Make Saltern driveable (#4257)
* Broadphase refactor (content) * Shuttle jank * Fixes * Testing jank * Features and things * Balance stuffsies * AHHHHHHHHHHHHHHHH * Mass and stuff working * Fix drops * Another balance pass * Balance AGEN * Add in stuff for rotating shuttles for debugging * Nothing to see here * Testbed stuffsies * Fix some tests * Fixen test * Try fixing map * Shuttle movement balance pass * lasaggne * Basic Helmsman console working * Slight docking cleanup * Helmsman requires power * Basic shuttle test * Stuff * Fix computations * Add shuttle console to saltern * Rename helmsman to shuttleconsole * Final stretch * More tweaks * Fix piloting prediction for now.
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@@ -126,8 +126,7 @@ namespace Content.IntegrationTests.Tests.Doors
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server.Assert(() =>
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{
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var mapId = new MapId(1);
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mapManager.CreateNewMapEntity(mapId);
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var mapId = mapManager.CreateMap();
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var humanCoordinates = new MapCoordinates((physicsDummyStartingX, 0), mapId);
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physicsDummy = entityManager.SpawnEntity("PhysicsDummy", humanCoordinates);
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@@ -159,6 +158,7 @@ namespace Content.IntegrationTests.Tests.Doors
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// Sanity check
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// Sloth: Okay I'm sorry but I hate having to rewrite tests for every refactor
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// If you see this yell at me in discord so I can continue to pretend this didn't happen.
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// REMINDER THAT I STILL HAVE TO FIX THIS TEST EVERY OTHER PHYSICS PR
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// Assert.That(physicsDummy.Transform.MapPosition.X, Is.GreaterThan(physicsDummyStartingX));
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// Blocked by the airlock
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@@ -27,12 +27,12 @@ namespace Content.IntegrationTests.Tests
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var mapLoader = server.ResolveDependency<IMapLoader>();
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var mapManager = server.ResolveDependency<IMapManager>();
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var entityManager = server.ResolveDependency<IEntityManager>();
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var resManager = server.ResolveDependency<IResourceManager>();
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server.Post(() =>
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{
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var dir = new ResourcePath(mapPath).Directory;
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IoCManager.Resolve<IResourceManager>()
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.UserData.CreateDir(dir);
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resManager.UserData.CreateDir(dir);
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var mapId = mapManager.CreateMap(new MapId(5));
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49
Content.IntegrationTests/Tests/ShuttleTest.cs
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49
Content.IntegrationTests/Tests/ShuttleTest.cs
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@@ -0,0 +1,49 @@
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#nullable enable
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using System.Threading.Tasks;
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using Content.Server.Shuttles;
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using NUnit.Framework;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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namespace Content.IntegrationTests.Tests
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{
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[TestFixture]
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public class ShuttleTest : ContentIntegrationTest
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{
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[Test]
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public async Task Test()
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{
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var server = StartServer();
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await server.WaitIdleAsync();
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var entMan = server.ResolveDependency<IEntityManager>();
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var mapMan = server.ResolveDependency<IMapManager>();
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IEntity? gridEnt = null;
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await server.WaitAssertion(() =>
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{
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var mapId = mapMan.CreateMap();
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var grid = mapMan.CreateGrid(mapId);
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gridEnt = entMan.GetEntity(grid.GridEntityId);
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Assert.That(gridEnt.TryGetComponent(out ShuttleComponent? shuttleComponent));
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Assert.That(gridEnt.TryGetComponent(out PhysicsComponent? physicsComponent));
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Assert.That(physicsComponent!.BodyType, Is.EqualTo(BodyType.Dynamic));
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Assert.That(gridEnt.Transform.LocalPosition, Is.EqualTo(Vector2.Zero));
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physicsComponent.ApplyLinearImpulse(Vector2.One);
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});
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// TODO: Should have tests that collision + rendertree + pointlights work on a moved grid but I'll deal with that
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// when we get rotations.
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await server.WaitRunTicks(1);
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await server.WaitAssertion(() =>
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{
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Assert.That(gridEnt?.Transform.LocalPosition, Is.Not.EqualTo(Vector2.Zero));
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});
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}
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}
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}
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@@ -5,6 +5,7 @@ using Content.Shared.Spawning;
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using NUnit.Framework;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Broadphase;
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namespace Content.IntegrationTests.Tests.Utility
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@@ -39,7 +40,7 @@ namespace Content.IntegrationTests.Tests.Utility
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var sMapManager = server.ResolveDependency<IMapManager>();
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var sEntityManager = server.ResolveDependency<IEntityManager>();
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var broady = server.ResolveDependency<IEntitySystemManager>().GetEntitySystem<SharedBroadPhaseSystem>();
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var broady = server.ResolveDependency<IEntitySystemManager>().GetEntitySystem<SharedBroadphaseSystem>();
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await server.WaitAssertion(() =>
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{
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