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crystall-punk-14/Content.IntegrationTests/Tests/GravityGridTest.cs

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using System.Threading.Tasks;
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using Content.Server.Gravity;
using Content.Server.Power.Components;
using Content.Shared.Coordinates;
using Content.Shared.Gravity;
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using NUnit.Framework;
using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
using Robust.Shared.Map;
namespace Content.IntegrationTests.Tests
{
/// Tests the behavior of GravityGeneratorComponent,
/// making sure that gravity is applied to the correct grids.
[TestFixture]
[TestOf(typeof(GravityGeneratorComponent))]
public sealed class GravityGridTest : ContentIntegrationTest
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{
private const string Prototypes = @"
- type: entity
name: GravityGeneratorDummy
id: GravityGeneratorDummy
components:
- type: GravityGenerator
chargeRate: 1000000000 # Set this really high so it discharges in a single tick.
activePower: 500
- type: ApcPowerReceiver
- type: UserInterface
";
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[Test]
public async Task Test()
{
var options = new ServerIntegrationOptions{ExtraPrototypes = Prototypes};
Add test pooling (#4961) * Add test pooling * WIP test pooling changes * Fix Destructible tests * Don't pool unpooled or dummy ticker instances * Change ServerPathfindingDebugSystem to replace existing entries * Fix SaveLoadSaveTest comment * Don't pool StartTest * Comment out global setup * Fix puddle tests * Move SolarPanelComponent initialize to PowerSolarSystem OnMapInit * Update RobustToolbox * Finish fixing tests, make test threads background threads * Bring back pooling * Fix nullable * Update RobustToolbox * Set cvars on server return * Un-pool tests with custom cvars * Update RobustToolbox * Update RobustToolbox * Change where the main tile coordinates are * Remove DisposalUnitTest grid check * Fix test pooling being a fickle bitch * Fix EntitySystemExtensionsTest * Update RobustToolbox * Update RobustToolbox * Make nullable pool settings true * Update RobustToolbox * Wait other way around * We are unitystation now * Update RobustToolbox * Create global setup * Pool some more tests * Fix not properly disconnecting clients before restarting the round * Give more info on ran tests * Standardize default test cvars * Update RobustToolbox * Update RobustToolbox * Pool clients * Fix test order issue * Fix cvars in character creation test not being set properly * Update RobustToolbox * Update RobustToolbox * Rider shut * Update RobustToolbox * Format tests ran better * Update RobustToolbox * Reset RobustToolbox * Reset RobustToolbox harder * Fix one instance of test order causing destructible tests to fail
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var server = StartServer(options);
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await server.WaitIdleAsync();
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EntityUid generator = default;
var entityMan = server.ResolveDependency<IEntityManager>();
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IMapGrid grid1 = null;
IMapGrid grid2 = null;
// Create grids
server.Assert(() =>
{
var mapMan = IoCManager.Resolve<IMapManager>();
Add test pooling (#4961) * Add test pooling * WIP test pooling changes * Fix Destructible tests * Don't pool unpooled or dummy ticker instances * Change ServerPathfindingDebugSystem to replace existing entries * Fix SaveLoadSaveTest comment * Don't pool StartTest * Comment out global setup * Fix puddle tests * Move SolarPanelComponent initialize to PowerSolarSystem OnMapInit * Update RobustToolbox * Finish fixing tests, make test threads background threads * Bring back pooling * Fix nullable * Update RobustToolbox * Set cvars on server return * Un-pool tests with custom cvars * Update RobustToolbox * Update RobustToolbox * Change where the main tile coordinates are * Remove DisposalUnitTest grid check * Fix test pooling being a fickle bitch * Fix EntitySystemExtensionsTest * Update RobustToolbox * Update RobustToolbox * Make nullable pool settings true * Update RobustToolbox * Wait other way around * We are unitystation now * Update RobustToolbox * Create global setup * Pool some more tests * Fix not properly disconnecting clients before restarting the round * Give more info on ran tests * Standardize default test cvars * Update RobustToolbox * Update RobustToolbox * Pool clients * Fix test order issue * Fix cvars in character creation test not being set properly * Update RobustToolbox * Update RobustToolbox * Rider shut * Update RobustToolbox * Format tests ran better * Update RobustToolbox * Reset RobustToolbox * Reset RobustToolbox harder * Fix one instance of test order causing destructible tests to fail
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var mapId = GetMainMapId(mapMan);
grid1 = mapMan.CreateGrid(mapId);
grid2 = mapMan.CreateGrid(mapId);
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generator = entityMan.SpawnEntity("GravityGeneratorDummy", grid2.ToCoordinates());
Assert.That(entityMan.HasComponent<GravityGeneratorComponent>(generator));
Assert.That(entityMan.HasComponent<ApcPowerReceiverComponent>(generator));
var powerComponent = entityMan.GetComponent<ApcPowerReceiverComponent>(generator);
powerComponent.NeedsPower = false;
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});
server.RunTicks(1);
server.Assert(() =>
{
var generatorComponent = entityMan.GetComponent<GravityGeneratorComponent>(generator);
var powerComponent = entityMan.GetComponent<ApcPowerReceiverComponent>(generator);
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Assert.That(generatorComponent.GravityActive, Is.True);
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var grid1Entity = grid1.GridEntityId;
var grid2Entity = grid2.GridEntityId;
Assert.That(!entityMan.GetComponent<GravityComponent>(grid1Entity).Enabled);
Assert.That(entityMan.GetComponent<GravityComponent>(grid2Entity).Enabled);
// Re-enable needs power so it turns off again.
// Charge rate is ridiculously high so it finishes in one tick.
powerComponent.NeedsPower = true;
});
server.RunTicks(1);
server.Assert(() =>
{
var generatorComponent = entityMan.GetComponent<GravityGeneratorComponent>(generator);
Assert.That(generatorComponent.GravityActive, Is.False);
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var grid2Entity = grid2.GridEntityId;
Assert.That(entityMan.GetComponent<GravityComponent>(grid2Entity).Enabled, Is.False);
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});
await server.WaitIdleAsync();
}
}
}