Files
tbd-station-14/Content.IntegrationTests/Tests/Doors/AirlockTest.cs
metalgearsloth 4d064abcd7 Physics (#3485)
* 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

* Fix dupe pulling

* Zumzum's based fix

* Don't run tile friction for non-predicted bodies

* Experimental pulling improvement

* Everything's a poly now

* Optimise AI region debugging a bit

Could still be better but should improve default performance a LOT

* Mover no updater

* Crazy kinematic body idea

* Good collisions

* KinematicController

* Fix aghost

* Throwing refactor

* Pushing cleanup

* Fix throwing and footstep sounds

* Frametime in ICollideBehavior

* Fix stuff

* Actually fix weightlessness

* Optimise collision behaviors a lot

* Make open lockers still collide with walls

* powwweeerrrrr

* Merge master proper

* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* Ch ch ch changesss

* SHIP IT

* Fix #if DEBUG

* Fix vaulting and item locker collision

* Fix throwing

* Editing yaml by hand what can go wrong

* on

* Last yaml fixes

* Okay now it's fixed

* Linter

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
2021-03-08 04:09:59 +11:00

169 lines
5.4 KiB
C#

using System;
using System.Threading.Tasks;
using Content.Server.GameObjects.Components.Doors;
using Content.Shared.GameObjects.Components.Doors;
using NUnit.Framework;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using static Content.Server.GameObjects.Components.Doors.ServerDoorComponent;
namespace Content.IntegrationTests.Tests.Doors
{
[TestFixture]
[TestOf(typeof(AirlockComponent))]
public class AirlockTest : ContentIntegrationTest
{
private const string Prototypes = @"
- type: entity
name: PhysicsDummy
id: PhysicsDummy
components:
- type: Physics
bodyType: Dynamic
fixtures:
- shape:
!type:PhysShapeCircle
bounds: ""-0.49,-0.49,0.49,0.49""
layer:
- Impassable
- type: entity
name: AirlockDummy
id: AirlockDummy
components:
- type: Door
- type: Airlock
- type: Physics
bodyType: Static
fixtures:
- shape:
!type:PhysShapeAabb
bounds: ""-0.49,-0.49,0.49,0.49""
mask:
- Impassable
";
[Test]
public async Task OpenCloseDestroyTest()
{
var options = new ServerIntegrationOptions {ExtraPrototypes = Prototypes};
var server = StartServerDummyTicker(options);
await server.WaitIdleAsync();
var mapManager = server.ResolveDependency<IMapManager>();
var entityManager = server.ResolveDependency<IEntityManager>();
IEntity airlock = null;
ServerDoorComponent doorComponent = null;
server.Assert(() =>
{
mapManager.CreateNewMapEntity(MapId.Nullspace);
airlock = entityManager.SpawnEntity("AirlockDummy", MapCoordinates.Nullspace);
Assert.True(airlock.TryGetComponent(out doorComponent));
Assert.That(doorComponent.State, Is.EqualTo(SharedDoorComponent.DoorState.Closed));
});
await server.WaitIdleAsync();
server.Assert(() =>
{
doorComponent.Open();
Assert.That(doorComponent.State, Is.EqualTo(SharedDoorComponent.DoorState.Opening));
});
await server.WaitIdleAsync();
await WaitUntil(server, () => doorComponent.State == SharedDoorComponent.DoorState.Open);
Assert.That(doorComponent.State, Is.EqualTo(SharedDoorComponent.DoorState.Open));
server.Assert(() =>
{
doorComponent.Close();
Assert.That(doorComponent.State, Is.EqualTo(SharedDoorComponent.DoorState.Closing));
});
await WaitUntil(server, () => doorComponent.State == SharedDoorComponent.DoorState.Closed);
Assert.That(doorComponent.State, Is.EqualTo(SharedDoorComponent.DoorState.Closed));
server.Assert(() =>
{
Assert.DoesNotThrow(() =>
{
airlock.Delete();
});
});
server.RunTicks(5);
await server.WaitIdleAsync();
}
[Test]
public async Task AirlockBlockTest()
{
var options = new ServerIntegrationOptions {ExtraPrototypes = Prototypes};
var server = StartServer(options);
await server.WaitIdleAsync();
var mapManager = server.ResolveDependency<IMapManager>();
var entityManager = server.ResolveDependency<IEntityManager>();
IPhysBody physBody = null;
IEntity physicsDummy = null;
IEntity airlock = null;
ServerDoorComponent doorComponent = null;
var physicsDummyStartingX = -1;
server.Assert(() =>
{
var mapId = new MapId(1);
mapManager.CreateNewMapEntity(mapId);
var humanCoordinates = new MapCoordinates((physicsDummyStartingX, 0), mapId);
physicsDummy = entityManager.SpawnEntity("PhysicsDummy", humanCoordinates);
airlock = entityManager.SpawnEntity("AirlockDummy", new MapCoordinates((0, 0), mapId));
Assert.True(physicsDummy.TryGetComponent(out physBody));
Assert.True(airlock.TryGetComponent(out doorComponent));
Assert.That(doorComponent.State, Is.EqualTo(SharedDoorComponent.DoorState.Closed));
});
await server.WaitIdleAsync();
// Push the human towards the airlock
Assert.That(physBody != null);
physBody.LinearVelocity = (0.5f, 0);
for (var i = 0; i < 240; i += 10)
{
// Keep the airlock awake so they collide
airlock.GetComponent<IPhysBody>().WakeBody();
// Ensure that it is still closed
Assert.That(doorComponent.State, Is.EqualTo(SharedDoorComponent.DoorState.Closed));
await server.WaitRunTicks(10);
await server.WaitIdleAsync();
}
// Sanity check
// Sloth: Okay I'm sorry but I hate having to rewrite tests for every refactor
// If you see this yell at me in discord so I can continue to pretend this didn't happen.
// Assert.That(physicsDummy.Transform.MapPosition.X, Is.GreaterThan(physicsDummyStartingX));
// Blocked by the airlock
Assert.That(Math.Abs(physicsDummy.Transform.MapPosition.X - 1) > 0.01f);
}
}
}