Merge remote-tracking branch 'upstream/stable' into ed-15-10-2024-upstream
# Conflicts: # Content.Server/Station/Systems/StationSpawningSystem.cs
This commit is contained in:
@@ -1,4 +1,5 @@
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#nullable enable
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.Body.Components;
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using Content.Server.GameTicking;
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@@ -120,8 +121,8 @@ public sealed class NukeOpsTest
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Assert.That(roleSys.MindHasRole<NukeopsRoleComponent>(mind));
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Assert.That(factionSys.IsMember(player, "Syndicate"), Is.True);
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Assert.That(factionSys.IsMember(player, "NanoTrasen"), Is.False);
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var roles = roleSys.MindGetAllRoles(mind);
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var cmdRoles = roles.Where(x => x.Prototype == "NukeopsCommander" && x.Component is NukeopsRoleComponent);
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var roles = roleSys.MindGetAllRoleInfo(mind);
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var cmdRoles = roles.Where(x => x.Prototype == "NukeopsCommander");
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Assert.That(cmdRoles.Count(), Is.EqualTo(1));
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// The second dummy player should be a medic
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@@ -131,8 +132,8 @@ public sealed class NukeOpsTest
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Assert.That(roleSys.MindHasRole<NukeopsRoleComponent>(dummyMind));
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Assert.That(factionSys.IsMember(dummyEnts[1], "Syndicate"), Is.True);
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Assert.That(factionSys.IsMember(dummyEnts[1], "NanoTrasen"), Is.False);
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roles = roleSys.MindGetAllRoles(dummyMind);
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cmdRoles = roles.Where(x => x.Prototype == "NukeopsMedic" && x.Component is NukeopsRoleComponent);
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roles = roleSys.MindGetAllRoleInfo(dummyMind);
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cmdRoles = roles.Where(x => x.Prototype == "NukeopsMedic");
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Assert.That(cmdRoles.Count(), Is.EqualTo(1));
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// The other two players should have just spawned in as normal.
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@@ -141,13 +142,14 @@ public sealed class NukeOpsTest
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void CheckDummy(int i)
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{
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var ent = dummyEnts[i];
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var mind = mindSys.GetMind(ent)!.Value;
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var mindCrew = mindSys.GetMind(ent)!.Value;
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Assert.That(entMan.HasComponent<NukeOperativeComponent>(ent), Is.False);
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Assert.That(roleSys.MindIsAntagonist(mind), Is.False);
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Assert.That(roleSys.MindHasRole<NukeopsRoleComponent>(mind), Is.False);
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Assert.That(roleSys.MindIsAntagonist(mindCrew), Is.False);
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Assert.That(roleSys.MindHasRole<NukeopsRoleComponent>(mindCrew), Is.False);
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Assert.That(factionSys.IsMember(ent, "Syndicate"), Is.False);
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Assert.That(factionSys.IsMember(ent, "NanoTrasen"), Is.True);
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Assert.That(roleSys.MindGetAllRoles(mind).Any(x => x.Component is NukeopsRoleComponent), Is.False);
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var nukeroles = new List<string>() { "Nukeops", "NukeopsMedic", "NukeopsCommander" };
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Assert.That(roleSys.MindGetAllRoleInfo(mindCrew).Any(x => nukeroles.Contains(x.Prototype)), Is.False);
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}
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// The game rule exists, and all the stations/shuttles/maps are properly initialized
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@@ -238,7 +240,8 @@ public sealed class NukeOpsTest
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for (var i = 0; i < nukies.Length - 1; i++)
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{
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entMan.DeleteEntity(nukies[i]);
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Assert.That(roundEndSys.IsRoundEndRequested, Is.False,
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Assert.That(roundEndSys.IsRoundEndRequested,
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Is.False,
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$"The round ended, but {nukies.Length - i - 1} nukies are still alive!");
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}
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// Delete the last nukie and make sure the round ends.
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@@ -2,7 +2,6 @@ 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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@@ -25,10 +24,7 @@ public sealed class AutoInternalsTests
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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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var dummy = stationSpawning.SpawnPlayerMob(testMap.GridCoords, "TestInternalsDummy", 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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@@ -1,10 +1,8 @@
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#nullable enable
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using System.Linq;
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using Content.Server.Ghost;
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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.Commands;
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using Content.Server.Players;
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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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@@ -18,7 +16,6 @@ using Robust.Server.Console;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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@@ -287,27 +284,27 @@ public sealed partial class MindTests
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Assert.Multiple(() =>
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{
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Assert.That(roleSystem.MindHasRole<TraitorRoleComponent>(mindId), Is.False);
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Assert.That(roleSystem.MindHasRole<JobComponent>(mindId), Is.False);
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Assert.That(roleSystem.MindHasRole<JobRoleComponent>(mindId), Is.False);
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});
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var traitorRole = new TraitorRoleComponent();
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var traitorRole = "MindRoleTraitor";
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roleSystem.MindAddRole(mindId, traitorRole);
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Assert.Multiple(() =>
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{
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Assert.That(roleSystem.MindHasRole<TraitorRoleComponent>(mindId));
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Assert.That(roleSystem.MindHasRole<JobComponent>(mindId), Is.False);
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Assert.That(roleSystem.MindHasRole<JobRoleComponent>(mindId), Is.False);
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});
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var jobRole = new JobComponent();
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var jobRole = "";
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roleSystem.MindAddRole(mindId, jobRole);
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roleSystem.MindAddJobRole(mindId, jobPrototype:jobRole);
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Assert.Multiple(() =>
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{
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Assert.That(roleSystem.MindHasRole<TraitorRoleComponent>(mindId));
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Assert.That(roleSystem.MindHasRole<JobComponent>(mindId));
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Assert.That(roleSystem.MindHasRole<JobRoleComponent>(mindId));
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});
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roleSystem.MindRemoveRole<TraitorRoleComponent>(mindId);
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@@ -315,15 +312,15 @@ public sealed partial class MindTests
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Assert.Multiple(() =>
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{
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Assert.That(roleSystem.MindHasRole<TraitorRoleComponent>(mindId), Is.False);
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Assert.That(roleSystem.MindHasRole<JobComponent>(mindId));
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Assert.That(roleSystem.MindHasRole<JobRoleComponent>(mindId));
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});
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roleSystem.MindRemoveRole<JobComponent>(mindId);
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roleSystem.MindRemoveRole<JobRoleComponent>(mindId);
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Assert.Multiple(() =>
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{
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Assert.That(roleSystem.MindHasRole<TraitorRoleComponent>(mindId), Is.False);
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Assert.That(roleSystem.MindHasRole<JobComponent>(mindId), Is.False);
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Assert.That(roleSystem.MindHasRole<JobRoleComponent>(mindId), Is.False);
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});
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});
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@@ -3,7 +3,6 @@ using Content.Server.Station.Systems;
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using Content.Shared.Inventory;
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using Content.Shared.Preferences;
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using Content.Shared.Preferences.Loadouts;
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using Content.Shared.Roles.Jobs;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Prototypes;
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@@ -68,10 +67,7 @@ public sealed class LoadoutTests
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profile.SetLoadout(new RoleLoadout("LoadoutTester"));
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var tester = stationSystem.SpawnPlayerMob(testMap.GridCoords, job: new JobComponent()
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{
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Prototype = "LoadoutTester"
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}, profile, station: null);
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var tester = stationSystem.SpawnPlayerMob(testMap.GridCoords, job: "LoadoutTester", profile, station: null);
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var slotQuery = inventorySystem.GetSlotEnumerator(tester);
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var checkedCount = 0;
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