Merge remote-tracking branch 'upstream/stable' into ed-15-10-2024-upstream

# Conflicts:
#	Content.Server/Station/Systems/StationSpawningSystem.cs
This commit is contained in:
Ed
2024-10-15 15:25:44 +03:00
146 changed files with 11990 additions and 20002 deletions

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@@ -1,4 +1,5 @@
#nullable enable
using System.Collections.Generic;
using System.Linq;
using Content.Server.Body.Components;
using Content.Server.GameTicking;
@@ -120,8 +121,8 @@ public sealed class NukeOpsTest
Assert.That(roleSys.MindHasRole<NukeopsRoleComponent>(mind));
Assert.That(factionSys.IsMember(player, "Syndicate"), Is.True);
Assert.That(factionSys.IsMember(player, "NanoTrasen"), Is.False);
var roles = roleSys.MindGetAllRoles(mind);
var cmdRoles = roles.Where(x => x.Prototype == "NukeopsCommander" && x.Component is NukeopsRoleComponent);
var roles = roleSys.MindGetAllRoleInfo(mind);
var cmdRoles = roles.Where(x => x.Prototype == "NukeopsCommander");
Assert.That(cmdRoles.Count(), Is.EqualTo(1));
// The second dummy player should be a medic
@@ -131,8 +132,8 @@ public sealed class NukeOpsTest
Assert.That(roleSys.MindHasRole<NukeopsRoleComponent>(dummyMind));
Assert.That(factionSys.IsMember(dummyEnts[1], "Syndicate"), Is.True);
Assert.That(factionSys.IsMember(dummyEnts[1], "NanoTrasen"), Is.False);
roles = roleSys.MindGetAllRoles(dummyMind);
cmdRoles = roles.Where(x => x.Prototype == "NukeopsMedic" && x.Component is NukeopsRoleComponent);
roles = roleSys.MindGetAllRoleInfo(dummyMind);
cmdRoles = roles.Where(x => x.Prototype == "NukeopsMedic");
Assert.That(cmdRoles.Count(), Is.EqualTo(1));
// The other two players should have just spawned in as normal.
@@ -141,13 +142,14 @@ public sealed class NukeOpsTest
void CheckDummy(int i)
{
var ent = dummyEnts[i];
var mind = mindSys.GetMind(ent)!.Value;
var mindCrew = mindSys.GetMind(ent)!.Value;
Assert.That(entMan.HasComponent<NukeOperativeComponent>(ent), Is.False);
Assert.That(roleSys.MindIsAntagonist(mind), Is.False);
Assert.That(roleSys.MindHasRole<NukeopsRoleComponent>(mind), Is.False);
Assert.That(roleSys.MindIsAntagonist(mindCrew), Is.False);
Assert.That(roleSys.MindHasRole<NukeopsRoleComponent>(mindCrew), Is.False);
Assert.That(factionSys.IsMember(ent, "Syndicate"), Is.False);
Assert.That(factionSys.IsMember(ent, "NanoTrasen"), Is.True);
Assert.That(roleSys.MindGetAllRoles(mind).Any(x => x.Component is NukeopsRoleComponent), Is.False);
var nukeroles = new List<string>() { "Nukeops", "NukeopsMedic", "NukeopsCommander" };
Assert.That(roleSys.MindGetAllRoleInfo(mindCrew).Any(x => nukeroles.Contains(x.Prototype)), Is.False);
}
// The game rule exists, and all the stations/shuttles/maps are properly initialized
@@ -238,7 +240,8 @@ public sealed class NukeOpsTest
for (var i = 0; i < nukies.Length - 1; i++)
{
entMan.DeleteEntity(nukies[i]);
Assert.That(roundEndSys.IsRoundEndRequested, Is.False,
Assert.That(roundEndSys.IsRoundEndRequested,
Is.False,
$"The round ended, but {nukies.Length - i - 1} nukies are still alive!");
}
// Delete the last nukie and make sure the round ends.

