Sprite fixes (#2213)

Test still needs more checks that filepaths are valid but I think I got most of the current issues.

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
This commit is contained in:
metalgearsloth
2020-10-10 23:44:30 +11:00
committed by GitHub
parent aba9b0e3f9
commit 73c730d06c
12 changed files with 140 additions and 44 deletions

View File

@@ -0,0 +1,62 @@
#nullable enable
using System.Threading.Tasks;
using NUnit.Framework;
using Robust.Client.Interfaces.GameObjects.Components;
using Robust.Client.Interfaces.ResourceManagement;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.Prototypes;
namespace Content.IntegrationTests.Tests.AI
{
[TestFixture]
public sealed class SpriteTest : ContentIntegrationTest
{
/// <summary>
/// Test RSIs and textures are valid
/// </summary>
[Test]
public async Task TestSpritePaths()
{
var (client, server) = await StartConnectedServerClientPair();
await client.WaitIdleAsync();
await server.WaitIdleAsync();
var resc = client.ResolveDependency<IResourceCache>();
var entityManager = client.ResolveDependency<IEntityManager>();
var mapManager = client.ResolveDependency<IMapManager>();
var prototypeManager = client.ResolveDependency<IPrototypeManager>();
await client.WaitIdleAsync();
client.Assert(() =>
{
var mapId = mapManager.CreateMap();
string filePath;
var map = mapManager.GetMapEntity(mapId);
foreach (var proto in prototypeManager.EnumeratePrototypes<EntityPrototype>())
{
if (proto.Abstract || !proto.Components.ContainsKey("Sprite"))
continue;
var entity = entityManager.SpawnEntity(proto.ID, map.Transform.MapPosition);
var spriteComponent = entity.GetComponent<ISpriteComponent>();
foreach (var layer in spriteComponent.AllLayers)
{
if (layer.RsiState != null && layer.Rsi != null)
{
filePath = layer.Rsi.Path + "/" + layer.RsiState + ".png";
Assert.That(resc.ContentFileExists(filePath), $"Unable to find {filePath}");
}
}
}
});
await client.WaitIdleAsync();
}
}
}