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Robust.UnitTesting was both ALL tests for RT, and also API surface for content tests. Tests are now split into separate projects as appropriate, and the API side has also been split off.
115 lines
4.4 KiB
C#
115 lines
4.4 KiB
C#
using System.Numerics;
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using System.Threading.Tasks;
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using NUnit.Framework;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics.Components;
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namespace Robust.UnitTesting.Shared.Physics
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{
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[TestFixture, TestOf(typeof(CollisionWakeSystem))]
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internal sealed class CollisionWake_Test : RobustIntegrationTest
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{
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private const string Prototype = @"
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- type: entity
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name: dummy
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id: CollisionWakeTestItem
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components:
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- type: Transform
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- type: Physics
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bodyType: Dynamic
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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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radius: 0.35
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- type: CollisionWake
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";
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/// <summary>
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/// Test whether a CollisionWakeComponent correctly turns off collision on a grid and leaves it on off of a grid.
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/// </summary>
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[Test]
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public async Task TestCollisionWakeGrid()
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{
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var options = new ServerIntegrationOptions {ExtraPrototypes = Prototype};
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options.CVarOverrides["physics.timetosleep"] = "0.0";
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var server = StartServer(options);
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await server.WaitIdleAsync();
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var entManager = server.ResolveDependency<IEntityManager>();
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var mapManager = server.ResolveDependency<IMapManager>();
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var mapSystem = entManager.System<SharedMapSystem>();
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var transformSystem = entManager.System<SharedTransformSystem>();
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Entity<MapGridComponent> grid = default!;
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MapId mapId = default!;
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PhysicsComponent entityOnePhysics = default!;
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TransformComponent xform = default!;
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PhysicsComponent entityTwoPhysics = default!;
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EntityUid? entityOne = null;
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EntityUid? entityTwo = null;
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await server.WaitPost(() =>
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{
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mapSystem.CreateMap(out mapId);
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grid = mapManager.CreateGridEntity(mapId);
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mapSystem.SetTile(grid, Vector2i.Zero, new Tile(1));
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entityOne = entManager.SpawnEntity("CollisionWakeTestItem", new MapCoordinates(Vector2.One * 2f, mapId));
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entityOnePhysics = entManager.GetComponent<PhysicsComponent>(entityOne.Value);
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xform = entManager.GetComponent<TransformComponent>(entityOne.Value);
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mapSystem.TryGetMap(mapId, out var mapUid);
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Assert.That(xform.ParentUid == mapUid);
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entityTwo = entManager.SpawnEntity("CollisionWakeTestItem", new EntityCoordinates(grid, new Vector2(0.5f, 0.5f)));
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entityTwoPhysics = entManager.GetComponent<PhysicsComponent>(entityTwo.Value);
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Assert.That(entManager.GetComponent<TransformComponent>(entityTwo.Value).ParentUid == grid.Owner);
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});
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Assert.That(entityOne, Is.Not.Null);
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Assert.That(entityTwo, Is.Not.Null);
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// Item 1 Should still be collidable
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await server.WaitRunTicks(1);
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await server.WaitAssertion(() =>
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{
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Assert.That(entityOnePhysics.Awake, Is.EqualTo(false));
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Assert.That(entityOnePhysics.CanCollide, Is.EqualTo(true));
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transformSystem.SetLocalPosition(entityOne.Value, new Vector2(0.5f, 0.5f), xform);
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transformSystem.SetParent(entityOne.Value, xform, grid);
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// Entity 2 should immediately not be collidable on spawn
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Assert.That(entityTwoPhysics.Awake, Is.EqualTo(false));
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Assert.That(entityTwoPhysics.CanCollide, Is.EqualTo(false));
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});
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await server.WaitRunTicks(1);
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await server.WaitAssertion(() =>
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{
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Assert.That(entityOnePhysics.Awake, Is.EqualTo(false));
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Assert.That(entityOnePhysics.CanCollide, Is.EqualTo(false));
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transformSystem.SetLocalPosition(entityOne.Value, Vector2.One * 2f);
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transformSystem.SetParent(entityOne.Value, xform, mapSystem.GetMapOrInvalid(mapId));
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});
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// Juussttt in case we'll re-parent it to the map and check its collision is back on.
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await server.WaitRunTicks(1);
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await server.WaitAssertion(() =>
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{
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Assert.That(entityOnePhysics.Awake, Is.EqualTo(false));
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Assert.That(entityOnePhysics.CanCollide, Is.EqualTo(true));
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});
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}
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}
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}
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