using NUnit.Framework; using Robust.Shared.GameObjects; using Robust.Shared.GameStates; using Robust.Shared.Map; using Robust.Shared.Maths; using Robust.UnitTesting.Server; namespace Robust.UnitTesting.Client.GameObjects.Components { [TestFixture] [TestOf(typeof(TransformComponent))] public sealed class TransformComponentTests { private static readonly MapId TestMapId = new(1); private static (ISimulation, EntityUid gridA, EntityUid gridB) SimulationFactory() { var sim = RobustServerSimulation .NewSimulation() .InitializeInstance(); var mapManager = sim.Resolve(); // Adds the map with id 1, and spawns entity 1 as the map entity. mapManager.CreateMap(TestMapId); // Adds two grids to use in tests. var gridA = mapManager.CreateGrid(TestMapId); var gridB = mapManager.CreateGrid(TestMapId); return (sim, gridA.Owner, gridB.Owner); } /// /// Make sure that component state locations are RELATIVE. /// [Test] public void ComponentStatePositionTest() { var (sim, gridIdA, gridIdB) = SimulationFactory(); var entMan = sim.Resolve(); var mapMan = sim.Resolve(); var gridA = mapMan.GetGrid(gridIdA); var gridB = mapMan.GetGrid(gridIdB); // Arrange var initialPos = new EntityCoordinates(gridA.Owner, (0, 0)); var parent = entMan.SpawnEntity(null, initialPos); var child = entMan.SpawnEntity(null, initialPos); var parentTrans = entMan.GetComponent(parent); var childTrans = entMan.GetComponent(child); var compState = new TransformComponentState(new Vector2(5, 5), new Angle(0), gridB.Owner, false, false); parentTrans.HandleComponentState(compState, null); compState = new TransformComponentState(new Vector2(6, 6), new Angle(0), gridB.Owner, false, false); childTrans.HandleComponentState(compState, null); // World pos should be 6, 6 now. // Act var oldWpos = childTrans.WorldPosition; compState = new TransformComponentState(new Vector2(1, 1), new Angle(0), parent, false, false); childTrans.HandleComponentState(compState, null); var newWpos = childTrans.WorldPosition; // Assert Assert.That(newWpos, Is.EqualTo(oldWpos)); } /// /// Tests that world rotation is built properly /// [Test] public void WorldRotationTest() { var (sim, gridIdA, gridIdB) = SimulationFactory(); var entMan = sim.Resolve(); var mapMan = sim.Resolve(); var xformSystem = sim.Resolve().GetEntitySystem(); var gridA = mapMan.GetGrid(gridIdA); var gridB = mapMan.GetGrid(gridIdB); // Arrange var initalPos = new EntityCoordinates(gridA.Owner, (0, 0)); var node1 = entMan.SpawnEntity(null, initalPos); var node2 = entMan.SpawnEntity(null, initalPos); var node3 = entMan.SpawnEntity(null, initalPos); entMan.GetComponent(node1).EntityName = "node1_dummy"; entMan.GetComponent(node2).EntityName = "node2_dummy"; entMan.GetComponent(node3).EntityName = "node3_dummy"; var node1Trans = entMan.GetComponent(node1); var node2Trans = entMan.GetComponent(node2); var node3Trans = entMan.GetComponent(node3); var compState = new TransformComponentState(new Vector2(6, 6), Angle.FromDegrees(135), gridB.Owner, false, false); var handleState = new ComponentHandleState(compState, null); xformSystem.OnHandleState(node1, node1Trans, ref handleState); compState = new TransformComponentState(new Vector2(1, 1), Angle.FromDegrees(45), node1, false, false); handleState = new ComponentHandleState(compState, null); xformSystem.OnHandleState(node2, node2Trans, ref handleState); compState = new TransformComponentState(new Vector2(0, 0), Angle.FromDegrees(45), node2, false, false); handleState = new ComponentHandleState(compState, null); xformSystem.OnHandleState(node3, node3Trans, ref handleState); // Act var result = node3Trans.WorldRotation; // Assert (135 + 45 + 45 = 225) Assert.That(result, new ApproxEqualityConstraint(Angle.FromDegrees(225))); } } }