Files
RobustToolbox/Robust.UnitTesting/Shared/GameObjects/Systems/AnchoredSystemTests.cs
Acruid 713f702064 Engine Entity Anchoring (#1829)
* Added unit tests for the new anchor system design.

* Amend ME!

* SnapGridComponent now anchors the entity when added or removed.
TransformComponent.Anchored properly replicates it's state to clients.

* Converted all SnapGridPositionChangedEvent subscriptions to AnchorStateChangedEvent.
Removed SnapGridPositionChangedEvent.
Obsoleted SnapGridComponent.

* Allows setting Transform.Anchored in prototypes.

* Changing tile to empty under anchored ents unanchors them.

* More unit testing.

* Migrated transform gamestate tests to RobustServerSimulation.

* Fixed nasty off-by-one error when sending a full server state.

* Adds lifetime stages to Component.

* More test fixing.

* Review changes.
2021-06-19 17:26:18 -07:00

577 lines
23 KiB
C#

using System;
using System.Linq;
using NUnit.Framework;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Prototypes;
using Robust.UnitTesting.Server;
namespace Robust.UnitTesting.Shared.GameObjects.Systems
{
[TestFixture, Parallelizable]
public class AnchoredSystemTests
{
private static readonly MapId TestMapId = new(1);
private static readonly GridId TestGridId = new(1);
private class Subscriber : IEntityEventSubscriber { }
private const string Prototypes = @"
- type: entity
name: anchoredEnt
id: anchoredEnt
components:
- type: Transform
anchored: true";
private static ISimulation SimulationFactory()
{
var sim = RobustServerSimulation
.NewSimulation()
.RegisterEntitySystems(factory =>
{
factory.LoadExtraSystemType<SharedTransformSystem>();
})
.RegisterComponents(factory =>
{
factory.RegisterClass<ContainerManagerComponent>();
})
.RegisterPrototypes(f=>
{
f.LoadString(Prototypes);
})
.InitializeInstance();
var mapManager = sim.Resolve<IMapManager>();
// Adds the map with id 1, and spawns entity 1 as the map entity.
mapManager.CreateMap(TestMapId);
// Add grid 1, as the default grid to anchor things to.
mapManager.CreateGrid(TestMapId, TestGridId);
return sim;
}
// An entity is anchored to the tile it is over on the target grid.
// An entity is anchored by setting the flag on the transform.
// An anchored entity is defined as an entity with the ITransformComponent.Anchored flag set.
// The Anchored field is used for serialization of anchored state.
// TODO: The grid SnapGrid functions are internal, expose the query functions to content.
// PhysicsComponent.BodyType is not able to be changed by content.
// SnapGridComponent is obsolete.
/// <summary>
/// When an entity is anchored to a grid tile, it's world position is centered on the tile.
/// Otherwise you can anchor an entity to a tile without the entity actually being on top of the tile.
/// This movement will trigger a MoveEvent.
/// </summary>
[Test]
public void OnAnchored_WorldPosition_TileCenter()
{
var sim = SimulationFactory();
var entMan = sim.Resolve<IEntityManager>();
var mapMan = sim.Resolve<IMapManager>();
var coordinates = new MapCoordinates(new Vector2(7, 7), TestMapId);
// can only be anchored to a tile
var grid = mapMan.GetGrid(TestGridId);
grid.SetTile(grid.TileIndicesFor(coordinates), new Tile(1));
var subscriber = new Subscriber();
int calledCount = 0;
