* Refactored integration tests to not use content prototypes * oops * Apply suggestions from code review Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
148 lines
4.7 KiB
C#
148 lines
4.7 KiB
C#
using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Doors;
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using NUnit.Framework;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using static Content.Server.GameObjects.Components.Doors.ServerDoorComponent;
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namespace Content.IntegrationTests.Tests.Doors
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{
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[TestFixture]
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[TestOf(typeof(AirlockComponent))]
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public class AirlockTest : ContentIntegrationTest
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{
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private const string PROTOTYPES = @"
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- type: entity
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name: AirlockDummy
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id: AirlockDummy
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components:
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- type: Airlock
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";
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[Test]
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public async Task OpenCloseDestroyTest()
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{
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var options = new ServerIntegrationOptions{ExtraPrototypes = PROTOTYPES};
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var server = StartServerDummyTicker(options);
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await server.WaitIdleAsync();
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var mapManager = server.ResolveDependency<IMapManager>();
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var entityManager = server.ResolveDependency<IEntityManager>();
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IEntity airlock = null;
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AirlockComponent airlockComponent = null;
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server.Assert(() =>
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{
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mapManager.CreateNewMapEntity(MapId.Nullspace);
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airlock = entityManager.SpawnEntity("Airlock", MapCoordinates.Nullspace);
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Assert.True(airlock.TryGetComponent(out airlockComponent));
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Assert.That(airlockComponent.State, Is.EqualTo(DoorState.Closed));
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});
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await server.WaitIdleAsync();
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server.Assert(() =>
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{
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airlockComponent.Open();
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Assert.That(airlockComponent.State, Is.EqualTo(DoorState.Opening));
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});
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await server.WaitIdleAsync();
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await WaitUntil(server, () => airlockComponent.State == DoorState.Open);
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Assert.That(airlockComponent.State, Is.EqualTo(DoorState.Open));
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server.Assert(() =>
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{
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airlockComponent.Close();
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Assert.That(airlockComponent.State, Is.EqualTo(DoorState.Closing));
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});
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await WaitUntil(server, () => airlockComponent.State == DoorState.Closed);
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Assert.That(airlockComponent.State, Is.EqualTo(DoorState.Closed));
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server.Assert(() =>
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{
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Assert.DoesNotThrow(() =>
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{
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airlock.Delete();
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});
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});
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server.RunTicks(5);
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await server.WaitIdleAsync();
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}
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[Test]
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public async Task AirlockBlockTest()
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{
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var options = new ServerIntegrationOptions {ExtraPrototypes = PROTOTYPES};
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var server = StartServer(options);
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await server.WaitIdleAsync();
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var mapManager = server.ResolveDependency<IMapManager>();
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var entityManager = server.ResolveDependency<IEntityManager>();
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IEntity human = null;
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IEntity airlock = null;
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TestController controller = null;
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AirlockComponent airlockComponent = null;
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var humanStartingX = -1;
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server.Assert(() =>
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{
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var mapId = new MapId(1);
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mapManager.CreateNewMapEntity(mapId);
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var humanCoordinates = new MapCoordinates((humanStartingX, 0), mapId);
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human = entityManager.SpawnEntity("HumanMob_Content", humanCoordinates);
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airlock = entityManager.SpawnEntity("Airlock", new MapCoordinates((0, 0), mapId));
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Assert.True(human.TryGetComponent(out IPhysicsComponent physics));
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controller = physics.EnsureController<TestController>();
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Assert.True(airlock.TryGetComponent(out airlockComponent));
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Assert.That(airlockComponent.State, Is.EqualTo(DoorState.Closed));
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});
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await server.WaitIdleAsync();
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// Push the human towards the airlock
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controller.LinearVelocity = (0.5f, 0);
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for (var i = 0; i < 240; i += 10)
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{
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// Keep the airlock awake so they collide
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airlock.GetComponent<IPhysicsComponent>().WakeBody();
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// Ensure that it is still closed
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Assert.That(airlockComponent.State, Is.EqualTo(DoorState.Closed));
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await server.WaitRunTicks(10);
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await server.WaitIdleAsync();
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}
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// Sanity check
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Assert.That(human.Transform.MapPosition.X, Is.GreaterThan(humanStartingX));
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// Blocked by the airlock
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Assert.That(human.Transform.MapPosition.X, Is.Negative.Or.Zero);
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}
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private class TestController : VirtualController { }
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}
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}
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