Files
tbd-station-14/Content.IntegrationTests/Tests/GameObjects/Components/Movement/ClimbUnitTest.cs
Vera Aguilera Puerto 5cd42c9ad6 Inline UID
2021-12-03 15:53:09 +01:00

76 lines
2.6 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.
ref ClimbingComponent? comp = ref climbing!;
Assert.That(IoCManager.Resolve<IEntityManager>().TryGetComponent(human, out comp), "Human has no climbing");
Assert.That(IoCManager.Resolve<IEntityManager>().TryGetComponent(table, out ClimbableComponent? _), "Table has no climbable");
// Now let's make the player enter a climbing transitioning state.
climbing.IsClimbing = true;
climbing.TryMoveTo(IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(human).WorldPosition, IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(table).WorldPosition);
var body = IoCManager.Resolve<IEntityManager>().GetComponent<IPhysBody>(human);
// TODO: Check it's climbing
// Force the player out of climb state. It should immediately remove the ClimbController.
climbing.IsClimbing = false;
});
await server.WaitIdleAsync();
}
}
}