Ejemplo n.º 1
0
        public async Task BuckleUnbuckleCooldownRangeTest()
        {
            var cOptions = new ClientIntegrationOptions {
                ExtraPrototypes = Prototypes
            };
            var sOptions = new ServerIntegrationOptions {
                ExtraPrototypes = Prototypes
            };

            var(_, server) = await StartConnectedServerClientPair(cOptions, sOptions);

            IEntity         human  = null;
            IEntity         chair  = null;
            BuckleComponent buckle = null;
            StrapComponent  strap  = null;

            await server.WaitAssertion(() =>
            {
                var mapManager    = IoCManager.Resolve <IMapManager>();
                var entityManager = IoCManager.Resolve <IEntityManager>();
                var actionBlocker = EntitySystem.Get <ActionBlockerSystem>();

                var gridId      = new GridId(1);
                var grid        = mapManager.GetGrid(gridId);
                var coordinates = grid.GridEntityId.ToCoordinates();

                human = entityManager.SpawnEntity(BuckleDummyId, coordinates);
                chair = entityManager.SpawnEntity(StrapDummyId, coordinates);

                // Default state, unbuckled
                Assert.True(human.TryGetComponent(out buckle));
                Assert.NotNull(buckle);
                Assert.Null(buckle.BuckledTo);
                Assert.False(buckle.Buckled);
                Assert.True(actionBlocker.CanMove(human));
                Assert.True(actionBlocker.CanChangeDirection(human));
                Assert.True(EffectBlockerSystem.CanFall(human));

                // Default state, no buckled entities, strap
                Assert.True(chair.TryGetComponent(out strap));
                Assert.NotNull(strap);
                Assert.IsEmpty(strap.BuckledEntities);
                Assert.Zero(strap.OccupiedSize);

                // Side effects of buckling
                Assert.True(buckle.TryBuckle(human, chair));
                Assert.NotNull(buckle.BuckledTo);
                Assert.True(buckle.Buckled);

                var player = IoCManager.Resolve <IPlayerManager>().GetAllPlayers().Single();
                Assert.True(((BuckleComponentState)buckle.GetComponentState(player)).Buckled);
                Assert.False(actionBlocker.CanMove(human));
                Assert.False(actionBlocker.CanChangeDirection(human));
                Assert.False(EffectBlockerSystem.CanFall(human));
                Assert.That(human.Transform.WorldPosition, Is.EqualTo(chair.Transform.WorldPosition));

                // Side effects of buckling for the strap
                Assert.That(strap.BuckledEntities, Does.Contain(human));
                Assert.That(strap.OccupiedSize, Is.EqualTo(buckle.Size));
                Assert.Positive(strap.OccupiedSize);

                // Trying to buckle while already buckled fails
                Assert.False(buckle.TryBuckle(human, chair));

                // Trying to unbuckle too quickly fails
                Assert.False(buckle.TryUnbuckle(human));
                Assert.False(buckle.ToggleBuckle(human, chair));
                Assert.True(buckle.Buckled);
            });

            // Wait enough ticks for the unbuckling cooldown to run out
            await server.WaitRunTicks(60);

            await server.WaitAssertion(() =>
            {
                var actionBlocker = EntitySystem.Get <ActionBlockerSystem>();

                // Still buckled
                Assert.True(buckle.Buckled);

                // Unbuckle
                Assert.True(buckle.TryUnbuckle(human));
                Assert.Null(buckle.BuckledTo);
                Assert.False(buckle.Buckled);
                Assert.True(actionBlocker.CanMove(human));
                Assert.True(actionBlocker.CanChangeDirection(human));
                Assert.True(EffectBlockerSystem.CanFall(human));

                // Unbuckle, strap
                Assert.IsEmpty(strap.BuckledEntities);
                Assert.Zero(strap.OccupiedSize);

                // Re-buckling has no cooldown
                Assert.True(buckle.TryBuckle(human, chair));
                Assert.True(buckle.Buckled);

                // On cooldown
                Assert.False(buckle.TryUnbuckle(human));
                Assert.True(buckle.Buckled);
                Assert.False(buckle.ToggleBuckle(human, chair));
                Assert.True(buckle.Buckled);
                Assert.False(buckle.ToggleBuckle(human, chair));
                Assert.True(buckle.Buckled);
            });

            // Wait enough ticks for the unbuckling cooldown to run out
            await server.WaitRunTicks(60);

            await server.WaitAssertion(() =>
            {
                var actionBlocker = EntitySystem.Get <ActionBlockerSystem>();

                // Still buckled
                Assert.True(buckle.Buckled);

