Files
RobustToolbox/Robust.Shared.IntegrationTests/Physics/GridReparentVelocity_Test.cs
T
f2625bf5c5 Removes IMapManager (#6584)
* 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>
2026-07-01 19:32:17 -07:00

210 lines
10 KiB
C#

using System.Numerics;
using System.Threading.Tasks;
using NUnit.Framework;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Collision.Shapes;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Physics.Systems;
using Robust.UnitTesting.Server;
namespace Robust.UnitTesting.Shared.Physics;
[TestFixture, TestOf(typeof(SharedPhysicsSystem))]
internal sealed class GridReparentVelocity_Test
{
private ISimulation _sim = default!;
private IEntitySystemManager _systems = default!;
private IEntityManager _entManager = default!;
private FixtureSystem _fixtureSystem = default!;
private SharedMapSystem _mapSystem = default!;
private SharedPhysicsSystem _physSystem = default!;
// Test objects.
private EntityUid _mapUid = default!;
private MapId _mapId = default!;
private EntityUid _gridUid = default!;
private EntityUid _objUid = default!;
[OneTimeSetUp]
public void FixtureSetup()
{
_sim = RobustServerSimulation.NewSimulation()
.InitializeInstance();
_systems = _sim.Resolve<IEntitySystemManager>();
_entManager = _sim.Resolve<IEntityManager>();
_fixtureSystem = _systems.GetEntitySystem<FixtureSystem>();
_mapSystem = _systems.GetEntitySystem<SharedMapSystem>();
_physSystem = _systems.GetEntitySystem<SharedPhysicsSystem>();
}
[SetUp]
public void Setup()
{
_mapUid = _mapSystem.CreateMap(out _mapId);
// Spawn a 1x1 grid centered at (0.5, 0.5), ensure it's movable and its velocity has no damping.
var gridEnt = _mapSystem.CreateGridEntity(_mapId);
var gridPhys = _entManager.GetComponent<PhysicsComponent>(gridEnt);
_physSystem.SetSleepingAllowed(gridEnt, gridPhys, false);
_physSystem.SetBodyType(gridEnt, BodyType.Dynamic, body: gridPhys);
_physSystem.SetLinearDamping(gridEnt, gridPhys, 0.0f);
_physSystem.SetAngularDamping(gridEnt, gridPhys, 0.0f);
_mapSystem.SetTile(gridEnt, Vector2i.Zero, new Tile(1));
_physSystem.WakeBody(gridEnt, body: gridPhys);
_gridUid = gridEnt.Owner;
}
// Spawn a bullet-like test object at the given position.
public EntityUid SetupTestObject(EntityCoordinates coords)
{
var obj = _entManager.SpawnEntity(null, coords);
var objPhys = _entManager.EnsureComponent<PhysicsComponent>(obj);
var objFix = _entManager.EnsureComponent<FixturesComponent>(obj);
// Set up physics (no velocity damping, dynamic body, physics enabled)
_entManager.GetComponent<PhysicsComponent>(obj);
_physSystem.SetSleepingAllowed(obj, objPhys, false);
_physSystem.SetBodyType(obj, BodyType.Dynamic, body: objPhys);
_physSystem.SetLinearDamping(obj, objPhys, 0.0f);
_physSystem.SetAngularDamping(obj, objPhys, 0.0f);
// Set up fixture.
var poly = new PolygonShape();
poly.SetAsBox(0.1f, 0.1f);
_fixtureSystem.CreateFixture(obj, "fix1", new Fixture(poly, 0, 0, false), manager: objFix, body: objPhys);
_physSystem.WakeBody(obj, body: objPhys);
return obj;
}
// Moves an object off of a moving grid, checks for conservation of linear velocity.
[Test]
public void TestLinearVelocityOnlyMoveOffGrid()
{
// Spawn our test object in the middle of the grid, ensure it has no damping.
_objUid = SetupTestObject(new EntityCoordinates(_gridUid, 0.5f, 0.5f));
Assert.Multiple(() =>
{
// Our object should start on the grid.
Assert.That(_entManager.GetComponent<TransformComponent>(_objUid).ParentUid, Is.EqualTo(_gridUid));
// Set the velocity of the grid and our object.
Assert.That(_physSystem.SetLinearVelocity(_objUid, new Vector2(3.5f, 4.75f)), Is.True);
Assert.That(_physSystem.SetLinearVelocity(_gridUid, new Vector2(1.0f, 2.0f)), Is.True);
// Wait a second to clear the grid
_physSystem.Update(1.0f);
// The object should be parented to the map and maintain its map velocity, the grid should be unchanged.
var objXform = _entManager.GetComponent<TransformComponent>(_objUid);
var gridXform = _entManager.GetComponent<TransformComponent>(_gridUid);
Assert.That(objXform.ParentUid, Is.EqualTo(_mapUid), $"Object is not on map - actual position: {objXform.ParentUid} {objXform.LocalPosition}, grid position: {gridXform.ParentUid} {gridXform.LocalPosition}");
Assert.That(_entManager.GetComponent<PhysicsComponent>(_objUid).LinearVelocity, Is.EqualTo(new Vector2(4.5f, 6.75f)));
Assert.That(_entManager.GetComponent<PhysicsComponent>(_gridUid).LinearVelocity, Is.EqualTo(new Vector2(1.0f, 2.0f)));
});
}
[Test]
// Moves an object onto a moving grid, checks for conservation of linear velocity.
public void TestLinearVelocityOnlyMoveOntoGrid()
{
// Spawn our test object 1 m off of the middle of the grid in both directions.
_objUid = SetupTestObject(new EntityCoordinates(_mapUid, 1.5f, 1.5f));
Assert.Multiple(() =>
{
// Assert that we start off the grid.