var ent1 = entMan.SpawnEntity(null, coordinates); // this raises MoveEvent, subscribe after
entMan.EventBus.SubscribeEvent<MoveEvent>(EventSource.Local, subscriber, MoveEventHandler);
// Act
ent1.Transform.Anchored = true;
Assert.That(ent1.Transform.WorldPosition, Is.EqualTo(new Vector2(7.5f, 7.5f))); // centered on tile
Assert.That(calledCount, Is.EqualTo(1)); // because the ent was moved from snapping, a MoveEvent was raised.
void MoveEventHandler(MoveEvent ev)
{
calledCount++;
}
}
/// <summary>
/// When an entity is anchored to a grid tile, it's local rotation is rounded to the nearest cardinal 4 direction.
/// </summary>
[Test]
public void OnAnchored_WorldRotation_Cardinal()
{
var sim = SimulationFactory();
var entMan = sim.Resolve<IEntityManager>();
var mapMan = sim.Resolve<IMapManager>();
var coordinates = new MapCoordinates(new Vector2(7, 7), TestMapId);
// can only be anchored to a tile
var grid = mapMan.GetGrid(TestGridId);
grid.SetTile(grid.TileIndicesFor(coordinates), new Tile(1));
var ent1 = entMan.SpawnEntity(null, coordinates);
ent1.Transform.LocalRotation = Angle.FromDegrees(60);
// Act
ent1.Transform.Anchored = true;
Assert.That(ent1.Transform.LocalRotation.Degrees, Is.EqualTo(90));
}
/// <summary>
/// When an entity is anchored to a grid tile, it's parent is set to the grid.
/// </summary>
[Test]
public void OnAnchored_Parent_SetToGrid()
{
var sim = SimulationFactory();
var entMan = sim.Resolve<IEntityManager>();
var mapMan = sim.Resolve<IMapManager>();
var coordinates = new MapCoordinates(new Vector2(7, 7), TestMapId);
// can only be anchored to a tile
var grid = mapMan.GetGrid(TestGridId);
grid.SetTile(grid.TileIndicesFor(coordinates), new Tile(1));
var subscriber = new Subscriber();
int calledCount = 0;
var ent1 = entMan.SpawnEntity(null, coordinates); // this raises MoveEvent, subscribe after
entMan.EventBus.SubscribeEvent<EntParentChangedMessage>(EventSource.Local, subscriber, ParentChangedHandler);
// Act
ent1.Transform.Anchored = true;
Assert.That(ent1.Transform.ParentUid, Is.EqualTo(grid.GridEntityId));
Assert.That(calledCount, Is.EqualTo(1));
void ParentChangedHandler(EntParentChangedMessage ev)
{
Assert.That(ev.Entity, Is.EqualTo(ent1));
calledCount++;
}
}
/// <summary>
/// Entities cannot be anchored to empty tiles. Attempting this is a no-op, and silently fails.
/// </summary>
[Test]
public void OnAnchored_EmptyTile_Nop()
{
var sim = SimulationFactory();
var entMan = sim.Resolve<IEntityManager>();
var mapMan = sim.Resolve<IMapManager>();
var grid = mapMan.GetGrid(TestGridId);
var ent1 = entMan.SpawnEntity(null, new MapCoordinates(new Vector2(7, 7), TestMapId));
var tileIndices = grid.TileIndicesFor(ent1.Transform.Coordinates);
grid.SetTile(tileIndices, Tile.Empty);
// Act
ent1.Transform.Anchored = true;
Assert.That(grid.GetAnchoredEntities(tileIndices).Count(), Is.EqualTo(0));
Assert.That(grid.GetTileRef(tileIndices).Tile, Is.EqualTo(Tile.Empty));
}
/// <summary>
/// Entities can be anchored to any non-empty grid tile. A physics component is not required on either
/// the grid or the entity to anchor it.
/// </summary>
[Test]
public void OnAnchored_NonEmptyTile_Anchors()
{
var sim = SimulationFactory();
var entMan = sim.Resolve<IEntityManager>();
var mapMan = sim.Resolve<IMapManager>();
var grid = mapMan.GetGrid(TestGridId);
