mirror of
https://github.com/corvax-team/ss14-wl.git
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d42adbf05d
* Pass 1. * i'm FREE * Prevent hangups. * okay fine here's an attribute for settings, will polish later and prolly remove the overridable thing. * sigh. * fix singular trigger bug so LatheTest doesn't flake. * Remove SystemAttribute usage. * Poke * I used the shotgun. You know why? Cause the shot gun doesn’t miss, and unlike the shitty hybrid taser it stops a criminal in their tracks in two hits. Bang, bang, and they’re fucking done. I use four shots just to make damn sure. Because, once again, I’m not there to coddle a buncha criminal scum sucking f------, I’m there to 1) Survive the fucking round. 2) Guard the armory. So you can absolutely get fucked. If I get unbanned, which I won’t, you can guarantee I will continue to use the shotgun to apprehend criminals. Because it’s quick, clean and effective as fuck. Why in the seven hells would I fuck around with the disabler shots, which take half a clip just to bring someone down, or with the tazer bolts which are slow as balls, impossible to aim and do about next to jack shit, fuck all. The shotgun is the superior law enforcement weapon. Because it stops crime. And it stops crime by reducing the number of criminals roaming the fucking halls. * Change the faulty store test into two tests, one of which is ignored for failing.
182 lines
6.0 KiB
C#
182 lines
6.0 KiB
C#
using System.Numerics;
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using Content.IntegrationTests.Fixtures;
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using Content.Server.Doors.Systems;
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using Content.Shared.Doors.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Systems;
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namespace Content.IntegrationTests.Tests.Doors
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{
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[TestFixture]
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[TestOf(typeof(AirlockComponent))]
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public sealed class AirlockTest : GameTest
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{
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[TestPrototypes]
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private const string Prototypes = @"
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- type: entity
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name: AirlockPhysicsDummy
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id: AirlockPhysicsDummy
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components:
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- type: Physics
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bodyType: Dynamic
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- type: GravityAffected
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- type: Fixtures
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fixtures:
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fix1:
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shape:
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!type:PhysShapeCircle
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bounds: ""-0.49,-0.49,0.49,0.49""
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layer:
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- Impassable
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- type: entity
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name: AirlockDummy
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id: AirlockDummy
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components:
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- type: Door
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- type: Airlock
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- type: DoorBolt
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- type: ApcPowerReceiver
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needsPower: false
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- type: Physics
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bodyType: Static
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- type: Fixtures
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fixtures:
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fix1:
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shape:
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!type:PhysShapeAabb
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bounds: ""-0.49,-0.49,0.49,0.49""
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mask:
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- Impassable
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";
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[Test]
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public async Task OpenCloseDestroyTest()
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{
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var pair = Pair;
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var server = pair.Server;
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var entityManager = server.ResolveDependency<IEntityManager>();
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var doors = entityManager.EntitySysManager.GetEntitySystem<DoorSystem>();
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EntityUid airlock = default;
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DoorComponent doorComponent = null;
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await server.WaitAssertion(() =>
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{
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airlock = entityManager.SpawnEntity("AirlockDummy", MapCoordinates.Nullspace);
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#pragma warning disable NUnit2045 // Interdependent assertions.
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Assert.That(entityManager.TryGetComponent(airlock, out doorComponent), Is.True);
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Assert.That(doorComponent.State, Is.EqualTo(DoorState.Closed));
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#pragma warning restore NUnit2045
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});
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await server.WaitIdleAsync();
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await server.WaitAssertion(() =>
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{
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doors.StartOpening(airlock);
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Assert.That(doorComponent.State, Is.EqualTo(DoorState.Opening));
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});
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await server.WaitIdleAsync();
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await PoolManager.WaitUntil(server, () => doorComponent.State == DoorState.Open);
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Assert.That(doorComponent.State, Is.EqualTo(DoorState.Open));
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await server.WaitAssertion(() =>
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{
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doors.TryClose(airlock);
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Assert.That(doorComponent.State, Is.EqualTo(DoorState.Closing));
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});
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await PoolManager.WaitUntil(server, () => doorComponent.State == DoorState.Closed);
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Assert.That(doorComponent.State, Is.EqualTo(DoorState.Closed));
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await server.WaitAssertion(() =>
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{
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Assert.DoesNotThrow(() =>
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{
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entityManager.DeleteEntity(airlock);
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});
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});
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}
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[Test]
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public async Task AirlockBlockTest()
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{
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var pair = Pair;
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var server = pair.Server;
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await server.WaitIdleAsync();
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var mapManager = server.ResolveDependency<IMapManager>();
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var entityManager = server.ResolveDependency<IEntityManager>();
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var physicsSystem = entityManager.System<SharedPhysicsSystem>();
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var xformSystem = entityManager.System<SharedTransformSystem>();
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PhysicsComponent physBody = null;
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EntityUid airlockPhysicsDummy = default;
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EntityUid airlock = default;
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DoorComponent doorComponent = null;
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var airlockPhysicsDummyStartingX = -1;
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var map = await pair.CreateTestMap();
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await server.WaitAssertion(() =>
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{
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var humanCoordinates = new MapCoordinates(new Vector2(airlockPhysicsDummyStartingX, 0), map.MapId);
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airlockPhysicsDummy = entityManager.SpawnEntity("AirlockPhysicsDummy", humanCoordinates);
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airlock = entityManager.SpawnEntity("AirlockDummy", new MapCoordinates(new Vector2(0, 0), map.MapId));
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Assert.Multiple(() =>
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{
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Assert.That(entityManager.TryGetComponent(airlockPhysicsDummy, out physBody), Is.True);
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Assert.That(entityManager.TryGetComponent(airlock, out doorComponent), Is.True);
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});
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Assert.That(doorComponent.State, Is.EqualTo(DoorState.Closed));
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});
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await server.WaitIdleAsync();
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// Push the human towards the airlock
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await server.WaitAssertion(() => Assert.That(physBody, Is.Not.EqualTo(null)));
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await server.WaitPost(() =>
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{
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physicsSystem.SetLinearVelocity(airlockPhysicsDummy, new Vector2(0.5f, 0f), body: physBody);
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});
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for (var i = 0; i < 240; i += 10)
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{
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// Keep the airlock awake so they collide
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await server.WaitPost(() =>
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{
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physicsSystem.WakeBody(airlock);
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});
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await server.WaitRunTicks(10);
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await server.WaitIdleAsync();
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}
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// Sanity check
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// Sloth: Okay I'm sorry but I hate having to rewrite tests for every refactor
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// If you see this yell at me in discord so I can continue to pretend this didn't happen.
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// REMINDER THAT I STILL HAVE TO FIX THIS TEST EVERY OTHER PHYSICS PR
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// _transform.GetMapCoordinates(UID HERE, xform: Assert.That(AirlockPhysicsDummy.Transform).X, Is.GreaterThan(AirlockPhysicsDummyStartingX));
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// Blocked by the airlock
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await server.WaitAssertion(() =>
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{
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Assert.That(Math.Abs(xformSystem.GetWorldPosition(airlockPhysicsDummy).X - 1), Is.GreaterThan(0.01f));
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});
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}
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}
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}
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