* Broadphase refactor (content) * Shuttle jank * Fixes * Testing jank * Features and things * Balance stuffsies * AHHHHHHHHHHHHHHHH * Mass and stuff working * Fix drops * Another balance pass * Balance AGEN * Add in stuff for rotating shuttles for debugging * Nothing to see here * Testbed stuffsies * Fix some tests * Fixen test * Try fixing map * Shuttle movement balance pass * lasaggne * Basic Helmsman console working * Slight docking cleanup * Helmsman requires power * Basic shuttle test * Stuff * Fix computations * Add shuttle console to saltern * Rename helmsman to shuttleconsole * Final stretch * More tweaks * Fix piloting prediction for now.
50 lines
1.7 KiB
C#
50 lines
1.7 KiB
C#
#nullable enable
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using System.Threading.Tasks;
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using Content.Server.Shuttles;
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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.Maths;
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using Robust.Shared.Physics;
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namespace Content.IntegrationTests.Tests
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{
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[TestFixture]
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public class ShuttleTest : ContentIntegrationTest
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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 server = StartServer();
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await server.WaitIdleAsync();
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var entMan = server.ResolveDependency<IEntityManager>();
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var mapMan = server.ResolveDependency<IMapManager>();
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IEntity? gridEnt = null;
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await server.WaitAssertion(() =>
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{
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var mapId = mapMan.CreateMap();
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var grid = mapMan.CreateGrid(mapId);
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gridEnt = entMan.GetEntity(grid.GridEntityId);
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Assert.That(gridEnt.TryGetComponent(out ShuttleComponent? shuttleComponent));
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Assert.That(gridEnt.TryGetComponent(out PhysicsComponent? physicsComponent));
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Assert.That(physicsComponent!.BodyType, Is.EqualTo(BodyType.Dynamic));
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Assert.That(gridEnt.Transform.LocalPosition, Is.EqualTo(Vector2.Zero));
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physicsComponent.ApplyLinearImpulse(Vector2.One);
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});
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// TODO: Should have tests that collision + rendertree + pointlights work on a moved grid but I'll deal with that
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// when we get rotations.
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await server.WaitRunTicks(1);
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await server.WaitAssertion(() =>
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{
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Assert.That(gridEnt?.Transform.LocalPosition, Is.Not.EqualTo(Vector2.Zero));
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});
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}
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}
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}
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