var ent1 = entMan.SpawnEntity(null, new MapCoordinates(new Vector2(7, 7), TestMapId));
var tileIndices = grid.TileIndicesFor(ent1.Transform.Coordinates);
grid.SetTile(tileIndices, new Tile(1));
// physics is ensured when grids are created, but we don't need it
entMan.ComponentManager.RemoveComponent<PhysicsComponent>(grid.GridEntityId);
// Act
ent1.Transform.Anchored = true;
Assert.That(grid.GetAnchoredEntities(tileIndices).First(), Is.EqualTo(ent1.Uid));
Assert.That(grid.GetTileRef(tileIndices).Tile, Is.Not.EqualTo(Tile.Empty));
Assert.That(ent1.HasComponent<PhysicsComponent>(), Is.False);
Assert.That(entMan.GetEntity(grid.GridEntityId).HasComponent<PhysicsComponent>(), Is.False);
}
/// <summary>
/// Local position of an anchored entity cannot be changed (can still change world position via parent).
/// Writing to the property is a no-op and is silently ignored.
/// Because the position cannot be changed, MoveEvents are not raised when setting the property.
/// </summary>
[Test]
public void Anchored_SetPosition_Nop()
{
var sim = SimulationFactory();
var entMan = sim.Resolve<IEntityManager>();
var mapMan = sim.Resolve<IMapManager>();
// coordinates are already tile centered to prevent snapping and MoveEvent
var coordinates = new MapCoordinates(new Vector2(7.5f, 7.5f), TestMapId);
// can only be anchored to a tile
var grid = mapMan.GetGrid(TestGridId);
grid.SetTile(grid.TileIndicesFor(coordinates), new Tile(1));
var subscriber = new Subscriber();
int calledCount = 0;
var ent1 = entMan.SpawnEntity(null, coordinates); // this raises MoveEvent, subscribe after
ent1.Transform.Anchored = true; // Anchoring will change parent if needed, raising MoveEvent, subscribe after
entMan.EventBus.SubscribeEvent<MoveEvent>(EventSource.Local, subscriber, MoveEventHandler);
// Act
ent1.Transform.WorldPosition = new Vector2(99, 99);
ent1.Transform.LocalPosition = new Vector2(99, 99);
ent1.Transform.Coordinates = new EntityCoordinates(grid.GridEntityId, 99, 99); // make sure not to change parent, that would un-anchor
Assert.That(ent1.Transform.MapPosition, Is.EqualTo(coordinates));
Assert.That(calledCount, Is.EqualTo(0));
void MoveEventHandler(MoveEvent ev)
{
Assert.Fail("MoveEvent raised when entity is anchored.");
calledCount++;
}
}
/// <summary>
/// Local rotation of an anchored entity cannot be changed (can still rotate/orbit in word via parent).
/// Writing to the property is a no-op and is silently ignored.
/// Because the position cannot be changed, RotateEvents are not raised when setting the property.
/// </summary>
[Test]
public void Anchored_SetRotation_Nop()
{
var sim = SimulationFactory();
var entMan = sim.Resolve<IEntityManager>();
var mapMan = sim.Resolve<IMapManager>();
var coordinates = new MapCoordinates(new Vector2(7, 7), TestMapId);
// can only be anchored to a tile
var grid = mapMan.GetGrid(TestGridId);
grid.SetTile(grid.TileIndicesFor(coordinates), new Tile(1));
var subscriber = new Subscriber();
int calledCount = 0;
var ent1 = entMan.SpawnEntity(null, coordinates);
ent1.Transform.NoLocalRotation = false;
var testAngle = Angle.FromDegrees(90);
ent1.Transform.LocalRotation = testAngle;
entMan.EventBus.SubscribeEvent<RotateEvent>(EventSource.Local, subscriber, MoveEventHandler);
ent1.Transform.Anchored = true;
