* Cleanup PuddleTest * Cleanup GravityGridTest * Cleanup PowerTest * Cleanup SaveLoadMapTest * Cleanup Body tests * Cleanup ContainerOcclusionTest * Cleanup AirlockTest * Cleanup DamageableTest * Cleanup EntityTest * Cleanup FluidSpillTest * Cleanup FollowerSystemTest * Cleanup HandCuffTest * Cleanup InteractionSystemTests * Cleanup InRangeUnobstructed * Cleanup SimplePredictReconcileTest * Cleanup PostMapInitTest * Cleanup SalvageTest * Cleanup SaveLoadSaveTest * Cleanup ShuttleTest * Cleanup MaterialArbitrageTest * Cleanup PrototypeSaveTest * Fix ShuttleTest * Bunch of small ones * Move JobTests to Station directory * More small fixes * Cleanup InteractionTest.Helpers Had to change a method signature, so some callers were modified too. * Missed one
102 lines
3.6 KiB
C#
102 lines
3.6 KiB
C#
using Content.Server.Gravity;
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using Content.Server.Power.Components;
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using Content.Shared.Gravity;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Maths;
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namespace Content.IntegrationTests.Tests
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{
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/// Tests the behavior of GravityGeneratorComponent,
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/// making sure that gravity is applied to the correct grids.
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[TestFixture]
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[TestOf(typeof(GravityGeneratorComponent))]
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public sealed class GravityGridTest
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{
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[TestPrototypes]
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private const string Prototypes = @"
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- type: entity
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name: GridGravityGeneratorDummy
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id: GridGravityGeneratorDummy
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components:
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- type: GravityGenerator
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chargeRate: 1000000000 # Set this really high so it discharges in a single tick.
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activePower: 500
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- type: ApcPowerReceiver
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- type: UserInterface
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";
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[Test]
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public async Task Test()
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{
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await using var pair = await PoolManager.GetServerClient();
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var server = pair.Server;
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var testMap = await pair.CreateTestMap();
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var entityMan = server.EntMan;
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var mapMan = server.MapMan;
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var mapSys = entityMan.System<SharedMapSystem>();
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EntityUid generator = default;
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Entity<MapGridComponent> grid1 = default;
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Entity<MapGridComponent> grid2 = default;
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// Create grids
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await server.WaitAssertion(() =>
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{
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var mapId = testMap.MapId;
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grid1 = mapMan.CreateGridEntity(mapId);
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grid2 = mapMan.CreateGridEntity(mapId);
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mapSys.SetTile(grid1, grid1, Vector2i.Zero, new Tile(1));
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mapSys.SetTile(grid2, grid2, Vector2i.Zero, new Tile(1));
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generator = entityMan.SpawnEntity("GridGravityGeneratorDummy", new EntityCoordinates(grid1, 0.5f, 0.5f));
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Assert.Multiple(() =>
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{
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Assert.That(entityMan.HasComponent<GravityGeneratorComponent>(generator));
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Assert.That(entityMan.HasComponent<ApcPowerReceiverComponent>(generator));
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});
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var powerComponent = entityMan.GetComponent<ApcPowerReceiverComponent>(generator);
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powerComponent.NeedsPower = false;
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});
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await server.WaitRunTicks(5);
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await server.WaitAssertion(() =>
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{
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var generatorComponent = entityMan.GetComponent<GravityGeneratorComponent>(generator);
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var powerComponent = entityMan.GetComponent<ApcPowerReceiverComponent>(generator);
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Assert.Multiple(() =>
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{
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Assert.That(generatorComponent.GravityActive, Is.True);
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Assert.That(!entityMan.GetComponent<GravityComponent>(grid1).EnabledVV);
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Assert.That(entityMan.GetComponent<GravityComponent>(grid2).EnabledVV);
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});
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// Re-enable needs power so it turns off again.
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// Charge rate is ridiculously high so it finishes in one tick.
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powerComponent.NeedsPower = true;
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});
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await server.WaitRunTicks(5);
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await server.WaitAssertion(() =>
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{
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var generatorComponent = entityMan.GetComponent<GravityGeneratorComponent>(generator);
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Assert.Multiple(() =>
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{
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Assert.That(generatorComponent.GravityActive, Is.False);
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Assert.That(entityMan.GetComponent<GravityComponent>(grid2).EnabledVV, Is.False);
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});
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});
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await pair.CleanReturnAsync();
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}
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}
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}
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