* Content side new physics structure * BroadPhase outline done * But we need to fix WorldAABB * Fix static pvs AABB * Fix import * Rando fixes * B is for balloon * Change human mob hitbox to circle * Decent movement * Start adding friction to player controller I think it's the best way to go about it to keep other objects somewhat consistent for physics. * This baby can fit so many physics bugs in it. * Slight mob mover optimisations. * Player mover kinda works okay. * Beginnings of testbed * More testbed * Circlestack bed * Namespaces * BB fixes * Pull WorldAABB * Joint pulling * Semi-decent movement I guess. * Pulling better * Bullet controller + old movement * im too dumb for this shit * Use kinematic mob controller again It's probably for the best TBH * Stashed shitcode * Remove SlipController * In which movement code is entirely refactored * Singularity fix * Fix ApplyLinearImpulse * MoveRelay fix * Fix door collisions * Disable subfloor collisions Saves on broadphase a fair bit * Re-implement ClimbController * Zumzum's pressure * Laggy item throwing * Minor atmos change * Some caching * Optimise controllers * Optimise CollideWith to hell and back * Re-do throwing and tile friction * Landing too * Optimise controllers * Move CCVars and other stuff swept is beautiful * Cleanup a bunch of controllers * Fix shooting and high pressure movement controller * Flashing improvements * Stuff and things * Combat collisions * Combat mode collisions * Pulling distance joint again * Cleanup physics interfaces * More like scuffedularity * Shit's fucked * Haha tests go green * Bigmoneycrab * Fix dupe pulling * Zumzum's based fix * Don't run tile friction for non-predicted bodies * Experimental pulling improvement * Everything's a poly now * Optimise AI region debugging a bit Could still be better but should improve default performance a LOT * Mover no updater * Crazy kinematic body idea * Good collisions * KinematicController * Fix aghost * Throwing refactor * Pushing cleanup * Fix throwing and footstep sounds * Frametime in ICollideBehavior * Fix stuff * Actually fix weightlessness * Optimise collision behaviors a lot * Make open lockers still collide with walls * powwweeerrrrr * Merge master proper * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * Ch ch ch changesss * SHIP IT * Fix #if DEBUG * Fix vaulting and item locker collision * Fix throwing * Editing yaml by hand what can go wrong * on * Last yaml fixes * Okay now it's fixed * Linter Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
87 lines
3.7 KiB
C#
87 lines
3.7 KiB
C#
#nullable enable
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using System.Threading.Tasks;
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using Content.Shared.Physics;
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using Content.Shared.Utility;
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using NUnit.Framework;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Physics.Broadphase;
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namespace Content.IntegrationTests.Tests.Utility
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{
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[TestFixture]
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[TestOf(typeof(EntitySystemExtensions))]
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public class EntitySystemExtensionsTest : ContentIntegrationTest
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{
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private const string BlockerDummyId = "BlockerDummy";
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private static readonly string Prototypes = $@"
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- type: entity
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id: {BlockerDummyId}
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name: {BlockerDummyId}
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components:
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- type: Physics
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fixtures:
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- shape:
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!type:PhysShapeAabb
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bounds: ""-0.49,-0.49,0.49,0.49""
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mask:
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- Impassable
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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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var serverOptions = new ServerContentIntegrationOption {ExtraPrototypes = Prototypes};
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var server = StartServer(serverOptions);
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await server.WaitIdleAsync();
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var sMapManager = server.ResolveDependency<IMapManager>();
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var sEntityManager = server.ResolveDependency<IEntityManager>();
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var broady = server.ResolveDependency<IEntitySystemManager>().GetEntitySystem<SharedBroadPhaseSystem>();
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await server.WaitAssertion(() =>
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{
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var grid = sMapManager.GetGrid(new GridId(1));
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var entityCoordinates = new EntityCoordinates(grid.GridEntityId, 0, 0);
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// Nothing blocking it, only entity is the grid
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Assert.NotNull(sEntityManager.SpawnIfUnobstructed(null, entityCoordinates, CollisionGroup.Impassable));
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Assert.True(sEntityManager.TrySpawnIfUnobstructed(null, entityCoordinates, CollisionGroup.Impassable, out var entity));
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Assert.NotNull(entity);
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var mapId = new MapId(1);
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var mapCoordinates = new MapCoordinates(0, 0, mapId);
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// Nothing blocking it, only entity is the grid
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Assert.NotNull(sEntityManager.SpawnIfUnobstructed(null, mapCoordinates, CollisionGroup.Impassable));
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Assert.True(sEntityManager.TrySpawnIfUnobstructed(null, mapCoordinates, CollisionGroup.Impassable, out entity));
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Assert.NotNull(entity);
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// Spawn a blocker with an Impassable mask
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sEntityManager.SpawnEntity(BlockerDummyId, entityCoordinates);
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broady.Update(0.016f);
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// Cannot spawn something with an Impassable layer
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Assert.Null(sEntityManager.SpawnIfUnobstructed(null, entityCoordinates, CollisionGroup.Impassable));
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Assert.False(sEntityManager.TrySpawnIfUnobstructed(null, entityCoordinates, CollisionGroup.Impassable, out entity));
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Assert.Null(entity);
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Assert.Null(sEntityManager.SpawnIfUnobstructed(null, mapCoordinates, CollisionGroup.Impassable));
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Assert.False(sEntityManager.TrySpawnIfUnobstructed(null, mapCoordinates, CollisionGroup.Impassable, out entity));
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Assert.Null(entity);
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// Other layers are fine
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Assert.NotNull(sEntityManager.SpawnIfUnobstructed(null, entityCoordinates, CollisionGroup.MobImpassable));
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Assert.True(sEntityManager.TrySpawnIfUnobstructed(null, entityCoordinates, CollisionGroup.MobImpassable, out entity));
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Assert.NotNull(entity);
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Assert.NotNull(sEntityManager.SpawnIfUnobstructed(null, mapCoordinates, CollisionGroup.MobImpassable));
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Assert.True(sEntityManager.TrySpawnIfUnobstructed(null, mapCoordinates, CollisionGroup.MobImpassable, out entity));
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Assert.NotNull(entity);
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});
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}
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}
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}
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