Merge remote-tracking branch 'upstream/stable' into ed-25-08-2025-upstream-sync
# Conflicts: # .github/CODEOWNERS # Content.Client/UserInterface/Systems/Actions/Controls/ActionButton.cs # Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Explosion/EntitySystems/TriggerSystem.cs # Content.Server/Nutrition/EntitySystems/SliceableFoodSystem.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Nutrition/Components/FoodComponent.cs # Content.Shared/Speech/ListenEvent.cs # Resources/Prototypes/Entities/Effects/admin_triggers.yml
This commit is contained in:
@@ -5,4 +5,4 @@
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// https://github.com/dotnet/runtime/issues/107197
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// So we can't really parallelize integration tests harder either until the runtime fixes that,
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// *or* we fix serv3 to not spam expression trees.
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[assembly: LevelOfParallelism(3)]
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[assembly: LevelOfParallelism(2)]
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@@ -0,0 +1,29 @@
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using Content.Shared.Damage.Components;
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namespace Content.IntegrationTests.Tests.Damageable;
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public sealed class StaminaComponentTest
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{
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[Test]
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public async Task ValidatePrototypes()
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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 protos = pair.GetPrototypesWithComponent<StaminaComponent>();
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await server.WaitAssertion(() =>
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{
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Assert.Multiple(() =>
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{
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foreach (var (proto, comp) in protos)
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{
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Assert.That(comp.AnimationThreshold, Is.LessThan(comp.CritThreshold),
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$"Animation threshold on {proto.ID} must be less than its crit threshold.");
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}
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});
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});
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await pair.CleanReturnAsync();
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}
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}
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@@ -1,11 +1,9 @@
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#nullable enable
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using Content.Server.Cuffs;
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using Content.Shared.Body.Components;
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using Content.Shared.Cuffs.Components;
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using Content.Shared.Hands.Components;
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using Robust.Server.Console;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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namespace Content.IntegrationTests.Tests.GameObjects.Components.ActionBlocking
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{
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@@ -22,9 +20,15 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.ActionBlocking
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components:
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- type: Cuffable
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- type: Hands
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hands:
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hand_right:
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location: Right
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hand_left:
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location: Left
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sortedHands:
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- hand_right
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- hand_left
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- type: ComplexInteraction
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- type: Body
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prototype: Human
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- type: entity
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name: HandcuffsDummy
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@@ -47,7 +51,6 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.ActionBlocking
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HandsComponent hands = default!;
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var entityManager = server.ResolveDependency<IEntityManager>();
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var mapManager = server.ResolveDependency<IMapManager>();
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var host = server.ResolveDependency<IServerConsoleHost>();
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var map = await pair.CreateTestMap();
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@@ -73,7 +76,6 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.ActionBlocking
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{
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Assert.That(entityManager.TryGetComponent(human, out cuffed!), $"Human has no {nameof(CuffableComponent)}");
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Assert.That(entityManager.TryGetComponent(human, out hands!), $"Human has no {nameof(HandsComponent)}");
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Assert.That(entityManager.TryGetComponent(human, out BodyComponent? _), $"Human has no {nameof(BodyComponent)}");
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Assert.That(entityManager.TryGetComponent(cuffs, out HandcuffComponent? _), $"Handcuff has no {nameof(HandcuffComponent)}");
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Assert.That(entityManager.TryGetComponent(secondCuffs, out HandcuffComponent? _), $"Second handcuffs has no {nameof(HandcuffComponent)}");
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});
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@@ -9,7 +9,6 @@ using Content.Server.Mind;
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using Content.Server.Roles;
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using Content.Server.RoundEnd;
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using Content.Server.Shuttles.Components;
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using Content.Server.Station.Components;
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using Content.Shared.CCVar;
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using Content.Shared.Damage;
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using Content.Shared.FixedPoint;
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@@ -20,6 +19,7 @@ using Content.Shared.NPC.Prototypes;
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using Content.Shared.NPC.Systems;
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using Content.Shared.NukeOps;
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using Content.Shared.Pinpointer;
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using Content.Shared.Roles.Components;
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using Content.Shared.Station.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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@@ -3,7 +3,6 @@ using System.Linq;
