示例#1
0
        public async Task TestAllSupportDamageableComponent()
        {
            var server = StartServerDummyTicker();
            await server.WaitIdleAsync();

            var sEntityManager    = server.ResolveDependency <IEntityManager>();
            var sMapManager       = server.ResolveDependency <IMapManager>();
            var sPrototypeManager = server.ResolveDependency <IPrototypeManager>();

            IEntity sFullyDamageableEntity;
            IDamageableComponent sFullyDamageableComponent = null;

            await server.WaitPost(() =>
            {
                var mapId       = sMapManager.NextMapId();
                var coordinates = new MapCoordinates(0, 0, mapId);
                sMapManager.CreateMap(mapId);

                // When prototypes are loaded using the ExtraPrototypes option, they seem to be loaded first?
                // Or at least, no damage prototypes were loaded in by the time that the damageContainer here is loaded.
                // So for now doing explicit loading of prototypes.
                // I have no idea what I am doing, but it works.
                sPrototypeManager.LoadString($@"
# we want to test the all damage container
- type: damageContainer
  id: testAllDamageContainer
  supportAll: true

# create entities
- type: entity
  id: {AllDamageDamageableEntityId}
  name: {AllDamageDamageableEntityId}
  components:
  - type: Damageable
    damageContainer: testAllDamageContainer
");

                sFullyDamageableEntity    = sEntityManager.SpawnEntity(AllDamageDamageableEntityId, coordinates);
                sFullyDamageableComponent = sFullyDamageableEntity.GetComponent <IDamageableComponent>();
            });

            await server.WaitRunTicks(5);

            await server.WaitAssertion(() =>
            {
                // First check that there actually are any damage types/groups
                // This test depends on a non-empty damage.yml
                Assert.That(sPrototypeManager.EnumeratePrototypes <DamageTypePrototype>().ToList().Count, Is.GreaterThan(0));
                Assert.That(sPrototypeManager.EnumeratePrototypes <DamageGroupPrototype>().ToList().Count, Is.GreaterThan(0));


                // Can we set and get all damage.
                Assert.That(sFullyDamageableComponent.TrySetAllDamage(-10), Is.False);
                Assert.That(sFullyDamageableComponent.TrySetAllDamage(0), Is.True);

                // Test that the all damage container supports every damage type, and that we can get, set, and change
                // every type with the expected results. Notable: if the damage does not change, they all return false
                var initialDamage = 10;
                foreach (var damageType in sPrototypeManager.EnumeratePrototypes <DamageTypePrototype>())
                {
                    var damage = initialDamage;
                    Assert.That(sFullyDamageableComponent.IsSupportedDamageType(damageType));
                    Assert.That(sFullyDamageableComponent.TrySetDamage(damageType, -damage), Is.False);
                    Assert.That(sFullyDamageableComponent.TrySetDamage(damageType, damage), Is.True);
                    Assert.That(sFullyDamageableComponent.TrySetDamage(damageType, damage), Is.True); // intentional duplicate
                    Assert.That(sFullyDamageableComponent.GetDamage(damageType), Is.EqualTo(damage));
                    Assert.That(sFullyDamageableComponent.TryChangeDamage(damageType, -damage / 2, true), Is.True);
                    Assert.That(sFullyDamageableComponent.TryGetDamage(damageType, out damage), Is.True);
                    Assert.That(damage, Is.EqualTo(initialDamage / 2));
                    Assert.That(sFullyDamageableComponent.TryChangeDamage(damageType, damage, true), Is.True);
                    Assert.That(sFullyDamageableComponent.GetDamage(damageType), Is.EqualTo(2 * damage));
                    Assert.That(sFullyDamageableComponent.TryChangeDamage(damageType, 0, true), Is.False);
                }
                // And again, for every group
                foreach (var damageGroup in sPrototypeManager.EnumeratePrototypes <DamageGroupPrototype>())
                {
                    var damage    = initialDamage;
                    var groupSize = damageGroup.DamageTypes.Count();
                    Assert.That(sFullyDamageableComponent.IsFullySupportedDamageGroup(damageGroup));
                    Assert.That(sFullyDamageableComponent.IsApplicableDamageGroup(damageGroup));
                    Assert.That(sFullyDamageableComponent.TrySetDamage(damageGroup, -damage), Is.False);
                    Assert.That(sFullyDamageableComponent.TrySetDamage(damageGroup, damage), Is.True);
                    Assert.That(sFullyDamageableComponent.TrySetDamage(damageGroup, damage), Is.True); // intentional duplicate
                    Assert.That(sFullyDamageableComponent.GetDamage(damageGroup), Is.EqualTo(damage *groupSize));
                    Assert.That(sFullyDamageableComponent.TryChangeDamage(damageGroup, -groupSize *damage / 2, true), Is.True);
                    Assert.That(sFullyDamageableComponent.TryGetDamage(damageGroup, out damage), Is.True);
                    Assert.That(damage, Is.EqualTo(groupSize *initialDamage / 2));
                    Assert.That(sFullyDamageableComponent.TryChangeDamage(damageGroup, damage, true), Is.True);
                    Assert.That(sFullyDamageableComponent.GetDamage(damageGroup), Is.EqualTo(2 * damage));
                    Assert.That(sFullyDamageableComponent.TryChangeDamage(damageGroup, 0, true), Is.False);
                }
            });
        }
        public async Task Test()
        {
            var server = StartServerDummyTicker(new ServerContentIntegrationOption
            {
                ExtraPrototypes  = Prototypes,
                ContentBeforeIoC = () =>
                {
                    IoCManager.Resolve <IComponentFactory>().RegisterClass <TestThresholdListenerComponent>();
                }
            });

