Remove pathfinding graph node directions (#1223)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
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using System.Linq;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.EntitySystems.AI.Pathfinding;
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using NUnit.Framework;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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namespace Content.IntegrationTests.Tests.Pathfinding
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{
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[TestFixture]
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[TestOf(typeof(PathfindingChunk))]
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public class PathfindingChunkTest : ContentIntegrationTest
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{
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[Test]
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public async Task Test()
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{
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var server = StartServerDummyTicker();
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server.Assert(() =>
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{
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var pathfindingSystem = EntitySystem.Get<PathfindingSystem>();
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var mapMan = IoCManager.Resolve<IMapManager>();
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// Setup
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var mapId = mapMan.CreateMap(new MapId(1));
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var gridId = new GridId(2);
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mapMan.CreateGrid(mapId, gridId);
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var chunkTile = mapMan.GetGrid(gridId).GetTileRef(new MapIndices(0, 0));
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var chunk = pathfindingSystem.GetChunk(chunkTile);
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Assert.That(chunk.Nodes.Length == PathfindingChunk.ChunkSize * PathfindingChunk.ChunkSize);
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// Neighbors
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var chunkNeighbors = chunk.GetNeighbors().ToList();
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Assert.That(chunkNeighbors.Count == 0);
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var neighborChunkTile = mapMan.GetGrid(gridId).GetTileRef(new MapIndices(PathfindingChunk.ChunkSize, PathfindingChunk.ChunkSize));
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var neighborChunk = pathfindingSystem.GetChunk(neighborChunkTile);
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chunkNeighbors = chunk.GetNeighbors().ToList();
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Assert.That(chunkNeighbors.Count == 1);
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// Directions
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Assert.That(PathfindingHelpers.RelativeDirection(neighborChunk, chunk) == Direction.NorthEast);
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Assert.That(PathfindingHelpers.RelativeDirection(chunk.Nodes[0, 1], chunk.Nodes[0, 0]) == Direction.North);
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// Nodes
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var node = chunk.Nodes[1, 1];
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var nodeNeighbors = node.GetNeighbors().ToList();
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Assert.That(nodeNeighbors.Count == 8);
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// Bottom-left corner with no chunk neighbor
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node = chunk.Nodes[0, 0];
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nodeNeighbors = node.GetNeighbors().ToList();
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Assert.That(nodeNeighbors.Count == 3);
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// Given we have 1 NE neighbor then NE corner should have 4 neighbors due to the 1 extra from the neighbor chunk
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node = chunk.Nodes[PathfindingChunk.ChunkSize - 1, PathfindingChunk.ChunkSize - 1];
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nodeNeighbors = node.GetNeighbors().ToList();
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Assert.That(nodeNeighbors.Count == 4);
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});
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await server.WaitIdleAsync();
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}
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}
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}
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