* Add test that puts all components on an entity and checks for no exceptions Also fix all the exceptions that happened because of this * Add comments to the test * Fix nullable errors * Fix more nullable errors * More nullable error fixes * Unignore basic actor component * Fix more nullable errors * NULLABLE ERROR * Add string interpolation * Merge if checks * Remove redundant pragma warning disable 649 * Address reviews * Remove null wrappers around TryGetComponent * Merge conflict fixes * APC battery component error fix * Fix power test * Fix atmos mapgrid usages
139 lines
4.4 KiB
C#
139 lines
4.4 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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[Test]
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public async Task OpenCloseDestroyTest()
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{
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var server = StartServerDummyTicker();
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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 server = StartServer();
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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 ICollidableComponent collidable));
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controller = collidable.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<ICollidableComponent>().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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