mirror of
https://github.com/space-wizards/RobustToolbox.git
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* Removed SnapGridOffset, there is only center now. * SnapGridComponent methods are now static. * Removed SnapGridComponent.OnPositionChanged. * Refactored static functions off SnapGridComponent to MapGrid. Refactored away usages of SnapGridComponent.Position. * Added Transform.Anchored for checking if an entity is a tile entity. More refactoring for static MapGrid functions. * Static snapgrid methods on MapGrid are no longer static. * Removed IMapGrid.SnapSize, it is now always equal to the IMapGrid.TileSize. * Add setter to ITransformComponent.Anchored. Removed direct references to SnapGridComponent from content. * Grid functions now deal with EntityUids instead of SnapGridComponents. Began renaming public API functions from SnapGrid to Anchor. * Add some unit tests. * SnapGridComponent now anchors itself in startup, instead of Initialize (sending directed events in init is an error).
90 lines
3.6 KiB
C#
90 lines
3.6 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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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.Maths;
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using Robust.UnitTesting.Server;
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namespace Robust.UnitTesting.Shared.GameObjects.Systems
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{
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[TestFixture, Parallelizable]
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public class AnchoredSystemTests
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{
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private static readonly MapId TestMapId = new(1);
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private static readonly GridId TestGridId = new(1);
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private class Subscriber : IEntityEventSubscriber { }
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private static ISimulation 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 mapManager = sim.Resolve<IMapManager>();
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// Adds the map with id 1, and spawns entity 1 as the map entity.
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mapManager.CreateMap(TestMapId);
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// Add grid 1, as the default grid to anchor things to.
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mapManager.CreateGrid(TestMapId, TestGridId);
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return sim;
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}
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/// <summary>
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/// When an entity is anchored to a grid tile, it's world position is unchanged.
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/// </summary>
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[Test]
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public void Anchored_WorldPosition_Unchanged()
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{
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var sim = SimulationFactory();
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var entMan = sim.Resolve<IEntityManager>();
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var mapMan = sim.Resolve<IMapManager>();
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var grid = mapMan.GetGrid(TestGridId);
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var subscriber = new Subscriber();
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int calledCount = 0;
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entMan.EventBus.SubscribeEvent<MoveEvent>(EventSource.Local, subscriber, MoveEventHandler);
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var ent1 = entMan.SpawnEntity(null, new MapCoordinates(Vector2.Zero, TestMapId));
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// Act
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var tileIndices = grid.TileIndicesFor(ent1.Transform.Coordinates);
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grid.AddToSnapGridCell(tileIndices, ent1.Uid);
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Assert.That(calledCount, Is.EqualTo(0));
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void MoveEventHandler(MoveEvent ev)
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{
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Assert.Fail("MoveEvent raised when anchoring entity.");
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calledCount++;
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}
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}
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// Anchored entities have their world position locked where it is, their rotation locked and rounded to one of the 4 cardinal directions,
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// and their parent changed to the grid they are anchored to. None of these 3 properties can be changed while anchored. Trying to write to these
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// properties will silently fail.
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// Because of these restrictions, they will never raise move or parent events while anchored.
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// Anchored entities are registered as a tile entity to the grid tile they are above to when the flag is set. They are not moved when
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// anchored. Content is free to place and orient the entity where it wants before anchoring.
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// Entities cannot be anchored to space tiles. If a tile is changed to a space tile, all ents anchored to that tile are unanchored.
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// An anchored entity is defined as an entity with the ITransformComponent.Anchored flag set. PhysicsComponent.Anchored is obsolete,
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// And PhysicsComponent.BodyType is not able to be changed by content. PhysicsComponent.BodyType is synchronized with ITransformComponent.Anchored
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// through anchored messages. SnapGridComponent is obsolete.
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// Trying to anchor an entity to a space tile is a no-op.
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// Adding an anchored entity to a container un-anchors it.
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// Adding and removing a physics component should poll ITransformComponent.Anchored for the correct body type. Ents without a physics component can be anchored.
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}
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}
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