Merge remote-tracking branch 'upstream/master' into upstream
# Conflicts: # Content.Client/Access/AccessOverlay.cs # Content.Client/Access/UI/IdCardConsoleBoundUserInterface.cs # Content.Client/Access/UI/IdCardConsoleWindow.xaml # Content.Client/Access/UI/IdCardConsoleWindow.xaml.cs # Content.Client/Chemistry/UI/InjectorStatusControl.cs # Content.Client/StatusIcon/StatusIconOverlay.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Systems/Chat/ChatUIController.cs # Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml # Content.Server/Access/Systems/IdCardConsoleSystem.cs # Content.Server/Administration/Commands/AGhost.cs # Content.Server/Chemistry/EntitySystems/ReagentDispenserSystem.cs # Content.Server/Connection/ConnectionManager.cs # Content.Server/DeviceLinking/Systems/SignalTimerSystem.cs # Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs # Content.Server/GameTicking/GameTicker.RoundFlow.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Humanoid/Systems/HumanoidAppearanceSystem.cs # Content.Server/Resist/EscapeInventorySystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Shared/Access/Components/IdCardConsoleComponent.cs # Content.Shared/Anomaly/SharedAnomalySystem.cs # Content.Shared/Bed/Sleep/SharedSleepingSystem.cs # Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/RCD/Systems/RCDSystem.cs # Content.Shared/Roles/JobPrototype.cs # Content.Shared/StatusIcon/StatusIconPrototype.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Resources/Audio/Machines/attributions.yml # Resources/Locale/en-US/rcd/components/rcd-component.ftl # Resources/Maps/reach.yml # Resources/Prototypes/Catalog/Cargo/cargo_vending.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/ReagentDispensers/beverage.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/boozeomat.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/cola.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/lawdrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/pwrgame.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/shamblersjuice.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/soda.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/spaceup.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/starkist.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/DeviceLinking/sink_ports.yml # Resources/Prototypes/Entities/Clothing/Back/duffel.yml # Resources/Prototypes/Entities/Clothing/Belt/base_clothingbelt.yml # Resources/Prototypes/Entities/Clothing/Neck/misc.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/base_clothingouter.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/wintercoats.yml # Resources/Prototypes/Entities/Mobs/Customization/Markings/gauze.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/door.yml # Resources/Prototypes/Entities/Objects/Magic/books.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/glass.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/metal.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Misc/tiles.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/morgue.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_assembly.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_structureairlocks.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/highsec.yml # Resources/Prototypes/Entities/Structures/Doors/Firelocks/firelock.yml # Resources/Prototypes/Entities/Structures/Doors/Firelocks/frame.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Doors/SecretDoor/secret_door.yml # Resources/Prototypes/Entities/Structures/Doors/Windoors/assembly.yml # Resources/Prototypes/Entities/Structures/Lighting/base_lighting.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Power/cable_terminal.yml # Resources/Prototypes/Entities/Structures/Storage/Tanks/base_structuretanks.yml # Resources/Prototypes/Entities/Structures/Walls/grille.yml # Resources/Prototypes/Recipes/Construction/Graphs/structures/shutter.yml # Resources/Prototypes/Recipes/Crafting/Graphs/improvised/flowercrown.yml # Resources/Prototypes/Recipes/Crafting/improvised.yml # Resources/Prototypes/Roles/Jobs/Security/detective.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/StatusEffects/health.yml # Resources/Prototypes/Voice/speech_emotes.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Textures/Clothing/OuterClothing/Hardsuits/ERTSuits/ertchaplain.rsi/equipped-OUTERCLOTHING-body-slim.png # Resources/Textures/Decals/bricktile.rsi/white_box.png # Resources/Textures/Objects/Misc/books.rsi/meta.json # Resources/migration.yml
This commit is contained in:
@@ -57,9 +57,9 @@ namespace Content.IntegrationTests.Tests.Access
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var reader = new AccessReaderComponent();
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Assert.Multiple(() =>
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{
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Assert.That(system.AreAccessTagsAllowed(new[] { "Foo" }, reader), Is.True);
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Assert.That(system.AreAccessTagsAllowed(new[] { "Bar" }, reader), Is.True);
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Assert.That(system.AreAccessTagsAllowed(Array.Empty<string>(), reader), Is.True);
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Assert.That(system.AreAccessTagsAllowed(new List<ProtoId<AccessLevelPrototype>> { "Foo" }, reader), Is.True);
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Assert.That(system.AreAccessTagsAllowed(new List<ProtoId<AccessLevelPrototype>> { "Bar" }, reader), Is.True);
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Assert.That(system.AreAccessTagsAllowed(Array.Empty<ProtoId<AccessLevelPrototype>>(), reader), Is.True);
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});
