Comment out Holo Test, needs one written by us

This commit is contained in:
Coryler 2026-06-06 20:21:19 +02:00
parent 29addda0fe
commit 2628cd07dd
1 changed files with 81 additions and 78 deletions

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@ -23,43 +23,45 @@ public sealed class HolosignProjectorTest : MovementTest
[Test]
public async Task HoloSignTest()
{
var projector = await PlaceInHands(HoloSignProjectorProtoId);
var projectorComp = Comp<HolosignProjectorComponent>(projector);
var signProtoId = projectorComp.SignProto;
// No holosigns before using the item.
await AssertEntityLookup((WallPrototype, 2));
var powerCellSystem = SEntMan.System<PowerCellSystem>();
var initialUses = powerCellSystem.GetRemainingUses(ToServer(projector), projectorComp.ChargeUse);
Assert.That(initialUses, Is.GreaterThan(0), "Holoprojector spawned without usable charges.");
// Click on the tile next to the player.
await Interact(null, TargetCoords);
// We should have one charge less.
var remainingUses = powerCellSystem.GetRemainingUses(ToServer(projector), projectorComp.ChargeUse);
Assert.That(remainingUses, Is.EqualTo(initialUses - 1), "Holoprojector did not use the right amount of charge when used.");
// We should have spawned exactly one holosign.
await AssertEntityLookup(
(signProtoId, 1),
(WallPrototype, 2));
// Try spawn more holosigns than we have charge.
for (var i = 0; i < initialUses; i++)
{
await Interact(null, TargetCoords);
}
// The total should be the same as the initial charges.
await AssertEntityLookup(
(signProtoId, initialUses),
(WallPrototype, 2));
// We should have no charges left.
remainingUses = powerCellSystem.GetRemainingUses(ToServer(projector), projectorComp.ChargeUse);
Assert.That(remainingUses, Is.Zero, "Holoprojector did not use up all charges.");
// Delta V - Our HoloProjector is differet. Using a different test for it soon.
return;
// var projector = await PlaceInHands(HoloSignProjectorProtoId);
// var projectorComp = Comp<HolosignProjectorComponent>(projector);
// var signProtoId = projectorComp.SignProto;
//
// // No holosigns before using the item.
// await AssertEntityLookup((WallPrototype, 2));
//
// var powerCellSystem = SEntMan.System<PowerCellSystem>();
// var initialUses = powerCellSystem.GetRemainingUses(ToServer(projector), projectorComp.ChargeUse);
// Assert.That(initialUses, Is.GreaterThan(0), "Holoprojector spawned without usable charges.");
//
// // Click on the tile next to the player.
// await Interact(null, TargetCoords);
//
// // We should have one charge less.
// var remainingUses = powerCellSystem.GetRemainingUses(ToServer(projector), projectorComp.ChargeUse);
// Assert.That(remainingUses, Is.EqualTo(initialUses - 1), "Holoprojector did not use the right amount of charge when used.");
//
// // We should have spawned exactly one holosign.
// await AssertEntityLookup(
// (signProtoId, 1),
// (WallPrototype, 2));
//
// // Try spawn more holosigns than we have charge.
// for (var i = 0; i < initialUses; i++)
// {
// await Interact(null, TargetCoords);
// }
//
// // The total should be the same as the initial charges.
// await AssertEntityLookup(
// (signProtoId, initialUses),
// (WallPrototype, 2));
//
// // We should have no charges left.
// remainingUses = powerCellSystem.GetRemainingUses(ToServer(projector), projectorComp.ChargeUse);
// Assert.That(remainingUses, Is.Zero, "Holoprojector did not use up all charges.");
}
/// <summary>
@ -68,46 +70,47 @@ public sealed class HolosignProjectorTest : MovementTest
[Test]
public async Task HoloBarrierTest()
{
var projector = await PlaceInHands(HoloBarrierProjectorProtoId);
var holoBarrierProtoId = Comp<HolosignProjectorComponent>(projector).SignProto;
// No holobarriers before using the item.
await AssertEntityLookup((WallPrototype, 2));
// Click on the tile next to the player.
await Interact(null, TargetCoords);
// We should have spawned exactly one holobarrier.
await AssertEntityLookup(
(holoBarrierProtoId, 1),
(WallPrototype, 2));
Target = FromServer(await FindEntity(holoBarrierProtoId));
var timeRemaining = Comp<TimedDespawnComponent>(Target).Lifetime;
// Check that the barrier is at the location we clicked at.
AssertLocation(Target, TargetCoords);
// Try moving past the barrier.
Assert.That(Delta(), Is.GreaterThan(0.5), "Player was not located west of the holobarrier.");
await Move(DirectionFlag.East, 0.5f);
Assert.That(Delta(), Is.GreaterThan(0.5), "Player was able to walk through a holobarrier.");
// Try to climb the barrier.
await Interact(Target, TargetCoords, altInteract: true);
// We should be able to move past the barrier now.
await Move(DirectionFlag.East, 0.5f);
Assert.That(Delta(), Is.LessThan(-0.5), "Player was not able to climb over a holobarrier.");
// We should not be able to walk back without climbing again.
await Move(DirectionFlag.West, 0.5f);
Assert.That(Delta(), Is.LessThan(-0.5), "Player was able to walk through a holobarrier.");
// Wait until the barrier despawns.
await RunSeconds(timeRemaining);
AssertDeleted(Target);
// We should be able to walk back now.
await Move(DirectionFlag.West, 0.5f);
Assert.That(DeltaCoordinates(), Is.GreaterThan(0.5), "Player was able to walk past a deleted holobarrier.");
return; // Delta V - Barrier works a bit different
// var projector = await PlaceInHands(HoloBarrierProjectorProtoId);
// var holoBarrierProtoId = Comp<HolosignProjectorComponent>(projector).SignProto;
// // No holobarriers before using the item.
// await AssertEntityLookup((WallPrototype, 2));
//
// // Click on the tile next to the player.
// await Interact(null, TargetCoords);
//
// // We should have spawned exactly one holobarrier.
// await AssertEntityLookup(
// (holoBarrierProtoId, 1),
// (WallPrototype, 2));
// Target = FromServer(await FindEntity(holoBarrierProtoId));
// var timeRemaining = Comp<TimedDespawnComponent>(Target).Lifetime;
//
// // Check that the barrier is at the location we clicked at.
// AssertLocation(Target, TargetCoords);
//
// // Try moving past the barrier.
// Assert.That(Delta(), Is.GreaterThan(0.5), "Player was not located west of the holobarrier.");
// await Move(DirectionFlag.East, 0.5f);
// Assert.That(Delta(), Is.GreaterThan(0.5), "Player was able to walk through a holobarrier.");
//
// // Try to climb the barrier.
// await Interact(Target, TargetCoords, altInteract: true);
//
// // We should be able to move past the barrier now.
// await Move(DirectionFlag.East, 0.5f);
// Assert.That(Delta(), Is.LessThan(-0.5), "Player was not able to climb over a holobarrier.");
//
// // We should not be able to walk back without climbing again.
// await Move(DirectionFlag.West, 0.5f);
// Assert.That(Delta(), Is.LessThan(-0.5), "Player was able to walk through a holobarrier.");
//
// // Wait until the barrier despawns.
// await RunSeconds(timeRemaining);
// AssertDeleted(Target);
//
// // We should be able to walk back now.
// await Move(DirectionFlag.West, 0.5f);
// Assert.That(DeltaCoordinates(), Is.GreaterThan(0.5), "Player was able to walk past a deleted holobarrier.");
}
}