Add test for airlocks opening/closing and blocking entities (#1842)

* Add test for airlocks opening/closing and blocking entities

* Nullable fix classic
This commit is contained in:
DrSmugleaf
2020-08-22 12:30:30 +02:00
committed by GitHub
parent 4fa4e42462
commit efbd01d0bf
6 changed files with 230 additions and 10 deletions

View File

@@ -0,0 +1,143 @@
using System.IO;
using System.Threading.Tasks;
using Content.Server.GameObjects.Components.Doors;
using Content.Shared.Physics;
using NUnit.Framework;
using Robust.Server.Console.Commands;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Prototypes;
using static Content.Server.GameObjects.Components.Doors.ServerDoorComponent;
namespace Content.IntegrationTests.Tests.Doors
{
[TestFixture]
[TestOf(typeof(AirlockComponent))]
public class AirlockTest : ContentIntegrationTest
{
[Test]
public async Task OpenCloseDestroyTest()
{
var server = StartServerDummyTicker();
await server.WaitIdleAsync();
var mapManager = server.ResolveDependency<IMapManager>();
var entityManager = server.ResolveDependency<IEntityManager>();
IEntity airlock = null;
AirlockComponent airlockComponent = null;
server.Assert(() =>
{
mapManager.CreateNewMapEntity(MapId.Nullspace);
airlock = entityManager.SpawnEntity("Airlock", MapCoordinates.Nullspace);
Assert.True(airlock.TryGetComponent(out airlockComponent));
Assert.That(airlockComponent.State, Is.EqualTo(DoorState.Closed));
});
await server.WaitIdleAsync();
server.Assert(() =>
{
airlockComponent.Open();
Assert.That(airlockComponent.State, Is.EqualTo(DoorState.Opening));
});
await server.WaitIdleAsync();
await WaitUntil(server, _ => airlockComponent.State == DoorState.Open);
Assert.That(airlockComponent.State, Is.EqualTo(DoorState.Open));
server.Assert(() =>
{
airlockComponent.Close();
Assert.That(airlockComponent.State, Is.EqualTo(DoorState.Closing));
});
await WaitUntil(server, _ => airlockComponent.State == DoorState.Closed);
Assert.That(airlockComponent.State, Is.EqualTo(DoorState.Closed));
server.Assert(() =>
{
Assert.DoesNotThrow(() =>
{
airlock.Delete();
});
});
server.RunTicks(5);
await server.WaitIdleAsync();
}
[Test]
public async Task AirlockBlockTest()
{
var server = StartServer();
await server.WaitIdleAsync();
var mapManager = server.ResolveDependency<IMapManager>();
var entityManager = server.ResolveDependency<IEntityManager>();
IEntity human = null;
IEntity airlock = null;
TestController controller = null;
AirlockComponent airlockComponent = null;
var humanStartingX = -1;
server.Assert(() =>
{
var mapId = new MapId(1);
mapManager.CreateNewMapEntity(mapId);
var humanCoordinates = new MapCoordinates((humanStartingX, 0), mapId);
human = entityManager.SpawnEntity("HumanMob_Content", humanCoordinates);
airlock = entityManager.SpawnEntity("Airlock", new MapCoordinates((0, 0), mapId));
Assert.True(human.TryGetComponent(out ICollidableComponent collidable));
controller = collidable.EnsureController<TestController>();
Assert.True(airlock.TryGetComponent(out airlockComponent));
Assert.That(airlockComponent.State, Is.EqualTo(DoorState.Closed));
});
await server.WaitIdleAsync();
// Push the human towards the airlock
controller.LinearVelocity = (0.5f, 0);
for (var i = 0; i < 240; i += 10)
{
// Keep the airlock awake so they collide
airlock.GetComponent<ICollidableComponent>().WakeBody();
// Ensure that it is still closed
Assert.That(airlockComponent.State, Is.EqualTo(DoorState.Closed));
await server.WaitRunTicks(10);
await server.WaitIdleAsync();
}
// Sanity check
Assert.That(human.Transform.MapPosition.X, Is.GreaterThan(humanStartingX));
// Blocked by the airlock
Assert.That(human.Transform.MapPosition.X, Is.Negative.Or.Zero);
}
private class TestController : VirtualController { }
}
}