            await server.WaitIdleAsync();

            var sEntityManager    = server.ResolveDependency <IEntityManager>();
            var sMapManager       = server.ResolveDependency <IMapManager>();
            var sPrototypeManager = server.ResolveDependency <IPrototypeManager>();

            IEntity sDestructibleEntity;
            IDamageableComponent           sDamageableComponent        = null;
            DestructibleComponent          sDestructibleComponent      = null;
            TestThresholdListenerComponent sThresholdListenerComponent = null;

            await server.WaitPost(() =>
            {
                var mapId       = new MapId(1);
                var coordinates = new MapCoordinates(0, 0, mapId);
                sMapManager.CreateMap(mapId);

                sDestructibleEntity         = sEntityManager.SpawnEntity(DestructibleEntityId, coordinates);
                sDamageableComponent        = sDestructibleEntity.GetComponent <IDamageableComponent>();
                sDestructibleComponent      = sDestructibleEntity.GetComponent <DestructibleComponent>();
                sThresholdListenerComponent = sDestructibleEntity.GetComponent <TestThresholdListenerComponent>();
            });

            await server.WaitRunTicks(5);

            await server.WaitAssertion(() =>
            {
                Assert.IsEmpty(sThresholdListenerComponent.ThresholdsReached);
            });

            await server.WaitAssertion(() =>
            {
                var bluntDamageType = sPrototypeManager.Index <DamageTypePrototype>("TestBlunt");

                Assert.True(sDamageableComponent.TryChangeDamage(bluntDamageType, 10, true));

                // No thresholds reached yet, the earliest one is at 20 damage
                Assert.IsEmpty(sThresholdListenerComponent.ThresholdsReached);

                Assert.True(sDamageableComponent.TryChangeDamage(bluntDamageType, 10, true));

                // Only one threshold reached, 20
                Assert.That(sThresholdListenerComponent.ThresholdsReached.Count, Is.EqualTo(1));

                // Threshold 20
                var msg       = sThresholdListenerComponent.ThresholdsReached[0];
                var threshold = msg.Threshold;

                // Check that it matches the YAML prototype
                Assert.That(threshold.Behaviors, Is.Empty);
                Assert.NotNull(threshold.Trigger);
                Assert.That(threshold.Triggered, Is.True);

                sThresholdListenerComponent.ThresholdsReached.Clear();

                Assert.True(sDamageableComponent.TryChangeDamage(bluntDamageType, 30, true));

                // One threshold reached, 50, since 20 already triggered before and it has not been healed below that amount
                Assert.That(sThresholdListenerComponent.ThresholdsReached.Count, Is.EqualTo(1));

                // Threshold 50
                msg       = sThresholdListenerComponent.ThresholdsReached[0];
                threshold = msg.Threshold;

