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); }); }
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(); }
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); }); }