Files
RobustToolbox/Robust.UnitTesting/Shared/Physics/GridMovement_Test.cs
T
MilenVolfandGitHub 45c14b2bc3 Replace remaining obsolete TileAccess methods (#5519)
* Replace remaining TileAccess methods

* Small fix
2024-11-18 17:19:57 +01:00

79 lines
3.7 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;
namespace Robust.UnitTesting.Shared.Physics;
[TestFixture, TestOf(typeof(SharedBroadphaseSystem))]
public sealed class GridMovement_Test : RobustIntegrationTest
{
[Test]
public async Task TestFindGridContacts()
{
var server = StartServer();
await server.WaitIdleAsync();
// Checks that FindGridContacts succesfully overlaps a grid + map broadphase physics body
var systems = server.ResolveDependency<IEntitySystemManager>();
var fixtureSystem = systems.GetEntitySystem<FixtureSystem>();
var mapManager = server.ResolveDependency<IMapManager>();
var entManager = server.ResolveDependency<IEntityManager>();
var physSystem = systems.GetEntitySystem<SharedPhysicsSystem>();
var transformSystem = entManager.EntitySysManager.GetEntitySystem<SharedTransformSystem>();
var mapSystem = entManager.EntitySysManager.GetEntitySystem<SharedMapSystem>();
await server.WaitAssertion(() =>
{
entManager.System<SharedMapSystem>().CreateMap(out var mapId);
var grid = mapManager.CreateGridEntity(mapId);
// Setup 1 body on grid, 1 body off grid, and assert that it's all gucci.
mapSystem.SetTile(grid, Vector2i.Zero, new Tile(1));
var fixtures = entManager.GetComponent<FixturesComponent>(grid);
Assert.That(fixtures.FixtureCount, Is.EqualTo(1));
var onGrid = entManager.SpawnEntity(null, new EntityCoordinates(grid, 0.5f, 0.5f ));
var onGridBody = entManager.AddComponent<PhysicsComponent>(onGrid);
physSystem.SetBodyType(onGrid, BodyType.Dynamic, body: onGridBody);
var shapeA = new PolygonShape();
shapeA.SetAsBox(0.5f, 0.5f);
fixtureSystem.CreateFixture(onGrid, "fix1", new Fixture(shapeA, 1, 0, false), body: onGridBody);
Assert.That(fixtureSystem.GetFixtureCount(onGrid), Is.EqualTo(1));
Assert.That(entManager.GetComponent<TransformComponent>(onGrid).ParentUid, Is.EqualTo(grid.Owner));
physSystem.WakeBody(onGrid, body: onGridBody);
Assert.That(onGridBody.Awake);
var offGrid = entManager.SpawnEntity(null, new MapCoordinates(new Vector2(10f, 10f), mapId));
var offGridBody = entManager.AddComponent<PhysicsComponent>(offGrid);
physSystem.SetBodyType(offGrid, BodyType.Dynamic, body: offGridBody);
var shapeB = new PolygonShape();
shapeB.SetAsBox(0.5f, 0.5f);
fixtureSystem.CreateFixture(offGrid, "fix1", new Fixture(shapeB, 0, 1, false), body: offGridBody);
Assert.That(fixtureSystem.GetFixtureCount(offGrid), Is.EqualTo(1));
Assert.That(entManager.GetComponent<TransformComponent>(offGrid).ParentUid, Is.Not.EqualTo((grid.Owner)));
physSystem.WakeBody(offGrid, body: offGridBody);
Assert.That(offGridBody.Awake);
// Alright just a quick validation then we start the actual damn test.
physSystem.Update(0.001f);
Assert.That(onGridBody.ContactCount, Is.EqualTo(0));
// Alright now move the grid on top of the off grid body, run physics for a frame and see if they contact
transformSystem.SetLocalPosition(grid.Owner, new Vector2(10f, 10f));
physSystem.Update(0.001f);
Assert.That(onGridBody.ContactCount, Is.EqualTo(1));
});
}
}