                // Check that it matches the YAML prototype
                Assert.That(threshold.Behaviors, Has.Count.EqualTo(3));

                var soundThreshold = (PlaySoundBehavior)threshold.Behaviors[0];
                var spawnThreshold = (SpawnEntitiesBehavior)threshold.Behaviors[1];
                var actsThreshold  = (DoActsBehavior)threshold.Behaviors[2];

                Assert.That(actsThreshold.Acts, Is.EqualTo(ThresholdActs.Breakage));
                Assert.That(soundThreshold.Sound.GetSound(), Is.EqualTo("/Audio/Effects/woodhit.ogg"));
                Assert.That(spawnThreshold.Spawn, Is.Not.Null);
                Assert.That(spawnThreshold.Spawn.Count, Is.EqualTo(1));
                Assert.That(spawnThreshold.Spawn.Single().Key, Is.EqualTo(SpawnedEntityId));
                Assert.That(spawnThreshold.Spawn.Single().Value.Min, Is.EqualTo(1));
                Assert.That(spawnThreshold.Spawn.Single().Value.Max, Is.EqualTo(1));
                Assert.NotNull(threshold.Trigger);
                Assert.That(threshold.Triggered, Is.True);

                sThresholdListenerComponent.ThresholdsReached.Clear();

                // Damage for 50 again, up to 100 now
                Assert.True(sDamageableComponent.TryChangeDamage(bluntDamageType, 50, true));

                // No thresholds reached as they weren't healed below the trigger amount
                Assert.IsEmpty(sThresholdListenerComponent.ThresholdsReached);

                // Set damage to 0
                sDamageableComponent.TrySetAllDamage(0);

                // Damage for 100, up to 100
                Assert.True(sDamageableComponent.TryChangeDamage(bluntDamageType, 100, true));

                // Two thresholds reached as damage increased past the previous, 20 and 50
                Assert.That(sThresholdListenerComponent.ThresholdsReached.Count, Is.EqualTo(2));

                sThresholdListenerComponent.ThresholdsReached.Clear();

                // Heal the entity for 40 damage, down to 60
                sDamageableComponent.TryChangeDamage(bluntDamageType, -40, true);

                // Thresholds don't work backwards
                Assert.That(sThresholdListenerComponent.ThresholdsReached, Is.Empty);

                // Damage for 10, up to 70
                sDamageableComponent.TryChangeDamage(bluntDamageType, 10, true);

                // Not enough healing to de-trigger a threshold
                Assert.That(sThresholdListenerComponent.ThresholdsReached, Is.Empty);

                // Heal by 30, down to 40
                sDamageableComponent.TryChangeDamage(bluntDamageType, -30, true);

                // Thresholds don't work backwards
                Assert.That(sThresholdListenerComponent.ThresholdsReached, Is.Empty);

                // Damage up to 50 again
                sDamageableComponent.TryChangeDamage(bluntDamageType, 10, true);

                // The 50 threshold should have triggered again, after being healed
                Assert.That(sThresholdListenerComponent.ThresholdsReached.Count, Is.EqualTo(1));

                msg       = sThresholdListenerComponent.ThresholdsReached[0];
                threshold = msg.Threshold;

                // Check that it matches the YAML prototype
                Assert.That(threshold.Behaviors, Has.Count.EqualTo(3));

                soundThreshold = (PlaySoundBehavior)threshold.Behaviors[0];
                spawnThreshold = (SpawnEntitiesBehavior)threshold.Behaviors[1];
                actsThreshold  = (DoActsBehavior)threshold.Behaviors[2];

                // Check that it matches the YAML prototype
                Assert.That(actsThreshold.Acts, Is.EqualTo(ThresholdActs.Breakage));
                Assert.That(soundThreshold.Sound.GetSound(), Is.EqualTo("/Audio/Effects/woodhit.ogg"));
                Assert.That(spawnThreshold.Spawn, Is.Not.Null);
                Assert.That(spawnThreshold.Spawn.Count, Is.EqualTo(1));
                Assert.That(spawnThreshold.Spawn.Single().Key, Is.EqualTo(SpawnedEntityId));
                Assert.That(spawnThreshold.Spawn.Single().Value.Min, Is.EqualTo(1));
                Assert.That(spawnThreshold.Spawn.Single().Value.Max, Is.EqualTo(1));
                Assert.NotNull(threshold.Trigger);
                Assert.That(threshold.Triggered, Is.True);

