Add SpawnIfUnobstructed IEntityManager extension method (#3165)
* Add SpawnIfUnobstructed IEntityManager extension method * Clarify test comments * Use GetCollidingEntities * Enable nullable in test
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#nullable enable
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using System.Threading.Tasks;
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using Content.Shared.Physics;
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using Content.Shared.Utility;
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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.Utility
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{
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[TestFixture]
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[TestOf(typeof(EntitySystemExtensions))]
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public class EntitySystemExtensionsTest : ContentIntegrationTest
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{
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private const string BlockerDummyId = "BlockerDummy";
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private static readonly string Prototypes = $@"
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- type: entity
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id: {BlockerDummyId}
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name: {BlockerDummyId}
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components:
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- type: Physics
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shapes:
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- !type:PhysShapeAabb
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bounds: ""-0.49,-0.49,0.49,0.49""
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mask:
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- Impassable
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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 serverOptions = new ServerContentIntegrationOption {ExtraPrototypes = Prototypes};
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var server = StartServer(serverOptions);
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await server.WaitIdleAsync();
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var sMapManager = server.ResolveDependency<IMapManager>();
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var sEntityManager = server.ResolveDependency<IEntityManager>();
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await server.WaitAssertion(() =>
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{
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var grid = sMapManager.GetGrid(new GridId(1));
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var entityCoordinates = new EntityCoordinates(grid.GridEntityId, 0, 0);
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// Nothing blocking it, only entity is the grid
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Assert.NotNull(sEntityManager.SpawnIfUnobstructed(null, entityCoordinates, CollisionGroup.Impassable));
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Assert.True(sEntityManager.TrySpawnIfUnobstructed(null, entityCoordinates, CollisionGroup.Impassable, out var entity));
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Assert.NotNull(entity);
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var mapId = new MapId(1);
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var mapCoordinates = new MapCoordinates(0, 0, mapId);
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// Nothing blocking it, only entity is the grid
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Assert.NotNull(sEntityManager.SpawnIfUnobstructed(null, mapCoordinates, CollisionGroup.Impassable));
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Assert.True(sEntityManager.TrySpawnIfUnobstructed(null, mapCoordinates, CollisionGroup.Impassable, out entity));
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Assert.NotNull(entity);
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// Spawn a blocker with an Impassable mask
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sEntityManager.SpawnEntity(BlockerDummyId, entityCoordinates);
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// Cannot spawn something with an Impassable layer
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Assert.Null(sEntityManager.SpawnIfUnobstructed(null, entityCoordinates, CollisionGroup.Impassable));
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Assert.False(sEntityManager.TrySpawnIfUnobstructed(null, entityCoordinates, CollisionGroup.Impassable, out entity));
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Assert.Null(entity);
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Assert.Null(sEntityManager.SpawnIfUnobstructed(null, mapCoordinates, CollisionGroup.Impassable));
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Assert.False(sEntityManager.TrySpawnIfUnobstructed(null, mapCoordinates, CollisionGroup.Impassable, out entity));
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Assert.Null(entity);
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// Other layers are fine
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Assert.NotNull(sEntityManager.SpawnIfUnobstructed(null, entityCoordinates, CollisionGroup.MobImpassable));
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Assert.True(sEntityManager.TrySpawnIfUnobstructed(null, entityCoordinates, CollisionGroup.MobImpassable, out entity));
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Assert.NotNull(entity);
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Assert.NotNull(sEntityManager.SpawnIfUnobstructed(null, mapCoordinates, CollisionGroup.MobImpassable));
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Assert.True(sEntityManager.TrySpawnIfUnobstructed(null, mapCoordinates, CollisionGroup.MobImpassable, out entity));
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Assert.NotNull(entity);
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});
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}
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}
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}
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