// Act
ent1.Transform.WorldRotation = Angle.FromDegrees(180);
ent1.Transform.LocalRotation = Angle.FromDegrees(180);
Assert.That(ent1.Transform.LocalRotation, Is.EqualTo(testAngle));
Assert.That(calledCount, Is.EqualTo(0));
void MoveEventHandler(RotateEvent ev)
{
Assert.Fail("RotateEvent raised when entity is anchored.");
calledCount++;
}
}
/// <summary>
/// Changing the parent of the entity un-anchors it.
/// </summary>
[Test]
public void Anchored_ChangeParent_Unanchors()
{
var sim = SimulationFactory();
var entMan = sim.Resolve<IEntityManager>();
var mapMan = sim.Resolve<IMapManager>();
var coordinates = new MapCoordinates(new Vector2(7, 7), TestMapId);
var grid = mapMan.GetGrid(TestGridId);
var ent1 = entMan.SpawnEntity(null, coordinates);
var tileIndices = grid.TileIndicesFor(ent1.Transform.Coordinates);
grid.SetTile(tileIndices, new Tile(1));
ent1.Transform.Anchored = true;
// Act
ent1.Transform.ParentUid = mapMan.GetMapEntityId(TestMapId);
Assert.That(ent1.Transform.Anchored, Is.False);
Assert.That(grid.GetAnchoredEntities(tileIndices).Count(), Is.EqualTo(0));
Assert.That(grid.GetTileRef(tileIndices).Tile, Is.EqualTo(new Tile(1)));
}
/// <summary>
/// Setting the parent of an anchored entity to the same parent is a no-op (it will not be un-anchored).
/// This is an specific case to the base functionality of TransformComponent, where in general setting the same
/// parent is a no-op.
/// </summary>
[Test]
public void Anchored_SetParentSame_Nop()
{
var sim = SimulationFactory();
var entMan = sim.Resolve<IEntityManager>();
var mapMan = sim.Resolve<IMapManager>();
var grid = mapMan.GetGrid(TestGridId);
var ent1 = entMan.SpawnEntity(null, new MapCoordinates(new Vector2(7, 7), TestMapId));
var tileIndices = grid.TileIndicesFor(ent1.Transform.Coordinates);
grid.SetTile(tileIndices, new Tile(1));
ent1.Transform.Anchored = true;
// Act
ent1.Transform.ParentUid = grid.GridEntityId;
Assert.That(grid.GetAnchoredEntities(tileIndices).First(), Is.EqualTo(ent1.Uid));
Assert.That(grid.GetTileRef(tileIndices).Tile, Is.Not.EqualTo(Tile.Empty));
}
/// <summary>
/// If a tile is changed to a space tile, all entities anchored to that tile are unanchored.
/// </summary>
[Test]
public void Anchored_TileToSpace_Unanchors()
{
var sim = SimulationFactory();
var entMan = sim.Resolve<IEntityManager>();
var mapMan = sim.Resolve<IMapManager>();
var grid = mapMan.GetGrid(TestGridId);
var ent1 = entMan.SpawnEntity(null, new MapCoordinates(new Vector2(7, 7), TestMapId));
var tileIndices = grid.TileIndicesFor(ent1.Transform.Coordinates);
grid.SetTile(tileIndices, new Tile(1));
ent1.Transform.Anchored = true;
// Act
grid.SetTile(tileIndices, Tile.Empty);
Assert.That(ent1.Transform.Anchored, Is.False);
Assert.That(grid.GetAnchoredEntities(tileIndices).Count(), Is.EqualTo(0));
Assert.That(grid.GetTileRef(tileIndices).Tile, Is.EqualTo(Tile.Empty));
}
/// <summary>
/// Adding an anchored entity to a container un-anchors an entity. There should be no way to have an anchored entity
/// inside a container.
/// </summary>
/// <remarks>
/// The only way you can do this without changing the parent is to make the parent grid a ContainerManager, then add the anchored entity to it.
/// </remarks>
[Test]
public void Anchored_AddToContainer_Unanchors()
