Files
tbd-station-14/Content.IntegrationTests/Tests/GameObjects/Components/Movement/ClimbUnitTest.cs
Javier Guardia Fernández 1508efff54 Add test pooling (#4961)
* Add test pooling

* WIP test pooling changes

* Fix Destructible tests

* Don't pool unpooled or dummy ticker instances

* Change ServerPathfindingDebugSystem to replace existing entries

* Fix SaveLoadSaveTest comment

* Don't pool StartTest

* Comment out global setup

* Fix puddle tests

* Move SolarPanelComponent initialize to PowerSolarSystem OnMapInit

* Update RobustToolbox

* Finish fixing tests, make test threads background threads

* Bring back pooling

* Fix nullable

* Update RobustToolbox

* Set cvars on server return

* Un-pool tests with custom cvars

* Update RobustToolbox

* Update RobustToolbox

* Change where the main tile coordinates are

* Remove DisposalUnitTest grid check

* Fix test pooling being a fickle bitch

* Fix EntitySystemExtensionsTest

* Update RobustToolbox

* Update RobustToolbox

* Make nullable pool settings true

* Update RobustToolbox

* Wait other way around

* We are unitystation now

* Update RobustToolbox

* Create global setup

* Pool some more tests

* Fix not properly disconnecting clients before restarting the round

* Give more info on ran tests

* Standardize default test cvars

* Update RobustToolbox

* Update RobustToolbox

* Pool clients

* Fix test order issue

* Fix cvars in character creation test not being set properly

* Update RobustToolbox

* Update RobustToolbox

* Rider shut

* Update RobustToolbox

* Format tests ran better

* Update RobustToolbox

* Reset RobustToolbox

* Reset RobustToolbox harder

* Fix one instance of test order causing destructible tests to fail
2021-11-06 11:49:59 +01:00

75 lines
2.3 KiB
C#

#nullable enable
using System.Threading.Tasks;
using Content.Server.Climbing.Components;
using NUnit.Framework;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Physics;
namespace Content.IntegrationTests.Tests.GameObjects.Components.Movement
{
[TestFixture]
[TestOf(typeof(ClimbableComponent))]
[TestOf(typeof(ClimbingComponent))]
public class ClimbUnitTest : ContentIntegrationTest
{
private const string Prototypes = @"
- type: entity
name: HumanDummy
id: HumanDummy
components:
- type: Climbing
- type: Physics
- type: entity
name: TableDummy
id: TableDummy
components:
- type: Climbable
- type: Physics
";
[Test]
public async Task Test()
{
var options = new ServerIntegrationOptions{ExtraPrototypes = Prototypes};
var server = StartServer(options);
IEntity human;
IEntity table;
ClimbingComponent climbing;
server.Assert(() =>
{
var mapManager = IoCManager.Resolve<IMapManager>();
mapManager.CreateNewMapEntity(MapId.Nullspace);
var entityManager = IoCManager.Resolve<IEntityManager>();
// Spawn the entities
human = entityManager.SpawnEntity("HumanDummy", MapCoordinates.Nullspace);
table = entityManager.SpawnEntity("TableDummy", MapCoordinates.Nullspace);
// Test for climb components existing
// Players and tables should have these in their prototypes.
Assert.That(human.TryGetComponent(out climbing!), "Human has no climbing");
Assert.That(table.TryGetComponent(out ClimbableComponent _), "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);
var body = human.GetComponent<IPhysBody>();
// TODO: Check it's climbing
// Force the player out of climb state. It should immediately remove the ClimbController.
climbing.IsClimbing = false;
});
await server.WaitIdleAsync();
}
}
}