Add test for anchored prototypes (#30526)
Nothing fails at least but at some point will let us remove some hacky engine code.
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using Robust.Shared.GameObjects;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Prototypes;
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namespace Content.IntegrationTests.Tests.Physics;
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[TestFixture]
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public sealed class AnchorPrototypeTest
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{
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/// <summary>
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/// Asserts that entityprototypes marked as anchored are also static physics bodies.
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/// </summary>
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[Test]
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public async Task TestStaticAnchorPrototypes()
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{
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await using var pair = await PoolManager.GetServerClient();
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var protoManager = pair.Server.ResolveDependency<IPrototypeManager>();
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await pair.Server.WaitAssertion(() =>
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{
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foreach (var ent in protoManager.EnumeratePrototypes<EntityPrototype>())
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{
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if (!ent.Components.TryGetComponent("Transform", out var xformComp) ||
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!ent.Components.TryGetComponent("Physics", out var physicsComp))
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{
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continue;
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}
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var xform = (TransformComponent)xformComp;
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var physics = (PhysicsComponent)physicsComp;
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if (!xform.Anchored)
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continue;
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Assert.That(physics.BodyType, Is.EqualTo(BodyType.Static), $"Found entity prototype {ent} marked as anchored but not static for physics.");
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}
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});
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await pair.CleanReturnAsync();
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}
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}
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