{
var sim = SimulationFactory();
var entMan = sim.Resolve<IEntityManager>();
var mapMan = sim.Resolve<IMapManager>();
var grid = mapMan.GetGrid(TestGridId);
var ent1 = entMan.SpawnEntity(null, new MapCoordinates(new Vector2(7, 7), TestMapId));
var tileIndices = grid.TileIndicesFor(ent1.Transform.Coordinates);
grid.SetTile(tileIndices, new Tile(1));
ent1.Transform.Anchored = true;
// Act
var gridEnt = entMan.GetEntity(grid.GridEntityId); // we purposefully use the grid as container so parent stays the same, reparent will unanchor
var containerMan = gridEnt.AddComponent<ContainerManagerComponent>();
var container = containerMan.MakeContainer<Container>("TestContainer");
container.Insert(ent1);
Assert.That(ent1.Transform.Anchored, Is.False);
Assert.That(grid.GetAnchoredEntities(tileIndices).Count(), Is.EqualTo(0));
Assert.That(grid.GetTileRef(tileIndices).Tile, Is.EqualTo(new Tile(1)));
Assert.That(container.ContainedEntities.Count, Is.EqualTo(1));
}
/// <summary>
/// Adding a physics component should poll ITransformComponent.Anchored for the correct body type.
/// </summary>
[Test]
public void Anchored_AddPhysComp_IsStaticBody()
{
var sim = SimulationFactory();
var entMan = sim.Resolve<IEntityManager>();
var mapMan = sim.Resolve<IMapManager>();
var grid = mapMan.GetGrid(TestGridId);
var ent1 = entMan.SpawnEntity(null, new MapCoordinates(new Vector2(7, 7), TestMapId));
var tileIndices = grid.TileIndicesFor(ent1.Transform.Coordinates);
grid.SetTile(tileIndices, new Tile(1));
ent1.Transform.Anchored = true;
// Act
// assumed default body is Dynamic
var physComp = ent1.AddComponent<PhysicsComponent>();
Assert.That(physComp.BodyType, Is.EqualTo(BodyType.Static));
}
/// <summary>
/// When an entity is anchored, it's physics body type is set to <see cref="BodyType.Static"/>.
/// </summary>
[Test]
public void OnAnchored_HasPhysicsComp_IsStaticBody()
{
var sim = SimulationFactory();
var entMan = sim.Resolve<IEntityManager>();
var mapMan = sim.Resolve<IMapManager>();
var coordinates = new MapCoordinates(new Vector2(7, 7), TestMapId);
// can only be anchored to a tile
var grid = mapMan.GetGrid(TestGridId);
grid.SetTile(grid.TileIndicesFor(coordinates), new Tile(1));
var ent1 = entMan.SpawnEntity(null, coordinates);
var physComp = ent1.AddComponent<PhysicsComponent>();
physComp.BodyType = BodyType.Dynamic;
// Act
ent1.Transform.Anchored = true;
Assert.That(physComp.BodyType, Is.EqualTo(BodyType.Static));
}
/// <summary>
/// When an entity is unanchored, it's physics body type is set to <see cref="BodyType.Dynamic"/>.
/// </summary>
[Test]
public void OnUnanchored_HasPhysicsComp_IsDynamicBody()
{
var sim = SimulationFactory();
var entMan = sim.Resolve<IEntityManager>();
var mapMan = sim.Resolve<IMapManager>();
var grid = mapMan.GetGrid(TestGridId);
var ent1 = entMan.SpawnEntity(null, new MapCoordinates(new Vector2(7, 7), TestMapId));
var tileIndices = grid.TileIndicesFor(ent1.Transform.Coordinates);
grid.SetTile(tileIndices, new Tile(1));
var physComp = ent1.AddComponent<PhysicsComponent>();
ent1.Transform.Anchored = true;
// Act
ent1.Transform.Anchored = false;
Assert.That(physComp.BodyType, Is.EqualTo(BodyType.Dynamic));
}
/// <summary>
/// If an entity with an anchored prototype is spawned in an invalid location, the entity is unanchored.
