Add a test for the weightless status (#2437)
* Add wip test for weightless status * Expand and fix weightless test
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Gravity;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Components.Gravity;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Utility;
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using NUnit.Framework;
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using Robust.Server.Interfaces.Timing;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.Map;
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namespace Content.IntegrationTests.Tests.Gravity
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{
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[TestFixture]
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[TestOf(typeof(WeightlessSystem))]
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[TestOf(typeof(GravityGeneratorComponent))]
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public class WeightlessStatusTests : ContentIntegrationTest
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{
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[Test]
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public async Task WeightlessStatusTest()
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{
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var server = StartServer();
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await server.WaitIdleAsync();
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var mapManager = server.ResolveDependency<IMapManager>();
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var entityManager = server.ResolveDependency<IEntityManager>();
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var pauseManager = server.ResolveDependency<IPauseManager>();
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var tileDefinitionManager = server.ResolveDependency<ITileDefinitionManager>();
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IEntity human = null;
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SharedStatusEffectsComponent statusEffects = null;
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await server.WaitAssertion(() =>
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{
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var mapId = mapManager.CreateMap();
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pauseManager.AddUninitializedMap(mapId);
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var gridId = new GridId(1);
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if (!mapManager.TryGetGrid(gridId, out var grid))
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{
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grid = mapManager.CreateGrid(mapId, gridId);
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}
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var tileDefinition = tileDefinitionManager["underplating"];
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var tile = new Tile(tileDefinition.TileId);
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var coordinates = grid.ToCoordinates();
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grid.SetTile(coordinates, tile);
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pauseManager.DoMapInitialize(mapId);
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human = entityManager.SpawnEntity("HumanMob_Content", coordinates);
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Assert.True(human.TryGetComponent(out statusEffects));
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});
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// Let WeightlessSystem and GravitySystem tick
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await server.WaitRunTicks(1);
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GravityGeneratorComponent gravityGenerator = null;
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await server.WaitAssertion(() =>
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{
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// No gravity without a gravity generator
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Assert.True(statusEffects.Statuses.ContainsKey(StatusEffect.Weightless));
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gravityGenerator = human.EnsureComponent<GravityGeneratorComponent>();
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});
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// Let WeightlessSystem and GravitySystem tick
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await server.WaitRunTicks(1);
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await server.WaitAssertion(() =>
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{
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Assert.False(statusEffects.Statuses.ContainsKey(StatusEffect.Weightless));
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// Disable the gravity generator
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var args = new BreakageEventArgs {Owner = human};
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gravityGenerator.OnBreak(args);
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});
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await server.WaitRunTicks(1);
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await server.WaitAssertion(() =>
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{
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Assert.False(statusEffects.Statuses.ContainsKey(StatusEffect.Weightless));
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});
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}
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}
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}
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