Climbing system (#1750)
* Initial commit * Climbing uses its own controller now * Missed a check * Get rid of hands check * Cleanup * Get rid of speciescomponent stuff * Remove unneeded check, add separate case for moving other players. * Add DoAfter * IClientDraggable added to ClimbingComponent * Added some basic integration tests. Renamed ClimbMode to Climbing. * oops * Minor fixes * ffff * Table fix * Revamped system so its more predicted, uses proper logic for de-climbing. Get hype!!! * Flag check fix * Distance check and reset numticksblocked * get rid
This commit is contained in:
@@ -0,0 +1,64 @@
|
||||
#nullable enable
|
||||
|
||||
using System.Threading.Tasks;
|
||||
using NUnit.Framework;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Interfaces.Map;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Map;
|
||||
using Content.Server.GameObjects.Components.Movement;
|
||||
using Content.Shared.Physics;
|
||||
using Robust.Shared.GameObjects.Components;
|
||||
|
||||
namespace Content.IntegrationTests.Tests.GameObjects.Components.Movement
|
||||
{
|
||||
[TestFixture]
|
||||
[TestOf(typeof(ClimbableComponent))]
|
||||
[TestOf(typeof(ClimbingComponent))]
|
||||
public class ClimbUnitTest : ContentIntegrationTest
|
||||
{
|
||||
[Test]
|
||||
public async Task Test()
|
||||
{
|
||||
var server = StartServerDummyTicker();
|
||||
|
||||
IEntity human;
|
||||
IEntity table;
|
||||
IEntity carpet;
|
||||
ClimbableComponent climbable;
|
||||
ClimbingComponent climbing;
|
||||
|
||||
server.Assert(() =>
|
||||
{
|
||||
var mapManager = IoCManager.Resolve<IMapManager>();
|
||||
mapManager.CreateNewMapEntity(MapId.Nullspace);
|
||||
|
||||
var entityManager = IoCManager.Resolve<IEntityManager>();
|
||||
|
||||
// Spawn the entities
|
||||
human = entityManager.SpawnEntity("HumanMob_Content", MapCoordinates.Nullspace);
|
||||
table = entityManager.SpawnEntity("Table", MapCoordinates.Nullspace);
|
||||
|
||||
// Test for climb components existing
|
||||
// Players and tables should have these in their prototypes.
|
||||
Assert.True(human.TryGetComponent(out climbing), "Human has no climbing");
|
||||
Assert.True(table.TryGetComponent(out climbable), "Table has no climbable");
|
||||
|
||||
// Now let's make the player enter a climbing transitioning state.
|
||||
climbing.IsClimbing = true;
|
||||
climbing.TryMoveTo(human.Transform.WorldPosition, table.Transform.WorldPosition);
|
||||
human.TryGetComponent(out ICollidableComponent body);
|
||||
|
||||
Assert.True(body.HasController<ClimbController>(), "Player has no ClimbController");
|
||||
|
||||
// Force the player out of climb state. It should immediately remove the ClimbController.
|
||||
climbing.IsClimbing = false;
|
||||
|
||||
Assert.True(!body.HasController<ClimbController>(), "Player wrongly has a ClimbController");
|
||||
|
||||
});
|
||||
|
||||
await server.WaitIdleAsync();
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user