* Content side new physics structure * BroadPhase outline done * But we need to fix WorldAABB * Fix static pvs AABB * Fix import * Rando fixes * B is for balloon * Change human mob hitbox to circle * Decent movement * Start adding friction to player controller I think it's the best way to go about it to keep other objects somewhat consistent for physics. * This baby can fit so many physics bugs in it. * Slight mob mover optimisations. * Player mover kinda works okay. * Beginnings of testbed * More testbed * Circlestack bed * Namespaces * BB fixes * Pull WorldAABB * Joint pulling * Semi-decent movement I guess. * Pulling better * Bullet controller + old movement * im too dumb for this shit * Use kinematic mob controller again It's probably for the best TBH * Stashed shitcode * Remove SlipController * In which movement code is entirely refactored * Singularity fix * Fix ApplyLinearImpulse * MoveRelay fix * Fix door collisions * Disable subfloor collisions Saves on broadphase a fair bit * Re-implement ClimbController * Zumzum's pressure * Laggy item throwing * Minor atmos change * Some caching * Optimise controllers * Optimise CollideWith to hell and back * Re-do throwing and tile friction * Landing too * Optimise controllers * Move CCVars and other stuff swept is beautiful * Cleanup a bunch of controllers * Fix shooting and high pressure movement controller * Flashing improvements * Stuff and things * Combat collisions * Combat mode collisions * Pulling distance joint again * Cleanup physics interfaces * More like scuffedularity * Shit's fucked * Haha tests go green * Bigmoneycrab Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
165 lines
5.2 KiB
C#
165 lines
5.2 KiB
C#
using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Doors;
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using Content.Shared.GameObjects.Components.Doors;
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using NUnit.Framework;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using static Content.Server.GameObjects.Components.Doors.ServerDoorComponent;
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namespace Content.IntegrationTests.Tests.Doors
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{
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[TestFixture]
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[TestOf(typeof(AirlockComponent))]
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public class AirlockTest : ContentIntegrationTest
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{
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private const string Prototypes = @"
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- type: entity
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name: PhysicsDummy
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id: PhysicsDummy
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components:
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- type: Physics
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anchored: false
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fixtures:
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- shape:
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!type:PhysShapeAabb
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bounds: ""-0.49,-0.49,0.49,0.49""
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layer:
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- Impassable
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- type: entity
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name: AirlockDummy
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id: AirlockDummy
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components:
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- type: Door
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- type: Airlock
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- type: Physics
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fixtures:
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- shape:
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!type:PhysShapeAabb
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bounds: ""-0.49,-0.49,0.49,0.49""
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mask:
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- Impassable
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";
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[Test]
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public async Task OpenCloseDestroyTest()
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{
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var options = new ServerIntegrationOptions {ExtraPrototypes = Prototypes};
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var server = StartServerDummyTicker(options);
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await server.WaitIdleAsync();
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var mapManager = server.ResolveDependency<IMapManager>();
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var entityManager = server.ResolveDependency<IEntityManager>();
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IEntity airlock = null;
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ServerDoorComponent doorComponent = null;
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server.Assert(() =>
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{
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mapManager.CreateNewMapEntity(MapId.Nullspace);
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airlock = entityManager.SpawnEntity("AirlockDummy", MapCoordinates.Nullspace);
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Assert.True(airlock.TryGetComponent(out doorComponent));
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Assert.That(doorComponent.State, Is.EqualTo(SharedDoorComponent.DoorState.Closed));
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});
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await server.WaitIdleAsync();
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server.Assert(() =>
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{
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doorComponent.Open();
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Assert.That(doorComponent.State, Is.EqualTo(SharedDoorComponent.DoorState.Opening));
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});
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await server.WaitIdleAsync();
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await WaitUntil(server, () => doorComponent.State == SharedDoorComponent.DoorState.Open);
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Assert.That(doorComponent.State, Is.EqualTo(SharedDoorComponent.DoorState.Open));
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server.Assert(() =>
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{
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doorComponent.Close();
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Assert.That(doorComponent.State, Is.EqualTo(SharedDoorComponent.DoorState.Closing));
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});
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await WaitUntil(server, () => doorComponent.State == SharedDoorComponent.DoorState.Closed);
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Assert.That(doorComponent.State, Is.EqualTo(SharedDoorComponent.DoorState.Closed));
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server.Assert(() =>
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{
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Assert.DoesNotThrow(() =>
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{
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airlock.Delete();
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});
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});
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server.RunTicks(5);
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await server.WaitIdleAsync();
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}
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[Test]
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public async Task AirlockBlockTest()
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{
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var options = new ServerIntegrationOptions {ExtraPrototypes = Prototypes};
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var server = StartServer(options);
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await server.WaitIdleAsync();
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var mapManager = server.ResolveDependency<IMapManager>();
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var entityManager = server.ResolveDependency<IEntityManager>();
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IPhysBody physBody = null;
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IEntity physicsDummy = null;
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IEntity airlock = null;
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ServerDoorComponent doorComponent = null;
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var physicsDummyStartingX = -1;
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server.Assert(() =>
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{
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var mapId = new MapId(1);
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mapManager.CreateNewMapEntity(mapId);
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var humanCoordinates = new MapCoordinates((physicsDummyStartingX, 0), mapId);
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physicsDummy = entityManager.SpawnEntity("PhysicsDummy", humanCoordinates);
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airlock = entityManager.SpawnEntity("AirlockDummy", new MapCoordinates((0, 0), mapId));
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Assert.True(physicsDummy.TryGetComponent(out physBody));
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Assert.True(airlock.TryGetComponent(out doorComponent));
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Assert.That(doorComponent.State, Is.EqualTo(SharedDoorComponent.DoorState.Closed));
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});
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await server.WaitIdleAsync();
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// Push the human towards the airlock
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Assert.That(physBody != null);
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physBody.LinearVelocity = (0.5f, 0);
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for (var i = 0; i < 240; i += 10)
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{
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// Keep the airlock awake so they collide
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airlock.GetComponent<IPhysBody>().WakeBody();
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// Ensure that it is still closed
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Assert.That(doorComponent.State, Is.EqualTo(SharedDoorComponent.DoorState.Closed));
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await server.WaitRunTicks(10);
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await server.WaitIdleAsync();
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}
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// Sanity check
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Assert.That(physicsDummy.Transform.MapPosition.X, Is.GreaterThan(physicsDummyStartingX));
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// Blocked by the airlock
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Assert.That(physicsDummy.Transform.MapPosition.X, Is.Negative.Or.Zero);
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}
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}
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}
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