/// </summary>
[Test]
public void SpawnAnchored_EmptyTile_Unanchors()
{
var sim = SimulationFactory();
var entMan = sim.Resolve<IEntityManager>();
var mapMan = sim.Resolve<IMapManager>();
var grid = mapMan.GetGrid(TestGridId);
// Act
var ent1 = entMan.SpawnEntity("anchoredEnt", new MapCoordinates(new Vector2(7, 7), TestMapId));
var tileIndices = grid.TileIndicesFor(ent1.Transform.Coordinates);
Assert.That(grid.GetAnchoredEntities(tileIndices).Count(), Is.EqualTo(0));
Assert.That(grid.GetTileRef(tileIndices).Tile, Is.EqualTo(Tile.Empty));
Assert.That(ent1.Transform.Anchored, Is.False);
}
/// <summary>
/// If an entity is inside a container, setting Anchored silently fails.
/// </summary>
[Test]
public void OnAnchored_InContainer_Nop()
{
var sim = SimulationFactory();
var entMan = sim.Resolve<IEntityManager>();
var mapMan = sim.Resolve<IMapManager>();
var grid = mapMan.GetGrid(TestGridId);
var ent1 = entMan.SpawnEntity(null, new MapCoordinates(new Vector2(7, 7), TestMapId));
var tileIndices = grid.TileIndicesFor(ent1.Transform.Coordinates);
grid.SetTile(tileIndices, new Tile(1));
var gridEnt = entMan.GetEntity(grid.GridEntityId);
var containerMan = gridEnt.AddComponent<ContainerManagerComponent>();
var container = containerMan.MakeContainer<Container>("TestContainer");
container.Insert(ent1);
// Act
ent1.Transform.Anchored = true;
Assert.That(ent1.Transform.Anchored, Is.False);
Assert.That(grid.GetAnchoredEntities(tileIndices).Count(), Is.EqualTo(0));
Assert.That(grid.GetTileRef(tileIndices).Tile, Is.EqualTo(new Tile(1)));
Assert.That(container.ContainedEntities.Count, Is.EqualTo(1));
}
/// <summary>
/// Unanchoring an unanchored entity is a no-op.
/// </summary>
[Test]
public void Unanchored_Unanchor_Nop()
{
var sim = SimulationFactory();
var entMan = sim.Resolve<IEntityManager>();
var mapMan = sim.Resolve<IMapManager>();
var coordinates = new MapCoordinates(new Vector2(7, 7), TestMapId);
// can only be anchored to a tile
var grid = mapMan.GetGrid(TestGridId);
grid.SetTile(grid.TileIndicesFor(coordinates), new Tile(1));
var subscriber = new Subscriber();
int calledCount = 0;
var ent1 = entMan.SpawnEntity(null, coordinates); // this raises MoveEvent, subscribe after
entMan.EventBus.SubscribeEvent<EntParentChangedMessage>(EventSource.Local, subscriber, ParentChangedHandler);
// Act
ent1.Transform.Anchored = false;
Assert.That(ent1.Transform.ParentUid, Is.EqualTo(mapMan.GetMapEntityId(TestMapId)));
Assert.That(calledCount, Is.EqualTo(0));
void ParentChangedHandler(EntParentChangedMessage ev)
{
Assert.That(ev.Entity, Is.EqualTo(ent1));
calledCount++;
}
}
/// <summary>
/// Unanchoring an entity should leave it parented to the grid it was anchored to.
/// </summary>
[Test]
public void Anchored_Unanchored_ParentUnchanged()
{
var sim = SimulationFactory();
var entMan = sim.Resolve<IEntityManager>();
var mapMan = sim.Resolve<IMapManager>();
var coordinates = new MapCoordinates(new Vector2(7, 7), TestMapId);
// can only be anchored to a tile
var grid = mapMan.GetGrid(TestGridId);
grid.SetTile(grid.TileIndicesFor(coordinates), new Tile(1));
var ent1 = entMan.SpawnEntity("anchoredEnt", grid.MapToGrid(coordinates));
ent1.Transform.Anchored = false;
Assert.That(ent1.Transform.ParentUid, Is.EqualTo(grid.GridEntityId));
}
}
}