Content.IntegrationTests.Tests.Internals;
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[TestFixture]
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[TestOf(typeof(InternalsSystem))]
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public sealed class AutoInternalsTests
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{
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[Test]
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public async Task TestInternalsAutoActivateInSpaceForStationSpawn()
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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 testMap = await pair.CreateTestMap();
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var stationSpawning = server.System<StationSpawningSystem>();
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var atmos = server.System<AtmosphereSystem>();
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var internals = server.System<InternalsSystem>();
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await server.WaitAssertion(() =>
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{
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var profile = new HumanoidCharacterProfile();
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var dummy = stationSpawning.SpawnPlayerMob(testMap.GridCoords, new JobComponent()
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{
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Prototype = "TestInternalsDummy"
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}, profile, station: null);
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Assert.That(atmos.HasAtmosphere(testMap.Grid), Is.False, "Test map has atmosphere - test needs adjustment!");
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Assert.That(internals.AreInternalsWorking(dummy), "Internals did not automatically connect!");
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server.EntMan.DeleteEntity(dummy);
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});
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await pair.CleanReturnAsync();
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}
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[Test]
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public async Task TestInternalsAutoActivateInSpaceForEntitySpawn()
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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 testMap = await pair.CreateTestMap();
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var atmos = server.System<AtmosphereSystem>();
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var internals = server.System<InternalsSystem>();
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await server.WaitAssertion(() =>
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{
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var dummy = server.EntMan.Spawn("TestInternalsDummyEntity", testMap.MapCoords);
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Assert.That(atmos.HasAtmosphere(testMap.Grid), Is.False, "Test map has atmosphere - test needs adjustment!");
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Assert.That(internals.AreInternalsWorking(dummy), "Internals did not automatically connect!");
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server.EntMan.DeleteEntity(dummy);
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});
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await pair.CleanReturnAsync();
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}
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[TestPrototypes]
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private const string Prototypes = @"
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- type: playTimeTracker
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id: PlayTimeInternalsDummy
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- type: startingGear
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id: InternalsDummyGear
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equipment:
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mask: ClothingMaskBreath
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suitstorage: OxygenTankFilled
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- type: job
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id: TestInternalsDummy
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playTimeTracker: PlayTimeInternalsDummy
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startingGear: InternalsDummyGear
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- type: entity
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id: TestInternalsDummyEntity
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parent: MobHuman
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components:
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- type: Loadout
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prototypes: [InternalsDummyGear]
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";
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}
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@@ -1,4 +1,5 @@
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using System.Linq;
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using Content.Shared.Body.Systems;
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using Content.Shared.Clothing.Components;
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using Content.Shared.Humanoid;
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using Content.Shared.Preferences;
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@@ -27,7 +28,8 @@ public sealed class LoadoutSystem : EntitySystem
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{
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base.Initialize();
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SubscribeLocalEvent<LoadoutComponent, MapInitEvent>(OnMapInit);
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// Wait until the character has all their organs before we give them their loadout
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SubscribeLocalEvent<LoadoutComponent, MapInitEvent>(OnMapInit, after: [typeof(SharedBodySystem)]);
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}
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public static string GetJobPrototype(string? loadout)
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