Files
tbd-station-14/Content.IntegrationTests/Tests/GameObjects/Components/Movement/ClimbUnitTest.cs
DrSmugleaf 74943a2770 Typo, redundant string interpolation, namespaces and imports cleanup (#2068)
* Readonly, typos and redundant string interpolations

* Namespaces

* Optimize imports

* Address reviews

* but actually

* Localize missing strings

* Remove redundant vars
2020-09-13 14:23:52 +02:00

65 lines
2.3 KiB
C#

#nullable enable
using System.Threading.Tasks;
using Content.Server.GameObjects.Components.Movement;
using Content.Shared.Physics;
using NUnit.Framework;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.IoC;
using Robust.Shared.Map;
namespace Content.IntegrationTests.Tests.GameObjects.Components.Movement
{
[TestFixture]
[TestOf(typeof(ClimbableComponent))]
[TestOf(typeof(ClimbingComponent))]
public class ClimbUnitTest : ContentIntegrationTest
{
[Test]
public async Task Test()
{
var server = StartServerDummyTicker();
IEntity human;
IEntity table;
IEntity carpet;
ClimbableComponent climbable;
ClimbingComponent climbing;
server.Assert(() =>
{
var mapManager = IoCManager.Resolve<IMapManager>();
mapManager.CreateNewMapEntity(MapId.Nullspace);
var entityManager = IoCManager.Resolve<IEntityManager>();
// Spawn the entities
human = entityManager.SpawnEntity("HumanMob_Content", MapCoordinates.Nullspace);
table = entityManager.SpawnEntity("Table", MapCoordinates.Nullspace);
// Test for climb components existing
// Players and tables should have these in their prototypes.
Assert.True(human.TryGetComponent(out climbing!), "Human has no climbing");
Assert.True(table.TryGetComponent(out climbable!), "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<ICollidableComponent>();
Assert.True(body.HasController<ClimbController>(), "Player has no ClimbController");
// Force the player out of climb state. It should immediately remove the ClimbController.
climbing.IsClimbing = false;
Assert.True(!body.HasController<ClimbController>(), "Player wrongly has a ClimbController");
});
await server.WaitIdleAsync();
}
}
}