                // Unbuckle
                Assert.True(buckle.TryUnbuckle(human));
                Assert.False(buckle.Buckled);

                // Move away from the chair
                human.Transform.WorldPosition += (1000, 1000);

                // Out of range
                Assert.False(buckle.TryBuckle(human, chair));
                Assert.False(buckle.TryUnbuckle(human));
                Assert.False(buckle.ToggleBuckle(human, chair));

                // Move near the chair
                human.Transform.WorldPosition = chair.Transform.WorldPosition + (0.5f, 0);

                // In range
                Assert.True(buckle.TryBuckle(human, chair));
                Assert.True(buckle.Buckled);
                Assert.False(buckle.TryUnbuckle(human));
                Assert.True(buckle.Buckled);
                Assert.False(buckle.ToggleBuckle(human, chair));
                Assert.True(buckle.Buckled);

                // Force unbuckle
                Assert.True(buckle.TryUnbuckle(human, true));
                Assert.False(buckle.Buckled);
                Assert.True(actionBlocker.CanMove(human));
                Assert.True(actionBlocker.CanChangeDirection(human));
                Assert.True(EffectBlockerSystem.CanFall(human));

                // Re-buckle
                Assert.True(buckle.TryBuckle(human, chair));

                // Move away from the chair
                human.Transform.WorldPosition += (1, 0);
            });

            await server.WaitRunTicks(1);

            await server.WaitAssertion(() =>
            {
                // No longer buckled
                Assert.False(buckle.Buckled);
                Assert.Null(buckle.BuckledTo);
                Assert.IsEmpty(strap.BuckledEntities);
            });
        }
Ejemplo n.º 2
0
        public async Task BuckleUnbuckleCooldownRangeTest()
        {
            await using var pairTracker = await PoolManager.GetServerClient(new PoolSettings { ExtraPrototypes = Prototypes });

            var server = pairTracker.Pair.Server;

            var testMap = await PoolManager.CreateTestMap(pairTracker);

            var coordinates = testMap.GridCoords;

            EntityUid       human  = default;
            EntityUid       chair  = default;
            BuckleComponent buckle = null;
            StrapComponent  strap  = null;

            await server.WaitAssertion(() =>
            {
                var mapManager    = IoCManager.Resolve <IMapManager>();
                var entityManager = IoCManager.Resolve <IEntityManager>();

                var actionBlocker = EntitySystem.Get <ActionBlockerSystem>();
                var standingState = EntitySystem.Get <StandingStateSystem>();

                human = entityManager.SpawnEntity(BuckleDummyId, coordinates);
                chair = entityManager.SpawnEntity(StrapDummyId, coordinates);

                // Default state, unbuckled
                Assert.True(entityManager.TryGetComponent(human, out buckle));
                Assert.NotNull(buckle);
                Assert.Null(buckle.BuckledTo);
                Assert.False(buckle.Buckled);
                Assert.True(actionBlocker.CanMove(human));
                Assert.True(actionBlocker.CanChangeDirection(human));
                Assert.True(standingState.Down(human));
                Assert.True(standingState.Stand(human));

                // Default state, no buckled entities, strap
                Assert.True(entityManager.TryGetComponent(chair, out strap));
                Assert.NotNull(strap);
                Assert.IsEmpty(strap.BuckledEntities);
                Assert.Zero(strap.OccupiedSize);

                // Side effects of buckling
                Assert.True(buckle.TryBuckle(human, chair));
                Assert.NotNull(buckle.BuckledTo);
                Assert.True(buckle.Buckled);

                Assert.True(((BuckleComponentState)buckle.GetComponentState()).Buckled);
                Assert.False(actionBlocker.CanMove(human));
                Assert.False(actionBlocker.CanChangeDirection(human));
                Assert.False(standingState.Down(human));
                Assert.That((entityManager.GetComponent <TransformComponent>(human).WorldPosition - entityManager.GetComponent <TransformComponent>(chair).WorldPosition).Length, Is.LessThanOrEqualTo(buckle.BuckleOffset.Length));

                // Side effects of buckling for the strap
                Assert.That(strap.BuckledEntities, Does.Contain(human));
                Assert.That(strap.OccupiedSize, Is.EqualTo(buckle.Size));
                Assert.Positive(strap.OccupiedSize);

                // Trying to buckle while already buckled fails
                Assert.False(buckle.TryBuckle(human, chair));

                // Trying to unbuckle too quickly fails
                Assert.False(buckle.TryUnbuckle(human));
                Assert.False(buckle.ToggleBuckle(human, chair));
                Assert.True(buckle.Buckled);
            });

