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