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// test deny
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@@ -67,58 +67,58 @@ namespace Content.IntegrationTests.Tests.Access
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reader.DenyTags.Add("A");
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Assert.Multiple(() =>
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{
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Assert.That(system.AreAccessTagsAllowed(new[] { "Foo" }, reader), Is.True);
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Assert.That(system.AreAccessTagsAllowed(new[] { "A" }, reader), Is.False);
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Assert.That(system.AreAccessTagsAllowed(new[] { "A", "Foo" }, reader), Is.False);
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Assert.That(system.AreAccessTagsAllowed(Array.Empty<string>(), reader), Is.True);
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Assert.That(system.AreAccessTagsAllowed(new List<ProtoId<AccessLevelPrototype>> { "Foo" }, reader), Is.True);
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Assert.That(system.AreAccessTagsAllowed(new List<ProtoId<AccessLevelPrototype>> { "A" }, reader), Is.False);
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Assert.That(system.AreAccessTagsAllowed(new List<ProtoId<AccessLevelPrototype>> { "A", "Foo" }, reader), Is.False);
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Assert.That(system.AreAccessTagsAllowed(Array.Empty<ProtoId<AccessLevelPrototype>>(), reader), Is.True);
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});
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// test one list
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reader = new AccessReaderComponent();
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reader.AccessLists.Add(new HashSet<string> { "A" });
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reader.AccessLists.Add(new HashSet<ProtoId<AccessLevelPrototype>> { "A" });
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Assert.Multiple(() =>
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{
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Assert.That(system.AreAccessTagsAllowed(new[] { "A" }, reader), Is.True);
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Assert.That(system.AreAccessTagsAllowed(new[] { "B" }, reader), Is.False);
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Assert.That(system.AreAccessTagsAllowed(new[] { "A", "B" }, reader), Is.True);
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Assert.That(system.AreAccessTagsAllowed(Array.Empty<string>(), reader), Is.False);
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Assert.That(system.AreAccessTagsAllowed(new List<ProtoId<AccessLevelPrototype>> { "A" }, reader), Is.True);
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Assert.That(system.AreAccessTagsAllowed(new List<ProtoId<AccessLevelPrototype>> { "B" }, reader), Is.False);
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Assert.That(system.AreAccessTagsAllowed(new List<ProtoId<AccessLevelPrototype>> { "A", "B" }, reader), Is.True);
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Assert.That(system.AreAccessTagsAllowed(Array.Empty<ProtoId<AccessLevelPrototype>>(), reader), Is.False);
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});
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// test one list - two items
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reader = new AccessReaderComponent();
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reader.AccessLists.Add(new HashSet<string> { "A", "B" });
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reader.AccessLists.Add(new HashSet<ProtoId<AccessLevelPrototype>> { "A", "B" });
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Assert.Multiple(() =>
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{
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Assert.That(system.AreAccessTagsAllowed(new[] { "A" }, reader), Is.False);
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Assert.That(system.AreAccessTagsAllowed(new[] { "B" }, reader), Is.False);
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Assert.That(system.AreAccessTagsAllowed(new[] { "A", "B" }, reader), Is.True);
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Assert.That(system.AreAccessTagsAllowed(Array.Empty<string>(), reader), Is.False);
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Assert.That(system.AreAccessTagsAllowed(new List<ProtoId<AccessLevelPrototype>> { "A" }, reader), Is.False);
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Assert.That(system.AreAccessTagsAllowed(new List<ProtoId<AccessLevelPrototype>> { "B" }, reader), Is.False);
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Assert.That(system.AreAccessTagsAllowed(new List<ProtoId<AccessLevelPrototype>> { "A", "B" }, reader), Is.True);
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Assert.That(system.AreAccessTagsAllowed(Array.Empty<ProtoId<AccessLevelPrototype>>(), reader), Is.False);
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});
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// test two list
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reader = new AccessReaderComponent();
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reader.AccessLists.Add(new HashSet<string> { "A" });
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reader.AccessLists.Add(new HashSet<string> { "B", "C" });
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reader.AccessLists.Add(new HashSet<ProtoId<AccessLevelPrototype>> { "A" });
