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crystall-punk-14/Content.IntegrationTests/Tests/Pathfinding/PathfindingChunkTest.cs

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using System.Linq;
using System.Threading.Tasks;
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using Content.Server.AI.Pathfinding;
using NUnit.Framework;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
namespace Content.IntegrationTests.Tests.Pathfinding
{
[TestFixture]
[TestOf(typeof(PathfindingChunk))]
public sealed class PathfindingChunkTest : ContentIntegrationTest
{
[Test]
public async Task Test()
{
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();
server.Assert(() =>
{
var pathfindingSystem = EntitySystem.Get<PathfindingSystem>();
var mapMan = IoCManager.Resolve<IMapManager>();
// Setup
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 grid = GetMainGrid(mapMan);
var chunkTile = grid.GetTileRef(new Vector2i(0, 0));
var chunk = pathfindingSystem.GetChunk(chunkTile);
Assert.That(chunk.Nodes.Length == PathfindingChunk.ChunkSize * PathfindingChunk.ChunkSize);
// Neighbors
var chunkNeighbors = chunk.GetNeighbors().ToList();
Assert.That(chunkNeighbors.Count == 0);
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
2021-11-06 11:49:59 +01:00
var neighborChunkTile = grid.GetTileRef(new Vector2i(PathfindingChunk.ChunkSize, PathfindingChunk.ChunkSize));
var neighborChunk = pathfindingSystem.GetChunk(neighborChunkTile);
chunkNeighbors = chunk.GetNeighbors().ToList();
Assert.That(chunkNeighbors.Count == 1);
// Directions
Assert.That(PathfindingHelpers.RelativeDirection(neighborChunk, chunk) == Direction.NorthEast);
Assert.That(PathfindingHelpers.RelativeDirection(chunk.Nodes[0, 1], chunk.Nodes[0, 0]) == Direction.North);
// Nodes
var node = chunk.Nodes[1, 1];
var nodeNeighbors = node.GetNeighbors().ToList();
Assert.That(nodeNeighbors.Count == 8);
// Bottom-left corner with no chunk neighbor
node = chunk.Nodes[0, 0];
nodeNeighbors = node.GetNeighbors().ToList();
Assert.That(nodeNeighbors.Count == 3);
// Given we have 1 NE neighbor then NE corner should have 4 neighbors due to the 1 extra from the neighbor chunk
node = chunk.Nodes[PathfindingChunk.ChunkSize - 1, PathfindingChunk.ChunkSize - 1];
nodeNeighbors = node.GetNeighbors().ToList();
Assert.That(nodeNeighbors.Count == 4);
});
await server.WaitIdleAsync();
}
}
}