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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.
123 lines
5.3 KiB
C#
123 lines
5.3 KiB
C#
using System.Numerics;
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using NUnit.Framework;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Timing;
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using Robust.UnitTesting.Server;
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namespace Robust.UnitTesting.Client.GameObjects.Components
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{
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[TestFixture]
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[TestOf(typeof(TransformComponent))]
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public sealed class TransformComponentTests
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{
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private static (ISimulation, EntityUid gridA, EntityUid gridB) 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 mapId = sim.Resolve<IEntityManager>().System<SharedMapSystem>().CreateMap();
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var mapManager = sim.Resolve<IMapManager>();
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// Adds two grids to use in tests.
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var gridA = mapManager.CreateGridEntity(mapId);
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var gridB = mapManager.CreateGridEntity(mapId);
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return (sim, gridA, gridB);
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}
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/// <summary>
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/// Make sure that component state locations are RELATIVE.
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/// </summary>
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[Test]
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public void ComponentStatePositionTest()
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{
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var (sim, gridIdA, gridIdB) = SimulationFactory();
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var entMan = sim.Resolve<IEntityManager>();
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var xformSystem = entMan.System<SharedTransformSystem>();
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var gridSystem = entMan.System<SharedGridTraversalSystem>();
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gridSystem.Enabled = false;
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// Arrange
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var initialPos = new EntityCoordinates(gridIdA, new Vector2(0, 0));
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var parent = entMan.SpawnEntity(null, initialPos);
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var child = entMan.SpawnEntity(null, initialPos);
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var parentTrans = entMan.GetComponent<TransformComponent>(parent);
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var childTrans = entMan.GetComponent<TransformComponent>(child);
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ComponentHandleState handleState;
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var compState = new TransformComponentState(new Vector2(5, 5), new Angle(0), entMan.GetNetEntity(gridIdB), false, false);
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handleState = new ComponentHandleState(compState, null);
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xformSystem.OnHandleState(parent, parentTrans, ref handleState);
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compState = new TransformComponentState(new Vector2(6, 6), new Angle(0), entMan.GetNetEntity(gridIdB), false, false);
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handleState = new ComponentHandleState(compState, null);
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xformSystem.OnHandleState(child, childTrans, ref handleState);
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// World pos should be 6, 6 now.
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// Act
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var oldWpos = xformSystem.GetWorldPosition(childTrans);
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compState = new TransformComponentState(new Vector2(1, 1), new Angle(0), entMan.GetNetEntity(parent), false, false);
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handleState = new ComponentHandleState(compState, null);
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xformSystem.OnHandleState(child, childTrans, ref handleState);
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var newWpos = xformSystem.GetWorldPosition(childTrans);
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gridSystem.Enabled = true;
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// Assert
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Assert.That(newWpos, Is.EqualTo(oldWpos));
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}
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/// <summary>
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/// Tests that world rotation is built properly
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/// </summary>
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[Test]
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public void WorldRotationTest()
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{
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var (sim, gridIdA, gridIdB) = SimulationFactory();
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var entMan = sim.Resolve<IEntityManager>();
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var xformSystem = entMan.System<SharedTransformSystem>();
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var metaSystem = entMan.System<MetaDataSystem>();
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var gridSystem = entMan.System<SharedGridTraversalSystem>();
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gridSystem.Enabled = false;
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// Arrange
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var initalPos = new EntityCoordinates(gridIdA, new Vector2(0, 0));
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var node1 = entMan.SpawnEntity(null, initalPos);
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var node2 = entMan.SpawnEntity(null, initalPos);
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var node3 = entMan.SpawnEntity(null, initalPos);
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metaSystem.SetEntityName(node1, "node1_dummy");
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metaSystem.SetEntityName(node2, "node2_dummy");
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metaSystem.SetEntityName(node3, "node3_dummy");
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var node1Trans = entMan.GetComponent<TransformComponent>(node1);
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var node2Trans = entMan.GetComponent<TransformComponent>(node2);
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var node3Trans = entMan.GetComponent<TransformComponent>(node3);
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var compState = new TransformComponentState(new Vector2(6, 6), Angle.FromDegrees(135), entMan.GetNetEntity(gridIdB), false, false);
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var handleState = new ComponentHandleState(compState, null);
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xformSystem.OnHandleState(node1, node1Trans, ref handleState);
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compState = new TransformComponentState(new Vector2(1, 1), Angle.FromDegrees(45), entMan.GetNetEntity(node1), false, false);
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handleState = new ComponentHandleState(compState, null);
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xformSystem.OnHandleState(node2, node2Trans, ref handleState);
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compState = new TransformComponentState(new Vector2(0, 0), Angle.FromDegrees(45), entMan.GetNetEntity(node2), false, false);
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handleState = new ComponentHandleState(compState, null);
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xformSystem.OnHandleState(node3, node3Trans, ref handleState);
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// Act
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var result = xformSystem.GetWorldRotation(node3Trans);
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gridSystem.Enabled = true;
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// Assert (135 + 45 + 45 = 225)
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Assert.That(result, new ApproxEqualityConstraint(Angle.FromDegrees(225)));
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}
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}
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}
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