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@@ -2,7 +2,6 @@ using Content.Server.Atmos.EntitySystems;
using Content.Server.Body.Systems;
using Content.Server.Station.Systems;
using Content.Shared.Preferences;
using Content.Shared.Roles.Jobs;
namespace Content.IntegrationTests.Tests.Internals;
@@ -25,10 +24,7 @@ public sealed class AutoInternalsTests
await server.WaitAssertion(() =>
{
var profile = new HumanoidCharacterProfile();
var dummy = stationSpawning.SpawnPlayerMob(testMap.GridCoords, new JobComponent()
{
Prototype = "TestInternalsDummy"
}, profile, station: null);
var dummy = stationSpawning.SpawnPlayerMob(testMap.GridCoords, "TestInternalsDummy", profile, station: null);
Assert.That(atmos.HasAtmosphere(testMap.Grid), Is.False, "Test map has atmosphere - test needs adjustment!");
Assert.That(internals.AreInternalsWorking(dummy), "Internals did not automatically connect!");

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@@ -1,10 +1,8 @@
#nullable enable
using System.Linq;
using Content.Server.Ghost;
using Content.Server.Ghost.Roles;
using Content.Server.Ghost.Roles.Components;
using Content.Server.Mind.Commands;
using Content.Server.Players;
using Content.Server.Roles;
using Content.Shared.Damage;
using Content.Shared.Damage.Prototypes;
@@ -18,7 +16,6 @@ using Robust.Server.Console;
using Robust.Server.GameObjects;
using Robust.Server.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
@@ -287,27 +284,27 @@ public sealed partial class MindTests
Assert.Multiple(() =>
{
Assert.That(roleSystem.MindHasRole<TraitorRoleComponent>(mindId), Is.False);
Assert.That(roleSystem.MindHasRole<JobComponent>(mindId), Is.False);
Assert.That(roleSystem.MindHasRole<JobRoleComponent>(mindId), Is.False);
});
var traitorRole = new TraitorRoleComponent();
var traitorRole = "MindRoleTraitor";
roleSystem.MindAddRole(mindId, traitorRole);
Assert.Multiple(() =>
{
Assert.That(roleSystem.MindHasRole<TraitorRoleComponent>(mindId));
Assert.That(roleSystem.MindHasRole<JobComponent>(mindId), Is.False);
Assert.That(roleSystem.MindHasRole<JobRoleComponent>(mindId), Is.False);
});
var jobRole = new JobComponent();
var jobRole = "";
roleSystem.MindAddRole(mindId, jobRole);
roleSystem.MindAddJobRole(mindId, jobPrototype:jobRole);
Assert.Multiple(() =>
{
Assert.That(roleSystem.MindHasRole<TraitorRoleComponent>(mindId));
Assert.That(roleSystem.MindHasRole<JobComponent>(mindId));
Assert.That(roleSystem.MindHasRole<JobRoleComponent>(mindId));
});
roleSystem.MindRemoveRole<TraitorRoleComponent>(mindId);
@@ -315,15 +312,15 @@ public sealed partial class MindTests
Assert.Multiple(() =>
{
Assert.That(roleSystem.MindHasRole<TraitorRoleComponent>(mindId), Is.False);
Assert.That(roleSystem.MindHasRole<JobComponent>(mindId));
Assert.That(roleSystem.MindHasRole<JobRoleComponent>(mindId));
});
roleSystem.MindRemoveRole<JobComponent>(mindId);
roleSystem.MindRemoveRole<JobRoleComponent>(mindId);
Assert.Multiple(() =>
{
Assert.That(roleSystem.MindHasRole<TraitorRoleComponent>(mindId), Is.False);
Assert.That(roleSystem.MindHasRole<JobComponent>(mindId), Is.False);
Assert.That(roleSystem.MindHasRole<JobRoleComponent>(mindId), Is.False);
});
});

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@@ -3,7 +3,6 @@ using Content.Server.Station.Systems;
using Content.Shared.Inventory;
using Content.Shared.Preferences;
using Content.Shared.Preferences.Loadouts;
using Content.Shared.Roles.Jobs;
using Robust.Shared.GameObjects;
using Robust.Shared.Prototypes;
@@ -68,10 +67,7 @@ public sealed class LoadoutTests
profile.SetLoadout(new RoleLoadout("LoadoutTester"));
var tester = stationSystem.SpawnPlayerMob(testMap.GridCoords, job: new JobComponent()
{
Prototype = "LoadoutTester"
}, profile, station: null);
var tester = stationSystem.SpawnPlayerMob(testMap.GridCoords, job: "LoadoutTester", profile, station: null);
var slotQuery = inventorySystem.GetSlotEnumerator(tester);
var checkedCount = 0;