            // Wait enough ticks for the unbuckling cooldown to run out
            await server.WaitRunTicks(60);

            await server.WaitAssertion(() =>
            {
                var actionBlocker = EntitySystem.Get <ActionBlockerSystem>();
                var standingState = EntitySystem.Get <StandingStateSystem>();

                // Still buckled
                Assert.True(buckle.Buckled);

                // Unbuckle
                Assert.True(buckle.TryUnbuckle(human));
                Assert.Null(buckle.BuckledTo);
                Assert.False(buckle.Buckled);
                Assert.True(actionBlocker.CanMove(human));
                Assert.True(actionBlocker.CanChangeDirection(human));
                Assert.True(standingState.Down(human));

                // Unbuckle, strap
                Assert.IsEmpty(strap.BuckledEntities);
                Assert.Zero(strap.OccupiedSize);

                // Re-buckling has no cooldown
                Assert.True(buckle.TryBuckle(human, chair));
                Assert.True(buckle.Buckled);

                // On cooldown
                Assert.False(buckle.TryUnbuckle(human));
                Assert.True(buckle.Buckled);
                Assert.False(buckle.ToggleBuckle(human, chair));
                Assert.True(buckle.Buckled);
                Assert.False(buckle.ToggleBuckle(human, chair));
                Assert.True(buckle.Buckled);
            });

            // Wait enough ticks for the unbuckling cooldown to run out
            await server.WaitRunTicks(60);

            await server.WaitAssertion(() =>
            {
                var entityManager = IoCManager.Resolve <IEntityManager>();
                var actionBlocker = EntitySystem.Get <ActionBlockerSystem>();
                var standingState = EntitySystem.Get <StandingStateSystem>();

                // Still buckled
                Assert.True(buckle.Buckled);

                // Unbuckle
                Assert.True(buckle.TryUnbuckle(human));
                Assert.False(buckle.Buckled);

                // Move away from the chair
                entityManager.GetComponent <TransformComponent>(human).WorldPosition += (1000, 1000);

                // Out of range
                Assert.False(buckle.TryBuckle(human, chair));
                Assert.False(buckle.TryUnbuckle(human));
                Assert.False(buckle.ToggleBuckle(human, chair));

                // Move near the chair
                entityManager.GetComponent <TransformComponent>(human).WorldPosition = entityManager.GetComponent <TransformComponent>(chair).WorldPosition + (0.5f, 0);

                // In range
                Assert.True(buckle.TryBuckle(human, chair));
                Assert.True(buckle.Buckled);
                Assert.False(buckle.TryUnbuckle(human));
                Assert.True(buckle.Buckled);
                Assert.False(buckle.ToggleBuckle(human, chair));
                Assert.True(buckle.Buckled);

                // Force unbuckle
                Assert.True(buckle.TryUnbuckle(human, true));
                Assert.False(buckle.Buckled);
                Assert.True(actionBlocker.CanMove(human));
                Assert.True(actionBlocker.CanChangeDirection(human));
                Assert.True(standingState.Down(human));

                // Re-buckle
                Assert.True(buckle.TryBuckle(human, chair));

                // Move away from the chair
                entityManager.GetComponent <TransformComponent>(human).WorldPosition += (1, 0);
            });

            await server.WaitRunTicks(1);

            await server.WaitAssertion(() =>
            {
                // No longer buckled
                Assert.False(buckle.Buckled);
                Assert.Null(buckle.BuckledTo);
                Assert.IsEmpty(strap.BuckledEntities);
            });

            await pairTracker.CleanReturnAsync();
        }
Ejemplo n.º 3
0
        public async Task BuckleUnbuckleCooldownRangeTest()
        {
            var server = StartServerDummyTicker();

            IEntity         human  = null;
            IEntity         chair  = null;
            BuckleComponent buckle = null;
            StrapComponent  strap  = null;

            await server.WaitAssertion(() =>
            {
                var mapManager = IoCManager.Resolve <IMapManager>();

                mapManager.CreateNewMapEntity(MapId.Nullspace);

                var entityManager = IoCManager.Resolve <IEntityManager>();

                human = entityManager.SpawnEntity("HumanMob_Content", MapCoordinates.Nullspace);
                chair = entityManager.SpawnEntity("ChairWood", MapCoordinates.Nullspace);

                // Default state, unbuckled
                Assert.True(human.TryGetComponent(out buckle));
                Assert.NotNull(buckle);
                Assert.Null(buckle.BuckledTo);
                Assert.False(buckle.Buckled);
                Assert.True(ActionBlockerSystem.CanMove(human));
                Assert.True(ActionBlockerSystem.CanChangeDirection(human));
                Assert.True(EffectBlockerSystem.CanFall(human));

