Add puddle spill tests (#1990)

* Add puddle spill tests

* Merge fixes
This commit is contained in:
DrSmugleaf
2020-09-02 01:31:47 +02:00
committed by GitHub
parent de9dfefd61
commit dbbe3088f8
2 changed files with 102 additions and 1 deletions

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@@ -0,0 +1,102 @@
using System.Threading.Tasks;
using Content.Server.GameObjects.Components.Fluids;
using Content.Shared.Chemistry;
using NUnit.Framework;
using Robust.Server.Interfaces.Timing;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.Map;
namespace Content.IntegrationTests.Tests.Fluids
{
[TestFixture]
[TestOf(typeof(PuddleComponent))]
public class PuddleTest : ContentIntegrationTest
{
[Test]
public async Task TilePuddleTest()
{
var server = StartServerDummyTicker();
await server.WaitIdleAsync();
var mapManager = server.ResolveDependency<IMapManager>();
var pauseManager = server.ResolveDependency<IPauseManager>();
var tileDefinitionManager = server.ResolveDependency<ITileDefinitionManager>();
GridCoordinates coordinates = default;
// Build up test environment
server.Post(() =>
{
// Create a one tile grid to spill onto
var mapId = mapManager.CreateMap();
pauseManager.AddUninitializedMap(mapId);
var gridId = new GridId(1);
if (!mapManager.TryGetGrid(gridId, out var grid))
{
grid = mapManager.CreateGrid(mapId, gridId);
}
var tileDefinition = tileDefinitionManager["underplating"];
var tile = new Tile(tileDefinition.TileId);
coordinates = new GridCoordinates(0, 0, gridId);
grid.SetTile(coordinates, tile);
pauseManager.DoMapInitialize(mapId);
});
await server.WaitIdleAsync();
server.Assert(() =>
{
var solution = new Solution("water", ReagentUnit.New(20));
var puddle = solution.SpillAt(coordinates, "PuddleSmear");
Assert.NotNull(puddle);
});
await server.WaitIdleAsync();
}
[Test]
public async Task SpaceNoPuddleTest()
{
var server = StartServerDummyTicker();
await server.WaitIdleAsync();
var mapManager = server.ResolveDependency<IMapManager>();
var pauseManager = server.ResolveDependency<IPauseManager>();
// Build up test environment
server.Post(() =>
{
var mapId = mapManager.CreateMap();
pauseManager.AddUninitializedMap(mapId);
var gridId = new GridId(1);
if (!mapManager.GridExists(gridId))
{
mapManager.CreateGrid(mapId, gridId);
}
});
await server.WaitIdleAsync();
server.Assert(() =>
{
var gridId = new GridId(1);
var coordinates = new GridCoordinates(0, 0, gridId);
var solution = new Solution("water", ReagentUnit.New(20));
var puddle = solution.SpillAt(coordinates, "PuddleSmear");
Assert.Null(puddle);
});
await server.WaitIdleAsync();
}
}
}

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@@ -43,7 +43,6 @@ namespace Content.Server.GameObjects.Components.Fluids
// Small puddles will evaporate after a set delay
// TODO: 'leaves fluidtracks', probably in a separate component for stuff like gibb chunks?;
// TODO: Add stuff like slipping -> probably in a separate component (for stuff like bananas)
// based on behaviour (e.g. someone being punched vs slashed with a sword would have different blood sprite)
// to check for low volumes for evaporation or whatever