Cleanup integration tests prototype usage, naming and unused variables (#3114)

* Fix naming of prototypes variable in tests

* Remove unused variables in tests

* Remove unused variables in tests

* Replace content entities with test entities

* Fix airlock and lung test
This commit is contained in:
DrSmugleaf
2021-02-09 22:04:47 +01:00
committed by GitHub
parent 327257b8a4
commit 294b7c4d7f
22 changed files with 135 additions and 115 deletions

View File

@@ -17,7 +17,7 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.Movement
[TestOf(typeof(ClimbingComponent))]
public class ClimbUnitTest : ContentIntegrationTest
{
private const string PROTOTYPES = @"
private const string Prototypes = @"
- type: entity
name: HumanDummy
id: HumanDummy
@@ -35,12 +35,11 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.Movement
[Test]
public async Task Test()
{
var options = new ServerIntegrationOptions{ExtraPrototypes = PROTOTYPES};
var options = new ServerIntegrationOptions{ExtraPrototypes = Prototypes};
var server = StartServerDummyTicker(options);
IEntity human;
IEntity table;
ClimbableComponent climbable;
ClimbingComponent climbing;
server.Assert(() =>
@@ -56,20 +55,20 @@ namespace Content.IntegrationTests.Tests.GameObjects.Components.Movement
// Test for climb components existing
// Players and tables should have these in their prototypes.
Assert.That(human.TryGetComponent(out climbing!), "Human has no climbing", Is.True);
Assert.That(table.TryGetComponent(out climbable!), "Table has no climbable", Is.True);
Assert.That(human.TryGetComponent(out climbing!), "Human has no climbing");
Assert.That(table.TryGetComponent(out ClimbableComponent _), "Table has no climbable");
// Now let's make the player enter a climbing transitioning state.
climbing.IsClimbing = true;
climbing.TryMoveTo(human.Transform.WorldPosition, table.Transform.WorldPosition);
var body = human.GetComponent<IPhysicsComponent>();
Assert.That(body.HasController<ClimbController>(), "Player has no ClimbController", Is.True);
Assert.That(body.HasController<ClimbController>(), "Player has no ClimbController");
// Force the player out of climb state. It should immediately remove the ClimbController.
climbing.IsClimbing = false;
Assert.That(!body.HasController<ClimbController>(), "Player wrongly has a ClimbController", Is.True);
Assert.That(!body.HasController<ClimbController>(), "Player wrongly has a ClimbController");
});