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using Content.Server.Ghost.Roles;
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using Content.Server.Ghost.Roles.Components;
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using Content.Server.Mind;
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using Content.Server.Roles;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.FixedPoint;
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@@ -11,7 +10,7 @@ using Content.Shared.Mind;
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using Content.Shared.Mind.Components;
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using Content.Shared.Players;
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using Content.Shared.Roles;
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using Content.Shared.Roles.Jobs;
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using Content.Shared.Roles.Components;
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using Robust.Server.Console;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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@@ -1,7 +1,5 @@
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using System.Linq;
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using Content.Server.Roles;
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using Content.Shared.Roles;
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using Content.Shared.Roles.Jobs;
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using Content.Shared.Roles.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Reflection;
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@@ -1,6 +1,6 @@
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using Content.IntegrationTests.Tests.Interaction;
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using Content.Server.Explosion.Components;
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using Content.Shared.Explosion.Components;
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using Content.Shared.Trigger.Components;
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using Content.Shared.Trigger.Systems;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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@@ -25,19 +25,19 @@ public sealed class ModularGrenadeTests : InteractionTest
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await InteractUsing(Cable);
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// Insert & remove trigger
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AssertComp<OnUseTimerTriggerComponent>(false);
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AssertComp<TimerTriggerComponent>(false);
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await InteractUsing(Trigger);
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AssertComp<OnUseTimerTriggerComponent>();
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AssertComp<TimerTriggerComponent>();
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await FindEntity(Trigger, LookupFlags.Uncontained, shouldSucceed: false);
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await InteractUsing(Pry);
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AssertComp<OnUseTimerTriggerComponent>(false);
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AssertComp<TimerTriggerComponent>(false);
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// Trigger was dropped to floor, not deleted.
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await FindEntity(Trigger, LookupFlags.Uncontained);
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// Re-insert
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await InteractUsing(Trigger);
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AssertComp<OnUseTimerTriggerComponent>();
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AssertComp<TimerTriggerComponent>();
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// Insert & remove payload.
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await InteractUsing(Payload);
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@@ -56,13 +56,14 @@ public sealed class ModularGrenadeTests : InteractionTest
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await Pickup();
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AssertComp<ActiveTimerTriggerComponent>(false);
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await UseInHand();
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AssertComp<ActiveTimerTriggerComponent>(true);
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// So uhhh grenades in hands don't destroy themselves when exploding. Maybe that will be fixed eventually.
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await Drop();
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// Wait until grenade explodes
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var timer = Comp<ActiveTimerTriggerComponent>();
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while (timer.TimeRemaining >= 0)
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var triggerSys = SEntMan.System<TriggerSystem>();
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while (Target != null && triggerSys.GetRemainingTime(SEntMan.GetEntity(Target.Value))?.TotalSeconds >= 0.0)
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{
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await RunTicks(10);
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}
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@@ -2,9 +2,9 @@ using System.Linq;
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using Content.Server.GameTicking;
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using Content.Server.Shuttles.Components;
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using Content.Server.Shuttles.Systems;
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using Content.Server.Station.Components;
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using Content.Shared.CCVar;
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using Content.Shared.Shuttles.Components;
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using Content.Shared.Station.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map.Components;
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@@ -128,7 +128,7 @@ public sealed class StoreTests
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var buyMsg = new StoreBuyListingMessage(discountedListingItem.ID){Actor = human};
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server.EntMan.EventBus.RaiseComponentEvent(pda, storeComponent, buyMsg);
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server.EntMan.EventBus.RaiseLocalEvent(pda, buyMsg);
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var newBalance = storeComponent.Balance[UplinkSystem.TelecrystalCurrencyPrototype];
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Assert.That(newBalance.Value, Is.EqualTo((originalBalance - plainDiscountedCost).Value), "Expected to have balance reduced by discounted cost");
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@@ -141,7 +141,7 @@ public sealed class StoreTests
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Assert.That(costAfterBuy.Value, Is.EqualTo(prototypeCost.Value), "Expected cost after discount refund to be equal to prototype cost.");
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var refundMsg = new StoreRequestRefundMessage { Actor = human };
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server.EntMan.EventBus.RaiseComponentEvent(pda, storeComponent, refundMsg);
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server.EntMan.EventBus.RaiseLocalEvent(pda, refundMsg);
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// get refreshed item after refund re-generated items
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discountedListingItem = storeComponent.FullListingsCatalog.First(x => x.ID == itemId);
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