Files
tbd-station-14/Content.IntegrationTests/Tests/SaveLoadMapTest.cs
metalgearsloth b6ee183dc6 Add planet lighting (#32522)
* Implements a Dynamic Lighting System on maps.

* Edit: the night should be a little bit brighter and blue now.

* Major edit: everything must be done on the client side now, with certain datafield replicated.
Changes were outlined in the salvage to accommodate the new lighting system.

* Edit: The offset is now serverside, this makes the time accurate in all situations.

* Removing ununsed import

* Minor tweaks

* Tweak in time precision

* Minor tweak + Unused import removed

* Edit: apparently RealTime is better for what I'm looking for

* Fix: Now the time is calculated correctly.

* Minor tweaks

* Adds condition for when the light should be updated

* Add planet lighting

* she

* close-ish

* c

* bittersweat

* Fixes

* Revert "Merge branch '22719' into 2024-09-29-planet-lighting"

This reverts commit 9f2785bb16aee47d794aa3eed8ae15004f97fc35, reversing
changes made to 19649c07a5fb625423e08fc18d91c9cb101daa86.

* Europa and day-night

* weh

* rooves working

* Clean

* Remove Europa

* Fixes

* fix

* Update

* Fix caves

* Update for engine

* Add sun shadows (planet lighting v2)

For now mostly targeting walls and having the shadows change over time. Got the basic proof-of-concept working just needs a hell of a lot of polish.

* Documentation

* a

* Fixes

* Move blur to an overlay

* Slughands

* Fixes

* Remove v2 work

* Finalise

---------

Co-authored-by: DoutorWhite <thedoctorwhite@gmail.com>
2025-02-16 19:35:32 +11:00

99 lines
3.9 KiB
C#

using System.Numerics;
using Content.Shared.CCVar;
using Robust.Server.GameObjects;
using Robust.Shared.Configuration;
using Robust.Shared.ContentPack;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Utility;
namespace Content.IntegrationTests.Tests
{
[TestFixture]
public sealed class SaveLoadMapTest
{
[Test]
public async Task SaveLoadMultiGridMap()
{
const string mapPath = @"/Maps/Test/TestMap.yml";
await using var pair = await PoolManager.GetServerClient();
var server = pair.Server;
var mapManager = server.ResolveDependency<IMapManager>();
var sEntities = server.ResolveDependency<IEntityManager>();
var mapLoader = sEntities.System<MapLoaderSystem>();
var mapSystem = sEntities.System<SharedMapSystem>();
var xformSystem = sEntities.EntitySysManager.GetEntitySystem<SharedTransformSystem>();
var resManager = server.ResolveDependency<IResourceManager>();
var cfg = server.ResolveDependency<IConfigurationManager>();
Assert.That(cfg.GetCVar(CCVars.GridFill), Is.False);
await server.WaitAssertion(() =>
{
var dir = new ResPath(mapPath).Directory;
resManager.UserData.CreateDir(dir);
mapSystem.CreateMap(out var mapId);
{
var mapGrid = mapManager.CreateGridEntity(mapId);
xformSystem.SetWorldPosition(mapGrid, new Vector2(10, 10));
mapSystem.SetTile(mapGrid, new Vector2i(0, 0), new Tile(typeId: 1, flags: 1, variant: 255));
}
{
var mapGrid = mapManager.CreateGridEntity(mapId);
xformSystem.SetWorldPosition(mapGrid, new Vector2(-8, -8));
mapSystem.SetTile(mapGrid, new Vector2i(0, 0), new Tile(typeId: 2, flags: 1, variant: 254));
}
Assert.Multiple(() => mapLoader.SaveMap(mapId, mapPath));
Assert.Multiple(() => mapManager.DeleteMap(mapId));
});
await server.WaitIdleAsync();
await server.WaitAssertion(() =>
{
Assert.That(mapLoader.TryLoad(new MapId(10), mapPath, out _));
});
await server.WaitIdleAsync();
await server.WaitAssertion(() =>
{
{
if (!mapManager.TryFindGridAt(new MapId(10), new Vector2(10, 10), out var gridUid, out var mapGrid) ||
!sEntities.TryGetComponent<TransformComponent>(gridUid, out var gridXform))
{
Assert.Fail();
return;
}
Assert.Multiple(() =>
{
Assert.That(xformSystem.GetWorldPosition(gridXform), Is.EqualTo(new Vector2(10, 10)));
Assert.That(mapSystem.GetTileRef(gridUid, mapGrid, new Vector2i(0, 0)).Tile, Is.EqualTo(new Tile(typeId: 1, flags: 1, variant: 255)));
});
}
{
if (!mapManager.TryFindGridAt(new MapId(10), new Vector2(-8, -8), out var gridUid, out var mapGrid) ||
!sEntities.TryGetComponent<TransformComponent>(gridUid, out var gridXform))
{
Assert.Fail();
return;
}
Assert.Multiple(() =>
{
Assert.That(xformSystem.GetWorldPosition(gridXform), Is.EqualTo(new Vector2(-8, -8)));
Assert.That(mapSystem.GetTileRef(gridUid, mapGrid, new Vector2i(0, 0)).Tile, Is.EqualTo(new Tile(typeId: 2, flags: 1, variant: 254)));
});
}
});
await pair.CleanReturnAsync();
}
}
}