                // Reset thresholds reached
                sThresholdListenerComponent.ThresholdsReached.Clear();

                // Heal all damage
                sDamageableComponent.TrySetAllDamage(0);

                // Damage up to 50
                sDamageableComponent.TryChangeDamage(bluntDamageType, 50, true);

                // Check that the total damage matches
                Assert.That(sDamageableComponent.TotalDamage, Is.EqualTo(50));

                // Both thresholds should have triggered
                Assert.That(sThresholdListenerComponent.ThresholdsReached, Has.Exactly(2).Items);

                // Verify the first one, should be the lowest one (20)
                msg         = sThresholdListenerComponent.ThresholdsReached[0];
                var trigger = (DamageTrigger)msg.Threshold.Trigger;
                Assert.NotNull(trigger);
                Assert.That(trigger.Damage, Is.EqualTo(20));

                threshold = msg.Threshold;

                // Check that it matches the YAML prototype
                Assert.That(threshold.Behaviors, Is.Empty);

                // Verify the second one, should be the highest one (50)
                msg     = sThresholdListenerComponent.ThresholdsReached[1];
                trigger = (DamageTrigger)msg.Threshold.Trigger;
                Assert.NotNull(trigger);
                Assert.That(trigger.Damage, Is.EqualTo(50));

                threshold = msg.Threshold;

                Assert.That(threshold.Behaviors, Has.Count.EqualTo(3));

                soundThreshold = (PlaySoundBehavior)threshold.Behaviors[0];
                spawnThreshold = (SpawnEntitiesBehavior)threshold.Behaviors[1];
                actsThreshold  = (DoActsBehavior)threshold.Behaviors[2];

                // Check that it matches the YAML prototype
                Assert.That(actsThreshold.Acts, Is.EqualTo(ThresholdActs.Breakage));
                Assert.That(soundThreshold.Sound.GetSound(), Is.EqualTo("/Audio/Effects/woodhit.ogg"));
                Assert.That(spawnThreshold.Spawn, Is.Not.Null);
                Assert.That(spawnThreshold.Spawn.Count, Is.EqualTo(1));
                Assert.That(spawnThreshold.Spawn.Single().Key, Is.EqualTo(SpawnedEntityId));
                Assert.That(spawnThreshold.Spawn.Single().Value.Min, Is.EqualTo(1));
                Assert.That(spawnThreshold.Spawn.Single().Value.Max, Is.EqualTo(1));
                Assert.NotNull(threshold.Trigger);
                Assert.That(threshold.Triggered, Is.True);

                // Reset thresholds reached
                sThresholdListenerComponent.ThresholdsReached.Clear();

                // Heal the entity completely
                sDamageableComponent.TrySetAllDamage(0);

                // Check that the entity has 0 damage
                Assert.That(sDamageableComponent.TotalDamage, Is.EqualTo(0));

                // Set both thresholds to only trigger once
                foreach (var destructibleThreshold in sDestructibleComponent.Thresholds)
                {
                    Assert.NotNull(destructibleThreshold.Trigger);
                    destructibleThreshold.TriggersOnce = true;
                }

                // Damage the entity up to 50 damage again
                sDamageableComponent.TryChangeDamage(bluntDamageType, 50, true);

                // Check that the total damage matches
                Assert.That(sDamageableComponent.TotalDamage, Is.EqualTo(50));

                // No thresholds should have triggered as they were already triggered before, and they are set to only trigger once
                Assert.That(sThresholdListenerComponent.ThresholdsReached, Is.Empty);

                // Set both thresholds to trigger multiple times
                foreach (var destructibleThreshold in sDestructibleComponent.Thresholds)
                {
                    Assert.NotNull(destructibleThreshold.Trigger);
                    destructibleThreshold.TriggersOnce = false;
                }

                // Check that the total damage matches
                Assert.That(sDamageableComponent.TotalDamage, Is.EqualTo(50));

                // They shouldn't have been triggered by changing TriggersOnce
                Assert.That(sThresholdListenerComponent.ThresholdsReached, Is.Empty);
            });
        }