Files
tbd-station-14/Content.IntegrationTests/Tests/GameObjects/Components/Movement/ClimbUnitTest.cs
ShadowCommander 7a842f7c22 Fix tests (#3707)
* First pass

* Fix access and rename banananium to bananium

* Fix captialization of CookTimeInfoLabel

* Fix InteractUsing calls

* Remove unused [Dependency]

* Replace obsolete references to Anchored with BodyType

* Assign default value to shoving someone in disposals

* Fix naming

* Replace Initialize TryGetComponents with EnsureComponent

* Rework AnchorableComponent

* Fix singularity component

* Replace obsolete usages of Angle.South

* Fix efcore warning

* Fix container tests

* Fix DebugPressurePump invalid PressurePump yaml

* Fix getting pathfinding region of grid 0

* Fix atmos plaque missing layer and add info message when it happens

* Fix AiSteeringSystem steering in an invalid grid in entity test

* Make content able to choose which log level leads to test failures

* Revert container test fix for Acruid

* Fix sprite, pipe and saving errors
Make EntityTest print all errors instead of stopping on the first

* Reorder singularity visualizer

* Disable pvs for container occlusion adn simple predict reconcile, they use entities other than map ones

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2021-03-31 21:41:23 +02:00

76 lines
2.4 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;
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 = StartServerDummyTicker(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.
Assert.That(human.TryGetComponent(out climbing!), "Human has no climbing");
Assert.That(table.TryGetComponent(out ClimbableComponent _), "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<IPhysBody>();
// TODO: Check it's climbing
// Force the player out of climb state. It should immediately remove the ClimbController.
climbing.IsClimbing = false;
});
await server.WaitIdleAsync();
}
}
}