Assert.That(_entManager.GetComponent<TransformComponent>(_objUid).ParentUid, Is.EqualTo(_mapUid));
// Set the velocity of the grid and our object.
Assert.That(_physSystem.SetLinearVelocity(_objUid, new Vector2(-2.0f, -3.0f)), Is.True);
Assert.That(_physSystem.SetLinearVelocity(_gridUid, new Vector2(-1.0f, -2.0f)), Is.True);
// Wait a second to move onto the middle of the grid
_physSystem.Update(1.0f);
// The object should be parented to the grid and maintain its map velocity (slowing down), the grid should be unchanged.
var objXform = _entManager.GetComponent<TransformComponent>(_objUid);
var gridXform = _entManager.GetComponent<TransformComponent>(_gridUid);
Assert.That(objXform.ParentUid, Is.EqualTo(_gridUid), $"Object is not on grid - actual position: {objXform.ParentUid} {objXform.LocalPosition}, grid position: {gridXform.ParentUid} {gridXform.LocalPosition}");
Assert.That(_entManager.GetComponent<PhysicsComponent>(_objUid).LinearVelocity, Is.EqualTo(new Vector2(-1.0f, -1.0f)));
Assert.That(_entManager.GetComponent<PhysicsComponent>(_gridUid).LinearVelocity, Is.EqualTo(new Vector2(-1.0f, -2.0f)));
});
}
[Test]
// Moves a rotating object off of a rotating grid, checks for conservation of angular velocity.
public void TestLinearAndAngularVelocityMoveOffGrid()
{
// Spawn our test object in the middle of the grid.
_objUid = SetupTestObject(new EntityCoordinates(_gridUid, 0.5f, 0.5f));
Assert.Multiple(() =>
{
// Our object should start on the grid.
Assert.That(_entManager.GetComponent<TransformComponent>(_objUid).ParentUid, Is.EqualTo(_gridUid));
// Set the velocity of the grid and our object.
Assert.That(_physSystem.SetLinearVelocity(_objUid, new Vector2(3.5f, 4.75f)), Is.True);
Assert.That(_physSystem.SetAngularVelocity(_objUid, 1.0f), Is.True);
Assert.That(_physSystem.SetLinearVelocity(_gridUid, new Vector2(1.0f, 2.0f)), Is.True);
Assert.That(_physSystem.SetAngularVelocity(_gridUid, 2.0f), Is.True);
// Wait a second to clear the grid
_physSystem.Update(1.0f);
// The object should be parented to the map and maintain its map velocity, the grid should be unchanged.
var objXform = _entManager.GetComponent<TransformComponent>(_objUid);
var gridXform = _entManager.GetComponent<TransformComponent>(_gridUid);
Assert.That(objXform.ParentUid, Is.EqualTo(_mapUid), $"Object is not on map - actual position: {objXform.ParentUid} {objXform.LocalPosition}, grid position: {gridXform.ParentUid} {gridXform.LocalPosition}");
// Not checking object's linear velocity in this case, non-zero contribution from grid angular velocity.
Assert.That(_entManager.GetComponent<PhysicsComponent>(_objUid).AngularVelocity, Is.EqualTo(3.0f));
var gridPhys = _entManager.GetComponent<PhysicsComponent>(_gridUid);
Assert.That(gridPhys.LinearVelocity, Is.EqualTo(new Vector2(1.0f, 2.0f)));
Assert.That(gridPhys.AngularVelocity, Is.EqualTo(2.0f));
});
}
[Test]
// Moves a rotating object onto a rotating grid, checks for conservation of angular velocity.
public void TestLinearAndAngularVelocityMoveOntoGrid()
{
// Spawn our test object 1 m off of the middle of the grid in both directions.
_objUid = SetupTestObject(new EntityCoordinates(_mapUid, 1.5f, 1.5f));
Assert.Multiple(() =>
{
// Assert that we start off the grid.
Assert.That(_entManager.GetComponent<TransformComponent>(_objUid).ParentUid, Is.EqualTo(_mapUid));
// Set the velocity of the grid and our object.
Assert.That(_physSystem.SetLinearVelocity(_objUid, new Vector2(-2.0f, -3.0f)), Is.True);
Assert.That(_physSystem.SetAngularVelocity(_objUid, 1.0f), Is.True);
Assert.That(_physSystem.SetLinearVelocity(_gridUid, new Vector2(-1.0f, -2.0f)), Is.True);
Assert.That(_physSystem.SetAngularVelocity(_gridUid, 2.0f), Is.True);
// Wait a second to move onto the middle of the grid
_physSystem.Update(1.0f);
// The object should be parented to the grid and maintain its map velocity (slowing down), the grid should be unchanged.
var objXform = _entManager.GetComponent<TransformComponent>(_objUid);
var gridXform = _entManager.GetComponent<TransformComponent>(_gridUid);
Assert.That(objXform.ParentUid, Is.EqualTo(_gridUid), $"Object is not on grid - actual position: {objXform.ParentUid} {objXform.LocalPosition}, grid position: {gridXform.ParentUid} {gridXform.LocalPosition}");
// Not checking object's linear velocity in this case, non-zero contribution from grid angular velocity.
Assert.That(_entManager.GetComponent<PhysicsComponent>(_objUid).AngularVelocity, Is.EqualTo(-1.0f));
var gridPhys = _entManager.GetComponent<PhysicsComponent>(_gridUid);
Assert.That(gridPhys.LinearVelocity, Is.EqualTo(new Vector2(-1.0f, -2.0f)));
Assert.That(gridPhys.AngularVelocity, Is.EqualTo(2.0f));
});
}
}