Puddle refactor 2: Spillastic boogaloo (#4784)

* Refactor PuddleComponent

* Move puddle effects into separate RSIs

Basically egg/tomato/powder puddle will be moved into separate
/Textures/Fluids RSIs

* Fix YAML for puddles

* Fix issues sloth pointed out.

* Ensure Puddle Component are properly added when spawned

* Remove unnecessary method init puddle with starting maxVolume

* Addressed ElectroSr comments

* Add Resolves

* Try fix error in ensureSolution

* Puddle unanchoring

* Address some issues with puddles

* Fix continue -> return
This commit is contained in:
Ygg01
2021-10-27 09:24:18 +01:00
committed by GitHub
parent 03b1fed47d
commit 14b401f9b3
30 changed files with 753 additions and 564 deletions

View File

@@ -146,63 +146,60 @@ namespace Content.IntegrationTests.Tests.Fluids
Assert.True(sGridEntity.Paused);
});
float sEvaporateTime = default;
PuddleComponent sPuddle = null;
Solution solution = null;
ReagentUnit sPuddleStartingVolume = default;
float evaporateTime = default;
PuddleComponent puddle = null;
EvaporationComponent evaporation;
var amount = 2;
// Spawn a puddle
await server.WaitAssertion(() =>
{
var solution = new Solution("water", ReagentUnit.New(20));
sPuddle = solution.SpillAt(sCoordinates, "PuddleSmear");
var solution = new Solution("water", ReagentUnit.New(amount));
puddle = solution.SpillAt(sCoordinates, "PuddleSmear");
// Check that the puddle was created
Assert.NotNull(sPuddle);
Assert.NotNull(puddle);
sPuddle.Owner.Paused = true; // See https://github.com/space-wizards/RobustToolbox/issues/1445
evaporation = puddle.Owner.GetComponent<EvaporationComponent>();
Assert.True(sPuddle.Owner.Paused);
puddle.Owner.Paused = true; // See https://github.com/space-wizards/RobustToolbox/issues/1445
Assert.True(puddle.Owner.Paused);
// Check that the puddle is going to evaporate
Assert.Positive(sPuddle.EvaporateTime);
Assert.Positive(evaporation.EvaporateTime);
// Should have a timer component added to it for evaporation
Assert.True(sPuddle.Owner.TryGetComponent(out TimerComponent _));
Assert.That(evaporation.Accumulator, Is.EqualTo(0f));
sEvaporateTime = sPuddle.EvaporateTime;
sPuddleStartingVolume = sPuddle.CurrentVolume;
evaporateTime = evaporation.EvaporateTime;
});
// Wait enough time for it to evaporate if it was unpaused
var sTimeToWait = (5 + (int) Math.Ceiling(sEvaporateTime * sGameTiming.TickRate)) * 2;
var sTimeToWait = (5 + (int)Math.Ceiling(amount * evaporateTime * sGameTiming.TickRate));
await server.WaitRunTicks(sTimeToWait);
// No evaporation due to being paused
await server.WaitAssertion(() =>
{
Assert.True(sPuddle.Owner.Paused);
Assert.True(sPuddle.Owner.TryGetComponent(out TimerComponent _));
Assert.True(puddle.Owner.Paused);
// Check that the puddle still exists
Assert.False(sPuddle.Owner.Deleted);
Assert.False(puddle.Owner.Deleted);
});
// Unpause the map
await server.WaitPost(() =>
{
sPauseManager.SetMapPaused(sMapId, false);
});
await server.WaitPost(() => { sPauseManager.SetMapPaused(sMapId, false); });
// Check that the map, grid and puddle are unpaused
await server.WaitAssertion(() =>
{
Assert.False(sPauseManager.IsMapPaused(sMapId));
Assert.False(sPauseManager.IsGridPaused(sGridId));
Assert.False(sPuddle.Owner.Paused);
Assert.False(puddle.Owner.Paused);
// Check that the puddle still exists
Assert.False(sPuddle.Owner.Deleted);
Assert.False(puddle.Owner.Deleted);
});
// Wait enough time for it to evaporate
@@ -212,16 +209,10 @@ namespace Content.IntegrationTests.Tests.Fluids
await server.WaitAssertion(() =>
{
// Check that the puddle is unpaused
Assert.False(sPuddle.Owner.Paused);
Assert.False(puddle.Owner.Paused);
// Check that the puddle has evaporated some of its volume
Assert.That(sPuddle.CurrentVolume, Is.LessThan(sPuddleStartingVolume));
// If its new volume is zero it should have been deleted
if (sPuddle.CurrentVolume == ReagentUnit.Zero)
{
Assert.True(sPuddle.Deleted);
}
// Check that puddle has been deleted
Assert.True(puddle.Deleted);
});
}
}