Partial buckling refactor (#29031)

* partial buckling refactor

* git mv test

* change test namespace

* git mv test

* Update test namespace

* Add pulling test

* Network BuckleTime

* Add two more tests

* smelly
This commit is contained in:
Leon Friedrich
2024-06-20 03:14:18 +12:00
committed by GitHub
parent e33f0341ad
commit fa3c89a521
38 changed files with 1053 additions and 890 deletions

View File

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#nullable enable
using System.Numerics;
using Content.IntegrationTests.Tests.Interaction;
using Robust.Shared.GameObjects;
namespace Content.IntegrationTests.Tests.Movement;
/// <summary>
/// This is a variation of <see cref="InteractionTest"/> that sets up the player with a normal human entity and a simple
/// linear grid with gravity and an atmosphere. It is intended to make it easier to test interactions that involve
/// walking (e.g., slipping or climbing tables).
/// </summary>
public abstract class MovementTest : InteractionTest
{
protected override string PlayerPrototype => "MobHuman";
/// <summary>
/// Number of tiles to add either side of the player.
/// </summary>
protected virtual int Tiles => 3;
/// <summary>
/// If true, the tiles at the ends of the grid will have a wall placed on them to avoid players moving off grid.
/// </summary>
protected virtual bool AddWalls => true;
[SetUp]
public override async Task Setup()
{
await base.Setup();
var pCoords = SEntMan.GetCoordinates(PlayerCoords);
for (var i = -Tiles; i <= Tiles; i++)
{
await SetTile(Plating, SEntMan.GetNetCoordinates(pCoords.Offset(new Vector2(i, 0))), MapData.Grid.Comp);
}
AssertGridCount(1);
if (AddWalls)
{
await SpawnEntity("WallSolid", pCoords.Offset(new Vector2(-Tiles, 0)));
await SpawnEntity("WallSolid", pCoords.Offset(new Vector2(Tiles, 0)));
}
await AddGravity();
await AddAtmosphere();
}
/// <summary>
/// Get the relative horizontal between two entities. Defaults to using the target & player entity.
/// </summary>
protected float Delta(NetEntity? target = null, NetEntity? other = null)
{
target ??= Target;
if (target == null)
{
Assert.Fail("No target specified");
return 0;
}
var delta = Transform.GetWorldPosition(SEntMan.GetEntity(target.Value)) - Transform.GetWorldPosition(SEntMan.GetEntity(other ?? Player));
return delta.X;
}
}