using System; using System.Linq; using System.Threading.Tasks; using NUnit.Framework; using Robust.Shared.GameObjects; using Robust.Shared.IoC; using Robust.Shared.Map; using Robust.Shared.Maths; namespace Robust.UnitTesting.Shared.Map { [TestFixture] public sealed class GridRotation_Tests : RobustIntegrationTest { // Because integration tests are ten billion percent easier we'll just do all the rotation tests here. // These are mainly looking out for situations where the grid is rotated 90 / 180 degrees and we // need to rotate points about the grid's origin which is a /very/ common source of bugs. [Test] public async Task TestLocalWorldConversions() { var server = StartServer(); await server.WaitIdleAsync(); var entMan = server.ResolveDependency(); var mapMan = server.ResolveDependency(); await server.WaitAssertion(() => { var mapId = mapMan.CreateMap(); var grid = mapMan.CreateGrid(mapId); var gridEnt = grid.GridEntityId; var coordinates = new EntityCoordinates(gridEnt, new Vector2(10, 0)); // if no rotation and 0,0 position should just be the same coordinate. Assert.That(IoCManager.Resolve().GetComponent(gridEnt).WorldRotation, Is.EqualTo(Angle.Zero)); Assert.That(grid.WorldToLocal(coordinates.Position), Is.EqualTo(coordinates.Position)); // Rotate 180 degrees should show -10, 0 for the position in map-terms and 10, 0 for the position in entity terms (i.e. no change). IoCManager.Resolve().GetComponent(gridEnt).WorldRotation += new Angle(MathF.PI); Assert.That(IoCManager.Resolve().GetComponent(gridEnt).WorldRotation, Is.EqualTo(new Angle(MathF.PI))); // Check the map coordinate rotates correctly Assert.That(grid.WorldToLocal(new Vector2(10, 0)).EqualsApprox(new Vector2(-10, 0), 0.01f)); Assert.That(grid.LocalToWorld(coordinates.Position).EqualsApprox(new Vector2(-10, 0), 0.01f)); // Now we'll do the same for 180 degrees. IoCManager.Resolve().GetComponent(gridEnt).WorldRotation += MathF.PI / 2f; // If grid facing down then worldpos of 10, 0 gets rotated 90 degrees CCW and hence should be 0, 10 Assert.That(grid.WorldToLocal(new Vector2(10, 0)).EqualsApprox(new Vector2(0, 10), 0.01f)); // If grid facing down then local 10,0 pos should just return 0, -10 given it's aligned with the rotation. Assert.That(grid.LocalToWorld(coordinates.Position).EqualsApprox(new Vector2(0, -10), 0.01f)); }); } [Test] public async Task TestChunkRotations() { // This is mainly checking for the purposes of rendering at this stage. var server = StartServer(); await server.WaitIdleAsync(); var entMan = server.ResolveDependency(); var mapMan = server.ResolveDependency(); await server.WaitAssertion(() => { var mapId = mapMan.CreateMap(); var grid = mapMan.CreateGrid(mapId); var gridEnt = grid.GridEntityId; var gridInternal = (IMapGridInternal) grid; /* Test for map chunk rotations */ var tile = new Tile(1); for (var x = 0; x < 2; x++) { for (var y = 0; y < 10; y++) { grid.SetTile(new Vector2i(x, y), tile); } } var chunks = gridInternal.GetMapChunks().Select(c => c.Value).ToList(); Assert.That(chunks.Count, Is.EqualTo(1)); var chunk = chunks[0]; var aabb = gridInternal.CalcWorldAABB(chunk); var bounds = new Box2(new Vector2(0, 0), new Vector2(2, 10)); // With all cardinal directions these should align. Assert.That(aabb, Is.EqualTo(bounds)); IoCManager.Resolve().GetComponent(gridEnt).LocalRotation = new Angle(Math.PI); aabb = gridInternal.CalcWorldAABB(chunk); bounds = new Box2(new Vector2(-2, -10), new Vector2(0, 0)); Assert.That(aabb.EqualsApprox(bounds), $"Expected bounds of {aabb} and got {bounds}"); IoCManager.Resolve().GetComponent(gridEnt).LocalRotation = new Angle(-Math.PI / 2); aabb = gridInternal.CalcWorldAABB(chunk); bounds = new Box2(new Vector2(0, -2), new Vector2(10, 0)); Assert.That(aabb.EqualsApprox(bounds), $"Expected bounds of {aabb} and got {bounds}"); IoCManager.Resolve().GetComponent(gridEnt).LocalRotation = new Angle(-Math.PI / 4); aabb = gridInternal.CalcWorldAABB(chunk); bounds = new Box2(new Vector2(0, -1.4142135f), new Vector2(8.485281f, 7.071068f)); Assert.That(aabb.EqualsApprox(bounds), $"Expected bounds of {aabb} and got {bounds}"); }); } } }