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Hytale runs on a tick-based game loop. Many things - entity spawning, damage, loot drops, and component setup - only take effect after one or more ticks. If your test spawns an entity and immediately checks its state, the entity may not be fully set up yet. HRTK provides tools to wait for ticks so your tests can check state at the right time.
Entity names like Kweebec and item names used in examples below are from Hytale’s default content. Replace them with your mod’s actual entity roles and item identifiers.
@WorldTestvoid brokenTest(WorldTestContext ctx) { Object entity = ctx.spawnEntity("Kweebec_Sapling", 0, 64, 0); // BUG: The entity was just created. The game loop hasn't processed it yet. // Health and other stats may not be set up until the next tick. StatsAssert.assertAlive(ctx.getStore(), entity); // May fail!}
The fix is to wait for the server to tick, giving the game loop time to finish setting up the entity:
@WorldTestvoid correctTest(WorldTestContext ctx) { Object entity = ctx.spawnEntity("Kweebec_Sapling", 0, 64, 0); ctx.waitTicks(1); // Let the world tick once StatsAssert.assertAlive(ctx.getStore(), entity); // Now safe}
Pauses the test until the specified number of world ticks have passed. Available on both EcsTestContext and WorldTestContext.
// Wait for 1 tick (minimum for most game operations to take effect)ctx.waitTicks(1);// Wait for 5 ticks (enough for most multi-step processes)ctx.waitTicks(5);// Wait for 30 ticks (1 second at 30 TPS - use for slow animations or timers)ctx.waitTicks(30);
waitTicks() pauses the test thread while the world keeps ticking normally. Your test resumes automatically once the requested number of ticks have passed.
Polls a condition every tick until it returns a non-null value, or times out after a maximum number of ticks. This is the preferred way to wait for something to happen without hardcoding tick counts.
@WorldTestvoid waitForEntityToDie(WorldTestContext ctx) { Object entity = ctx.spawnEntity("Kweebec_Sapling", 0, 64, 0); ctx.waitTicks(1); // Apply lethal damage (implementation depends on your game logic) applyDamage(ctx, entity, 9999); // Wait up to 100 ticks for the entity to die Boolean isDead = ctx.awaitCondition( () -> hasDeathComponent(ctx.getStore(), entity) ? true : null, 100 ); HytaleAssert.assertNotNull("Entity should have died", isDead);}
Object loot = ctx.awaitCondition( () -> findDroppedItem(ctx, "Gold_Coin"), 60, "Expected gold coin to drop within 60 ticks");HytaleAssert.assertNotNull(loot);
If the condition never returns a non-null value within maxTicks, awaitCondition() throws a RuntimeException with the failure message. The test is reported as ERRORED.
Marks a test as asynchronous. Methods with @AsyncTest are discovered and run automatically, just like @HytaleTest. The runner will wait up to timeoutTicks server ticks for the test to complete. If specified, timeoutTicks overrides the default timeout for that test.
import com.frotty27.hrtk.api.annotation.AsyncTest;@WorldTest@AsyncTest(timeoutTicks = 200)void testDelayedSpawn(WorldTestContext ctx) { // Schedule something to happen in 100 ticks scheduleDelayedSpawn(ctx, 100); // Wait for it Object entity = ctx.awaitCondition( () -> findEntityByType(ctx, "Delayed_Mob"), 150, "Delayed mob should have spawned" ); HytaleAssert.assertNotNull(entity);}
@AsyncTest is useful for tests that depend on game timers, scheduled tasks, or multi-tick processes. The default timeoutTicks is 200 (~6.7 seconds at 30 TPS). This acts as a safety net to prevent tests from waiting forever. @FlowTest(timeoutTicks = N) works the same way.