Fix overflow algo again so small ammounts don't spread infinitely (aka Infinite Cum Works) (#6796)
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184
Content.IntegrationTests/Tests/Fluids/FluidSpillTest.cs
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184
Content.IntegrationTests/Tests/Fluids/FluidSpillTest.cs
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#nullable enable
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using System;
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using System.Threading.Tasks;
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using Content.Server.Fluids.Components;
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using Content.Server.Fluids.EntitySystems;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.FixedPoint;
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using NUnit.Framework;
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using Robust.Server.Maps;
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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.Timing;
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namespace Content.IntegrationTests.Tests.Fluids;
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[TestFixture]
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[TestOf(typeof(FluidSpreaderSystem))]
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public sealed class FluidSpill : ContentIntegrationTest
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{
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private const string SpillMapsYml = "Maps/Test/floor3x3.yml";
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private static PuddleComponent? GetPuddle(IEntityManager entityManager, IMapGrid mapGrid, Vector2i pos)
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{
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foreach (var uid in mapGrid.GetAnchoredEntities(pos))
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{
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if (entityManager.TryGetComponent(uid, out PuddleComponent puddleComponent))
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return puddleComponent;
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}
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return null;
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}
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private readonly Direction[] _dirs =
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{
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Direction.East,
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Direction.SouthEast,
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Direction.South,
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Direction.SouthWest,
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Direction.West,
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Direction.NorthWest,
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Direction.North,
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Direction.NorthEast,
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};
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private readonly Vector2i _origin = new(-1, -1);
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[Test]
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public async Task SpillEvenlyTest()
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{
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// --- Setup
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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 mapLoader = server.ResolveDependency<IMapLoader>();
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var entityManager = server.ResolveDependency<IEntityManager>();
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var spillSystem = server.ResolveDependency<IEntitySystemManager>().GetEntitySystem<SpillableSystem>();
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var gameTiming = server.ResolveDependency<IGameTiming>();
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MapId mapId;
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IMapGrid? grid = null;
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await server.WaitPost(() =>
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{
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mapId = mapManager.CreateMap();
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grid = mapLoader.LoadBlueprint(mapId, SpillMapsYml)!;
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});
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if (grid == null)
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{
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Assert.Fail($"Test blueprint {SpillMapsYml} not found.");
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return;
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}
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await server.WaitAssertion(() =>
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{
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var solution = new Solution("Water", FixedPoint2.New(100));
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var tileRef = grid.GetTileRef(_origin);
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var puddle = spillSystem.SpillAt(tileRef, solution, "PuddleSmear");
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Assert.That(puddle, Is.Not.Null);
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Assert.That(GetPuddle(entityManager, grid, _origin), Is.Not.Null);
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});
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var sTimeToWait = (int) Math.Ceiling(2f * gameTiming.TickRate);
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await server.WaitRunTicks(sTimeToWait);
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server.Assert(() =>
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{
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var puddle = GetPuddle(entityManager, grid, _origin);
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Assert.That(puddle, Is.Not.Null);
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Assert.That(puddle!.CurrentVolume, Is.EqualTo(FixedPoint2.New(20)));
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foreach (var direction in _dirs)
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{
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var newPos = _origin.Offset(direction);
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var sidePuddle = GetPuddle(entityManager, grid, newPos);
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Assert.That(sidePuddle, Is.Not.Null);
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Assert.That(sidePuddle!.CurrentVolume, Is.EqualTo(FixedPoint2.New(10)));
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}
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});
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await server.WaitIdleAsync();
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}
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[Test]
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public async Task SpillSmallOverflowTest()
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{
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// --- Setup
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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 mapLoader = server.ResolveDependency<IMapLoader>();
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var entityManager = server.ResolveDependency<IEntityManager>();
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var spillSystem = server.ResolveDependency<IEntitySystemManager>().GetEntitySystem<SpillableSystem>();
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var gameTiming = server.ResolveDependency<IGameTiming>();
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MapId mapId;
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IMapGrid? grid = null;
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await server.WaitPost(() =>
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{
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mapId = mapManager.CreateMap();
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grid = mapLoader.LoadBlueprint(mapId, SpillMapsYml)!;
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});
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if (grid == null)
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{
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Assert.Fail($"Test blueprint {SpillMapsYml} not found.");
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return;
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}
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await server.WaitAssertion(() =>
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{
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var solution = new Solution("Water", FixedPoint2.New(20.01));
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var tileRef = grid.GetTileRef(_origin);
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var puddle = spillSystem.SpillAt(tileRef, solution, "PuddleSmear");
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Assert.That(puddle, Is.Not.Null);
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});
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if (grid == null)
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{
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Assert.Fail($"Test blueprint {SpillMapsYml} not found.");
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return;
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}
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var sTimeToWait = (int) Math.Ceiling(2f * gameTiming.TickRate);
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await server.WaitRunTicks(sTimeToWait);
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server.Assert(() =>
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{
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var puddle = GetPuddle(entityManager, grid, _origin);
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Assert.That(puddle, Is.Not.Null);
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Assert.That(puddle!.CurrentVolume, Is.EqualTo(FixedPoint2.New(20)));
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// we don't know where a spill would happen
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// but there should be only one
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var emptyField = 0;
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var fullField = 0;
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foreach (var direction in _dirs)
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{
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var newPos = _origin.Offset(direction);
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var sidePuddle = GetPuddle(entityManager, grid, newPos);
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if (sidePuddle == null)
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{
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emptyField++;
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}
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else if (sidePuddle.CurrentVolume == FixedPoint2.Epsilon)
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{
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fullField++;
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}
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}
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Assert.That(emptyField, Is.EqualTo(7));
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Assert.That(fullField, Is.EqualTo(1));
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});
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await server.WaitIdleAsync();
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}
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}
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