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* Move MapManager queries to SharedMapSystem Moves all variants of FindGridsIntersecting/TryFindGridAt to SharedMapSystem Hollows out the MapManager methods and converts them into relays to SharedMapSystem * Move CreateGrid to SharedMapSystem Moves the functionality for CreateGrid and its variants to SharedMapSystem Hollows out the MapManager methods and converts them into relays for the SharedMapSystem methods Obsoletes them too Also moves over the GetAllMapGrids and GetAllGrids methods * Move RaiseOnTileChanged to SharedMapSystem Also moves the SuppressOnTileChanged flag member to SharedMapSystem Hollows out and obsoletes the MapManager versions * Move default value constants to SharedMapSystem * Converts map pausing events into LocalizedEntityCommands * Move MapManager related delegates/structs to SharedMapSystem Moves the GridCreationOptions struct to the same namespace as SharedMapSystem and converts it into a record struct Move the GridCallback delegates to the same namespace as SharedMapSystem * Move CullDeletionHistory to SharedMapSystem Well, that was less painful than I thought it would be * Actually obsolete the NetworkedMapManager method * Rename file * Doc comments for new SharedMapSystem methods * Doc comment * Doc comments * Fix access * Purge all references to IMapManagerInternal * Cull easy IMapManager references * The rest * Purge IMapManager * Private internal FindGridsIntersecting method * please die * 41 * notes --------- Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
124 lines
5.3 KiB
C#
124 lines
5.3 KiB
C#
using System.Numerics;
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using NUnit.Framework;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Timing;
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using Robust.UnitTesting.Server;
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namespace Robust.UnitTesting.Client.GameObjects.Components
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{
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[TestFixture]
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[TestOf(typeof(TransformComponent))]
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public sealed class TransformComponentTests
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{
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private static (ISimulation, EntityUid gridA, EntityUid gridB) SimulationFactory()
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{
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var sim = RobustServerSimulation
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.NewSimulation()
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.InitializeInstance();
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var entMan = sim.Resolve<IEntityManager>();
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var mapSys = entMan.System<SharedMapSystem>();
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var mapId = mapSys.CreateMap();
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// Adds two grids to use in tests.
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var gridA = mapSys.CreateGridEntity(mapId);
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var gridB = mapSys.CreateGridEntity(mapId);
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return (sim, gridA, gridB);
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}
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/// <summary>
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/// Make sure that component state locations are RELATIVE.
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/// </summary>
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[Test]
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public void ComponentStatePositionTest()
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{
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var (sim, gridIdA, gridIdB) = SimulationFactory();
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var entMan = sim.Resolve<IEntityManager>();
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var xformSystem = entMan.System<SharedTransformSystem>();
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var gridSystem = entMan.System<SharedGridTraversalSystem>();
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gridSystem.Enabled = false;
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// Arrange
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var initialPos = new EntityCoordinates(gridIdA, new Vector2(0, 0));
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var parent = entMan.SpawnEntity(null, initialPos);
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var child = entMan.SpawnEntity(null, initialPos);
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var parentTrans = entMan.GetComponent<TransformComponent>(parent);
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var childTrans = entMan.GetComponent<TransformComponent>(child);
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ComponentHandleState handleState;
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var compState = new TransformComponentState(new Vector2(5, 5), new Angle(0), entMan.GetNetEntity(gridIdB), false, false);
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handleState = new ComponentHandleState(compState, null);
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xformSystem.OnHandleState(parent, parentTrans, ref handleState);
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compState = new TransformComponentState(new Vector2(6, 6), new Angle(0), entMan.GetNetEntity(gridIdB), false, false);
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handleState = new ComponentHandleState(compState, null);
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xformSystem.OnHandleState(child, childTrans, ref handleState);
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// World pos should be 6, 6 now.
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// Act
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var oldWpos = xformSystem.GetWorldPosition(childTrans);
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compState = new TransformComponentState(new Vector2(1, 1), new Angle(0), entMan.GetNetEntity(parent), false, false);
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handleState = new ComponentHandleState(compState, null);
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xformSystem.OnHandleState(child, childTrans, ref handleState);
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var newWpos = xformSystem.GetWorldPosition(childTrans);
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gridSystem.Enabled = true;
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// Assert
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Assert.That(newWpos, Is.EqualTo(oldWpos));
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}
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/// <summary>
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/// Tests that world rotation is built properly
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/// </summary>
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[Test]
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public void WorldRotationTest()
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{
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var (sim, gridIdA, gridIdB) = SimulationFactory();
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var entMan = sim.Resolve<IEntityManager>();
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var xformSystem = entMan.System<SharedTransformSystem>();
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var metaSystem = entMan.System<MetaDataSystem>();
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var gridSystem = entMan.System<SharedGridTraversalSystem>();
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gridSystem.Enabled = false;
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// Arrange
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var initalPos = new EntityCoordinates(gridIdA, new Vector2(0, 0));
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var node1 = entMan.SpawnEntity(null, initalPos);
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var node2 = entMan.SpawnEntity(null, initalPos);
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var node3 = entMan.SpawnEntity(null, initalPos);
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metaSystem.SetEntityName(node1, "node1_dummy");
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metaSystem.SetEntityName(node2, "node2_dummy");
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metaSystem.SetEntityName(node3, "node3_dummy");
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var node1Trans = entMan.GetComponent<TransformComponent>(node1);
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var node2Trans = entMan.GetComponent<TransformComponent>(node2);
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var node3Trans = entMan.GetComponent<TransformComponent>(node3);
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var compState = new TransformComponentState(new Vector2(6, 6), Angle.FromDegrees(135), entMan.GetNetEntity(gridIdB), false, false);
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var handleState = new ComponentHandleState(compState, null);
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xformSystem.OnHandleState(node1, node1Trans, ref handleState);
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compState = new TransformComponentState(new Vector2(1, 1), Angle.FromDegrees(45), entMan.GetNetEntity(node1), false, false);
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handleState = new ComponentHandleState(compState, null);
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xformSystem.OnHandleState(node2, node2Trans, ref handleState);
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compState = new TransformComponentState(new Vector2(0, 0), Angle.FromDegrees(45), entMan.GetNetEntity(node2), false, false);
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handleState = new ComponentHandleState(compState, null);
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xformSystem.OnHandleState(node3, node3Trans, ref handleState);
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// Act
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var result = xformSystem.GetWorldRotation(node3Trans);
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gridSystem.Enabled = true;
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// Assert (135 + 45 + 45 = 225)
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Assert.That(result, new ApproxEqualityConstraint(Angle.FromDegrees(225)));
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}
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}
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}
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