Files
tbd-station-14/Content.IntegrationTests/Tests/GameObjects/Components/Movement/ClimbUnitTest.cs
DamianX 87e74c4494 Refactored integration tests to not use content entity prototypes (#2571)
* 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>
2020-11-19 01:30:36 +11:00

80 lines
2.6 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
{
private const string PROTOTYPES = @"
- type: entity
name: HumanDummy
id: HumanDummy
components:
- type: Climbing
- type: Physics
- type: entity
name: TableDummy
id: TableDummy
components:
- type: Climbable
";
[Test]
public async Task Test()
{
var options = new ServerIntegrationOptions{ExtraPrototypes = PROTOTYPES};
var server = StartServerDummyTicker(options);
IEntity human;
IEntity table;
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("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", Is.True);
Assert.That(table.TryGetComponent(out climbable!), "Table has no climbable", Is.True);
// 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<IPhysicsComponent>();
Assert.That(body.HasController<ClimbController>(), "Player has no ClimbController", Is.True);
// Force the player out of climb state. It should immediately remove the ClimbController.
climbing.IsClimbing = false;
Assert.That(!body.HasController<ClimbController>(), "Player wrongly has a ClimbController", Is.True);
});
await server.WaitIdleAsync();
}
}
}