using Content.IntegrationTests.Tests.Interaction; using Content.Shared.Chemistry.Components; using Content.Shared.Nutrition.Components; using Content.Shared.Nutrition.EntitySystems; using Robust.Shared.GameObjects; using Robust.Shared.Prototypes; namespace Content.IntegrationTests.Tests.Nutrition; /// /// Tests the mechanics of hunger and thirst. /// public sealed class HungerThirstTest : InteractionTest { private readonly EntProtoId _drink = "DrinkLemonadeGlass"; private readonly EntProtoId _food = "FoodCakeVanillaSlice"; protected override string PlayerPrototype => "MobHuman"; /// /// Tests that hunger and thirst values decrease over time (low means hungrier and thirstier). /// Tests that hunger and thirst values increase when eating/drinking (high means less hungry and thirsty). /// [Test] public async Task HungerThirstIncreaseDecreaseTest() { // Ensure that the player can breathe and not suffocate await AddAtmosphere(); var hungerComponent = Comp(Player); var thirstComponent = Comp(Player); var hungerSystem = SEntMan.System(); var thirstSystem = SEntMan.System(); var ingestionSystem = SEntMan.System(); // Set initial value hungerSystem.SetHunger(SPlayer, hungerComponent.Thresholds[HungerThreshold.Okay], hungerComponent); thirstSystem.SetThirst(SPlayer, thirstComponent, thirstComponent.ThirstThresholds[ThirstThreshold.Okay]); // Ensure hunger and thirst value decrease over time (the Urist gets hungrier/thirstier) var previousHungerValue = hungerSystem.GetHunger(hungerComponent); var previousThirstValue = thirstComponent.CurrentThirst; // TODO: combined sation system with a sane API // Simulate long enough for both update loops to run var runTime = Math.Max((float)hungerComponent.ThresholdUpdateRate.TotalSeconds, (float)thirstComponent.UpdateRate.TotalSeconds) + 1f; await RunSeconds(runTime); var currentHungerValue = hungerSystem.GetHunger(hungerComponent); Assert.That(currentHungerValue, Is.LessThan(previousHungerValue), "Hunger value did not decrease over time"); previousHungerValue = currentHungerValue; var currentThirstValue = thirstComponent.CurrentThirst; Assert.That(currentThirstValue, Is.LessThan(previousThirstValue), "Thirst value did not decrease over time"); previousThirstValue = currentThirstValue; // Now we spawn food in the Urist's hand await PlaceInHands(_food); // We eat the food in hand await UseInHand(); // To see a change in hunger, we need to wait at least 30 seconds await RunSeconds(30); // We ensure the food is fully eaten var foodEaten = HandSys.GetActiveItem((SPlayer, Hands)); Assert.That(foodEaten, Is.Null, "Food item did not disappear after eating it"); // Ensure that the hunger value has increased (The Urist is less hungry) Assert.That(hungerSystem.GetHunger(hungerComponent), Is.GreaterThan(previousHungerValue), "Hunger value did not increase after eating food"); // Now we spawn a drink in the Urist's hand var drink = await PlaceInHands(_drink); // Get the solution that can be consumed Assert.That(ingestionSystem.CanConsume(SPlayer, SPlayer, ToServer(drink), out var solution, out _), "Unable to get the solution or the entity can not be consumed"); // Find the initial amount of solution in the drink var initialSolutionVolume = solution.Value.Comp.Solution.Volume; // We drink the drink in hand await UseInHand(); // To see a change in thirst, we need to wait at least 30 seconds await RunSeconds(30); // Ensure the solution volume has decreased Assert.That(solution.Value.Comp.Solution.Volume, Is.LessThan(initialSolutionVolume), "Solution volume did not decrease after drinking"); // Ensure that the thirst value has increased (The Urist is less thirsty) Assert.That(thirstComponent.CurrentThirst, Is.GreaterThan(previousThirstValue), "Thirst value did not increase after drinking"); // Make sure that the glass did not get deleted after drinking from it var glass = HandSys.GetActiveItem((SPlayer, Hands)); Assert.That(glass, Is.Not.Null, "Glass got deleted after drinking from it"); } }