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reader.AccessLists.Add(new HashSet<ProtoId<AccessLevelPrototype>> { "B", "C" });
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Assert.Multiple(() =>
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{
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Assert.That(system.AreAccessTagsAllowed(new[] { "A" }, reader), Is.True);
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Assert.That(system.AreAccessTagsAllowed(new[] { "B" }, reader), Is.False);
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Assert.That(system.AreAccessTagsAllowed(new[] { "A", "B" }, reader), Is.True);
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Assert.That(system.AreAccessTagsAllowed(new[] { "C", "B" }, reader), Is.True);
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Assert.That(system.AreAccessTagsAllowed(new[] { "C", "B", "A" }, reader), Is.True);
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Assert.That(system.AreAccessTagsAllowed(Array.Empty<string>(), reader), Is.False);
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Assert.That(system.AreAccessTagsAllowed(new List<ProtoId<AccessLevelPrototype>> { "A" }, reader), Is.True);
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Assert.That(system.AreAccessTagsAllowed(new List<ProtoId<AccessLevelPrototype>> { "B" }, reader), Is.False);
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Assert.That(system.AreAccessTagsAllowed(new List<ProtoId<AccessLevelPrototype>> { "A", "B" }, reader), Is.True);
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Assert.That(system.AreAccessTagsAllowed(new List<ProtoId<AccessLevelPrototype>> { "C", "B" }, reader), Is.True);
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Assert.That(system.AreAccessTagsAllowed(new List<ProtoId<AccessLevelPrototype>> { "C", "B", "A" }, reader), Is.True);
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Assert.That(system.AreAccessTagsAllowed(Array.Empty<ProtoId<AccessLevelPrototype>>(), reader), Is.False);
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});
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// test deny list
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reader = new AccessReaderComponent();
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reader.AccessLists.Add(new HashSet<string> { "A" });
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reader.AccessLists.Add(new HashSet<ProtoId<AccessLevelPrototype>> { "A" });
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reader.DenyTags.Add("B");
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Assert.Multiple(() =>
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{
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Assert.That(system.AreAccessTagsAllowed(new[] { "A" }, reader), Is.True);
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Assert.That(system.AreAccessTagsAllowed(new[] { "B" }, reader), Is.False);
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Assert.That(system.AreAccessTagsAllowed(new[] { "A", "B" }, reader), Is.False);
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Assert.That(system.AreAccessTagsAllowed(Array.Empty<string>(), reader), Is.False);
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Assert.That(system.AreAccessTagsAllowed(new List<ProtoId<AccessLevelPrototype>> { "A" }, reader), Is.True);
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Assert.That(system.AreAccessTagsAllowed(new List<ProtoId<AccessLevelPrototype>> { "B" }, reader), Is.False);
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Assert.That(system.AreAccessTagsAllowed(new List<ProtoId<AccessLevelPrototype>> { "A", "B" }, reader), Is.False);
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Assert.That(system.AreAccessTagsAllowed(Array.Empty<ProtoId<AccessLevelPrototype>>(), reader), Is.False);
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});
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});
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await pair.CleanReturnAsync();
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@@ -56,7 +56,7 @@ public sealed class CraftingTests : InteractionTest
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// Player's hands should be full of the remaining rods, except those dropped during the failed crafting attempt.
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// Spear and left over stacks should be on the floor.
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await AssertEntityLookup((Rod, 2), (Cable, 8), (ShardGlass, 2), (Spear, 1));
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await AssertEntityLookup((Rod, 2), (Cable, 7), (ShardGlass, 2), (Spear, 1));
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}
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// The following is wrapped in an if DEBUG. This is because of cursed state handling bugs. Tests don't (de)serialize
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@@ -100,7 +100,7 @@ public sealed class CraftingTests : InteractionTest
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Assert.That(sys.IsEntityInContainer(rods), Is.False);
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Assert.That(sys.IsEntityInContainer(wires), Is.False);
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Assert.That(rodStack, Has.Count.EqualTo(8));
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Assert.That(wireStack, Has.Count.EqualTo(8));
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Assert.That(wireStack, Has.Count.EqualTo(7));
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await FindEntity(Spear, shouldSucceed: false);
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});
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