* Initial commit * Climbing uses its own controller now * Missed a check * Get rid of hands check * Cleanup * Get rid of speciescomponent stuff * Remove unneeded check, add separate case for moving other players. * Add DoAfter * IClientDraggable added to ClimbingComponent * Added some basic integration tests. Renamed ClimbMode to Climbing. * oops * Minor fixes * ffff * Table fix * Revamped system so its more predicted, uses proper logic for de-climbing. Get hype!!! * Flag check fix * Distance check and reset numticksblocked * get rid
65 lines
2.3 KiB
C#
65 lines
2.3 KiB
C#
#nullable enable
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using System.Threading.Tasks;
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using NUnit.Framework;
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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.IoC;
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using Robust.Shared.Map;
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using Content.Server.GameObjects.Components.Movement;
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using Content.Shared.Physics;
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using Robust.Shared.GameObjects.Components;
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namespace Content.IntegrationTests.Tests.GameObjects.Components.Movement
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{
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[TestFixture]
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[TestOf(typeof(ClimbableComponent))]
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[TestOf(typeof(ClimbingComponent))]
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public class ClimbUnitTest : 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 = StartServerDummyTicker();
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IEntity human;
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IEntity table;
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IEntity carpet;
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ClimbableComponent climbable;
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ClimbingComponent climbing;
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server.Assert(() =>
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{
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var mapManager = IoCManager.Resolve<IMapManager>();
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mapManager.CreateNewMapEntity(MapId.Nullspace);
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var entityManager = IoCManager.Resolve<IEntityManager>();
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// Spawn the entities
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human = entityManager.SpawnEntity("HumanMob_Content", MapCoordinates.Nullspace);
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table = entityManager.SpawnEntity("Table", MapCoordinates.Nullspace);
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// Test for climb components existing
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// Players and tables should have these in their prototypes.
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Assert.True(human.TryGetComponent(out climbing), "Human has no climbing");
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Assert.True(table.TryGetComponent(out climbable), "Table has no climbable");
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// Now let's make the player enter a climbing transitioning state.
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climbing.IsClimbing = true;
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climbing.TryMoveTo(human.Transform.WorldPosition, table.Transform.WorldPosition);
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human.TryGetComponent(out ICollidableComponent body);
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Assert.True(body.HasController<ClimbController>(), "Player has no ClimbController");
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// Force the player out of climb state. It should immediately remove the ClimbController.
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climbing.IsClimbing = false;
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Assert.True(!body.HasController<ClimbController>(), "Player wrongly has a ClimbController");
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});
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await server.WaitIdleAsync();
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}
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}
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}
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