102
Content.IntegrationTests/Tests/Fluids/PuddleTest.cs
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102
Content.IntegrationTests/Tests/Fluids/PuddleTest.cs
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Fluids;
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using Content.Shared.Chemistry;
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using NUnit.Framework;
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using Robust.Server.Interfaces.Timing;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.Map;
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namespace Content.IntegrationTests.Tests.Fluids
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{
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[TestFixture]
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[TestOf(typeof(PuddleComponent))]
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public class PuddleTest : ContentIntegrationTest
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{
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[Test]
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public async Task TilePuddleTest()
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{
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var server = StartServerDummyTicker();
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await server.WaitIdleAsync();
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var mapManager = server.ResolveDependency<IMapManager>();
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var pauseManager = server.ResolveDependency<IPauseManager>();
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var tileDefinitionManager = server.ResolveDependency<ITileDefinitionManager>();
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GridCoordinates coordinates = default;
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// Build up test environment
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server.Post(() =>
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{
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// Create a one tile grid to spill onto
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var mapId = mapManager.CreateMap();
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pauseManager.AddUninitializedMap(mapId);
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var gridId = new GridId(1);
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if (!mapManager.TryGetGrid(gridId, out var grid))
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{
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grid = mapManager.CreateGrid(mapId, gridId);
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}
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var tileDefinition = tileDefinitionManager["underplating"];
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var tile = new Tile(tileDefinition.TileId);
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coordinates = new GridCoordinates(0, 0, gridId);
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grid.SetTile(coordinates, tile);
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pauseManager.DoMapInitialize(mapId);
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});
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await server.WaitIdleAsync();
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server.Assert(() =>
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{
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var solution = new Solution("water", ReagentUnit.New(20));
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var puddle = solution.SpillAt(coordinates, "PuddleSmear");
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Assert.NotNull(puddle);
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});
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await server.WaitIdleAsync();
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}
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[Test]
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public async Task SpaceNoPuddleTest()
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{
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var server = StartServerDummyTicker();
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await server.WaitIdleAsync();
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var mapManager = server.ResolveDependency<IMapManager>();
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var pauseManager = server.ResolveDependency<IPauseManager>();
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// Build up test environment
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server.Post(() =>
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{
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var mapId = mapManager.CreateMap();
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pauseManager.AddUninitializedMap(mapId);
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var gridId = new GridId(1);
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if (!mapManager.GridExists(gridId))
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{
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mapManager.CreateGrid(mapId, gridId);
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}
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});
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await server.WaitIdleAsync();
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server.Assert(() =>
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{
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var gridId = new GridId(1);
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var coordinates = new GridCoordinates(0, 0, gridId);
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var solution = new Solution("water", ReagentUnit.New(20));
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var puddle = solution.SpillAt(coordinates, "PuddleSmear");
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Assert.Null(puddle);
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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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@@ -43,7 +43,6 @@ namespace Content.Server.GameObjects.Components.Fluids
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// Small puddles will evaporate after a set delay
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// Small puddles will evaporate after a set delay
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// TODO: 'leaves fluidtracks', probably in a separate component for stuff like gibb chunks?;
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// TODO: 'leaves fluidtracks', probably in a separate component for stuff like gibb chunks?;
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// TODO: Add stuff like slipping -> probably in a separate component (for stuff like bananas)
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// based on behaviour (e.g. someone being punched vs slashed with a sword would have different blood sprite)
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// based on behaviour (e.g. someone being punched vs slashed with a sword would have different blood sprite)
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// to check for low volumes for evaporation or whatever
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// to check for low volumes for evaporation or whatever
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Reference in New Issue
Block a user