Physics (#3452)
* Content side new physics structure * BroadPhase outline done * But we need to fix WorldAABB * Fix static pvs AABB * Fix import * Rando fixes * B is for balloon * Change human mob hitbox to circle * Decent movement * Start adding friction to player controller I think it's the best way to go about it to keep other objects somewhat consistent for physics. * This baby can fit so many physics bugs in it. * Slight mob mover optimisations. * Player mover kinda works okay. * Beginnings of testbed * More testbed * Circlestack bed * Namespaces * BB fixes * Pull WorldAABB * Joint pulling * Semi-decent movement I guess. * Pulling better * Bullet controller + old movement * im too dumb for this shit * Use kinematic mob controller again It's probably for the best TBH * Stashed shitcode * Remove SlipController * In which movement code is entirely refactored * Singularity fix * Fix ApplyLinearImpulse * MoveRelay fix * Fix door collisions * Disable subfloor collisions Saves on broadphase a fair bit * Re-implement ClimbController * Zumzum's pressure * Laggy item throwing * Minor atmos change * Some caching * Optimise controllers * Optimise CollideWith to hell and back * Re-do throwing and tile friction * Landing too * Optimise controllers * Move CCVars and other stuff swept is beautiful * Cleanup a bunch of controllers * Fix shooting and high pressure movement controller * Flashing improvements * Stuff and things * Combat collisions * Combat mode collisions * Pulling distance joint again * Cleanup physics interfaces * More like scuffedularity * Shit's fucked * Haha tests go green * Bigmoneycrab Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
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@@ -1,79 +0,0 @@
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Pulling;
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using Content.Shared.GameObjects.Components.Pulling;
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using Content.Shared.Physics.Pull;
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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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namespace Content.IntegrationTests.Tests.Pulling
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{
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[TestFixture]
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[TestOf(typeof(SharedPullableComponent))]
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[TestOf(typeof(SharedPullerComponent))]
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[TestOf(typeof(PullController))]
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public class PullTest : ContentIntegrationTest
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{
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private const string Prototypes = @"
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- type: entity
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name: PullTestPullerDummy
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id: PullTestPullerDummy
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components:
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- type: Puller
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- type: Physics
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- type: entity
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name: PullTestPullableDummy
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id: PullTestPullableDummy
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components:
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- type: Pullable
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- type: Physics
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";
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[Test]
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public async Task AnchoredNoPullTest()
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{
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var options = new ServerContentIntegrationOption {ExtraPrototypes = Prototypes};
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var server = StartServerDummyTicker(options);
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await server.WaitIdleAsync();
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var mapManager = server.ResolveDependency<IMapManager>();
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var entityManager = server.ResolveDependency<IEntityManager>();
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await server.WaitAssertion(() =>
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{
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mapManager.CreateNewMapEntity(MapId.Nullspace);
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var pullerEntity = entityManager.SpawnEntity("PullTestPullerDummy", MapCoordinates.Nullspace);
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var pullableEntity = entityManager.SpawnEntity("PullTestPullableDummy", MapCoordinates.Nullspace);
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var puller = pullerEntity.GetComponent<SharedPullerComponent>();
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var pullable = pullableEntity.GetComponent<PullableComponent>();
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var pullablePhysics = pullableEntity.GetComponent<PhysicsComponent>();
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pullablePhysics.Anchored = false;
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Assert.That(pullable.TryStartPull(puller.Owner));
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Assert.That(pullable.Puller, Is.EqualTo(puller.Owner));
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Assert.That(pullable.BeingPulled);
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Assert.That(puller.Pulling, Is.EqualTo(pullable.Owner));
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Assert.That(pullable.TryStopPull);
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Assert.That(pullable.Puller, Is.Null);
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Assert.That(pullable.BeingPulled, Is.False);
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Assert.That(puller.Pulling, Is.Null);
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pullablePhysics.Anchored = true;
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Assert.That(pullable.TryStartPull(puller.Owner), Is.False);
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Assert.That(pullable.Puller, Is.Null);
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Assert.That(pullable.BeingPulled, Is.False);
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Assert.That(puller.Pulling, Is.Null);
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});
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}
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}
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}
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