Cherrypicks 3 (#382)
* Mobs burn to ashes on excessive heat damage (#26971) * mobs burn to ashes on excessive heat damage * remove comment, remove random lines I didn't mean to add * combine code into behavior * clean unused * fix namespace * drop next to * fix spawn entities behavior spawning entities outside container * fix burning to ash not working on all mobs (#27158) * add ghostnado button to warp menu (#27556) * add ghostnado button to warp menu * translator ops --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * Make arguments and parameters wrap to one variable per line (#27766) * Fix ghosts getting spawned in nullspace (#27617) * Add tests for ghost spawn position * Make ghosts spawn immediately * Format mind system * Move ghost spawning to GhostSystem * Spawn ghost on grid or map This fixes the ghosts being attached the parent entity instead of the grid. * Move logging out of the ghost system * Make round start observer spawn using GhostSystem * Move GameTicker ghost spawning to GhostSystem Moved the more robust character name selection code over. Moved the TimeOfDeath code over. Added canReturn logic. * Add overrides and default for ghost spawn coordinates * Add warning log to ghost spawn fail * Clean up test * Dont spawn ghost on map delete * Minor changes to the role test * Fix role test failing to spawn ghost It was failing the map check due to using Nullspace * Fix ghost tests when running in parallel Not sure what happened, but it seems to be because they were running simultaneously and overwriting values. * Clean up ghost tests * Test that map deletion does not spawn ghosts * Spawn ghost on the next available map * Disallow spawning on deleted maps * Fix map deletion ghost test * Cleanup --------- Co-authored-by: Whisper <121047731+QuietlyWhisper@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: ShadowCommander <shadowjjt@gmail.com>
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@@ -1,3 +1,4 @@
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#nullable enable
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using System.Linq;
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using Content.Server.GameTicking;
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using Content.Shared.Ghost;
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@@ -77,7 +78,7 @@ public sealed partial class MindTests
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await using var pair = await SetupPair(dirty: true);
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var server = pair.Server;
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var testMap = await pair.CreateTestMap();
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var coordinates = testMap.GridCoords;
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var testMap2 = await pair.CreateTestMap();
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var entMan = server.ResolveDependency<IServerEntityManager>();
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var mapManager = server.ResolveDependency<IMapManager>();
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@@ -91,7 +92,7 @@ public sealed partial class MindTests
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MindComponent mind = default!;
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await server.WaitAssertion(() =>
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{
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playerEnt = entMan.SpawnEntity(null, coordinates);
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playerEnt = entMan.SpawnEntity(null, testMap.GridCoords);
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mindId = player.ContentData()!.Mind!.Value;
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mind = entMan.GetComponent<MindComponent>(mindId);
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mindSystem.TransferTo(mindId, playerEnt);
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@@ -100,14 +101,20 @@ public sealed partial class MindTests
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});
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await pair.RunTicksSync(5);
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await server.WaitPost(() => mapManager.DeleteMap(testMap.MapId));
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await server.WaitAssertion(() => mapManager.DeleteMap(testMap.MapId));
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await pair.RunTicksSync(5);
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await server.WaitAssertion(() =>
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{
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#pragma warning disable NUnit2045 // Interdependent assertions.
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Assert.That(entMan.EntityExists(mind.CurrentEntity), Is.True);
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Assert.That(mind.CurrentEntity, Is.Not.EqualTo(playerEnt));
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// Spawn ghost on the second map
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var attachedEntity = player.AttachedEntity;
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Assert.That(entMan.EntityExists(attachedEntity), Is.True);
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Assert.That(attachedEntity, Is.Not.EqualTo(playerEnt));
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Assert.That(entMan.HasComponent<GhostComponent>(attachedEntity));
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var transform = entMan.GetComponent<TransformComponent>(attachedEntity.Value);
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Assert.That(transform.MapID, Is.Not.EqualTo(MapId.Nullspace));
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Assert.That(transform.MapID, Is.Not.EqualTo(testMap.MapId));
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#pragma warning restore NUnit2045
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});
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