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

52 lines
2.0 KiB
C#

#nullable enable
using System.Threading.Tasks;
using Content.Server.Shuttles;
using Content.Server.Shuttles.Components;
using NUnit.Framework;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
namespace Content.IntegrationTests.Tests
{
[TestFixture]
public class ShuttleTest : ContentIntegrationTest
{
[Test]
public async Task Test()
{
var server = StartServer();
await server.WaitIdleAsync();
var entMan = server.ResolveDependency<IEntityManager>();
var mapMan = server.ResolveDependency<IMapManager>();
IEntity? gridEnt = null;
await server.WaitAssertion(() =>
{
var mapId = mapMan.CreateMap();
var grid = mapMan.CreateGrid(mapId);
gridEnt = entMan.GetEntity(grid.GridEntityId);
Assert.That(IoCManager.Resolve<IEntityManager>().TryGetComponent(gridEnt, out ShuttleComponent? shuttleComponent));
Assert.That(IoCManager.Resolve<IEntityManager>().TryGetComponent(gridEnt, out PhysicsComponent? physicsComponent));
Assert.That(physicsComponent!.BodyType, Is.EqualTo(BodyType.Dynamic));
Assert.That(IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(gridEnt).LocalPosition, Is.EqualTo(Vector2.Zero));
physicsComponent.ApplyLinearImpulse(Vector2.One);
});
// TODO: Should have tests that collision + rendertree + pointlights work on a moved grid but I'll deal with that
// when we get rotations.
await server.WaitRunTicks(1);
await server.WaitAssertion(() =>
{
Assert.That<Vector2?>((gridEnt != null ? IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(gridEnt) : null).LocalPosition, Is.Not.EqualTo(Vector2.Zero));
});
}
}
}