                // Default state, no buckled entities, strap
                Assert.True(chair.TryGetComponent(out strap));
                Assert.NotNull(strap);
                Assert.IsEmpty(strap.BuckledEntities);
                Assert.Zero(strap.OccupiedSize);

                // Side effects of buckling
                Assert.True(buckle.TryBuckle(human, chair));
                Assert.NotNull(buckle.BuckledTo);
                Assert.True(buckle.Buckled);
                Assert.True(((BuckleComponentState)buckle.GetComponentState()).Buckled);
                Assert.False(ActionBlockerSystem.CanMove(human));
                Assert.False(ActionBlockerSystem.CanChangeDirection(human));
                Assert.False(EffectBlockerSystem.CanFall(human));
                Assert.That(human.Transform.WorldPosition, Is.EqualTo(chair.Transform.WorldPosition));

                // Side effects of buckling for the strap
                Assert.That(strap.BuckledEntities, Does.Contain(human));
                Assert.That(strap.OccupiedSize, Is.EqualTo(buckle.Size));
                Assert.Positive(strap.OccupiedSize);

                // Trying to buckle while already buckled fails
                Assert.False(buckle.TryBuckle(human, chair));

                // Trying to unbuckle too quickly fails
                Assert.False(buckle.TryUnbuckle(human));
                Assert.False(buckle.ToggleBuckle(human, chair));
                Assert.True(buckle.Buckled);
            });

            // Wait enough ticks for the unbuckling cooldown to run out
            await server.WaitRunTicks(60);

            await server.WaitAssertion(() =>
            {
                // Still buckled
                Assert.True(buckle.Buckled);

                // Unbuckle
                Assert.True(buckle.TryUnbuckle(human));
                Assert.Null(buckle.BuckledTo);
                Assert.False(buckle.Buckled);
                Assert.True(ActionBlockerSystem.CanMove(human));
                Assert.True(ActionBlockerSystem.CanChangeDirection(human));
                Assert.True(EffectBlockerSystem.CanFall(human));

                // Unbuckle, strap
                Assert.IsEmpty(strap.BuckledEntities);
                Assert.Zero(strap.OccupiedSize);

                // Re-buckling has no cooldown
                Assert.True(buckle.TryBuckle(human, chair));
                Assert.True(buckle.Buckled);

                // On cooldown
                Assert.False(buckle.TryUnbuckle(human));
                Assert.True(buckle.Buckled);
                Assert.False(buckle.ToggleBuckle(human, chair));
                Assert.True(buckle.Buckled);
                Assert.False(buckle.ToggleBuckle(human, chair));
                Assert.True(buckle.Buckled);
            });

            // Wait enough ticks for the unbuckling cooldown to run out
            await server.WaitRunTicks(60);

            await server.WaitAssertion(() =>
            {
                // Still buckled
                Assert.True(buckle.Buckled);

                // Unbuckle
                Assert.True(buckle.TryUnbuckle(human));
                Assert.False(buckle.Buckled);

                // Move away from the chair
                human.Transform.WorldPosition += (1000, 1000);

                // Out of range
                Assert.False(buckle.TryBuckle(human, chair));
                Assert.False(buckle.TryUnbuckle(human));
                Assert.False(buckle.ToggleBuckle(human, chair));

                // Move near the chair
                human.Transform.WorldPosition = chair.Transform.WorldPosition + (0.5f, 0);

                // In range
                Assert.True(buckle.TryBuckle(human, chair));
                Assert.True(buckle.Buckled);
                Assert.False(buckle.TryUnbuckle(human));
                Assert.True(buckle.Buckled);
                Assert.False(buckle.ToggleBuckle(human, chair));
                Assert.True(buckle.Buckled);

                // Force unbuckle
                Assert.True(buckle.TryUnbuckle(human, true));
                Assert.False(buckle.Buckled);
                Assert.True(ActionBlockerSystem.CanMove(human));
                Assert.True(ActionBlockerSystem.CanChangeDirection(human));
                Assert.True(EffectBlockerSystem.CanFall(human));

                // Re-buckle
                Assert.True(buckle.TryBuckle(human, chair));

                // Move away from the chair
                human.Transform.WorldPosition += (1, 0);
            });

            await server.WaitRunTicks(1);

            await server.WaitAssertion(() =>
            {
                // No longer buckled
                Assert.False(buckle.Buckled);
                Assert.Null(buckle.BuckledTo);
                Assert.IsEmpty(strap.BuckledEntities);
            });
        }