using Content.Shared.CCVar;
using Content.Shared.Salvage;
using Robust.Shared.Configuration;
using Robust.Shared.EntitySerialization.Systems;
using Robust.Shared.GameObjects;
using Robust.Shared.Prototypes;
namespace Content.IntegrationTests.Tests;
[TestFixture]
public sealed class SalvageTest
{
///
/// Asserts that all salvage maps have been saved as grids and are loadable.
///
[Test]
public async Task AllSalvageMapsLoadableTest()
{
await using var pair = await PoolManager.GetServerClient();
var server = pair.Server;
var entManager = server.ResolveDependency();
var mapLoader = entManager.System();
var prototypeManager = server.ResolveDependency();
var cfg = server.ResolveDependency();
var mapSystem = entManager.System();
Assert.That(cfg.GetCVar(CCVars.GridFill), Is.False);
await server.WaitPost(() =>
{
foreach (var salvage in prototypeManager.EnumeratePrototypes())
{
mapSystem.CreateMap(out var mapId);
try
{
Assert.That(mapLoader.TryLoadGrid(mapId, salvage.MapPath, out var grid));
}
catch (Exception ex)
{
throw new Exception($"Failed to load salvage map {salvage.ID}, was it saved as a map instead of a grid?", ex);
}
try
{
mapSystem.DeleteMap(mapId);
}
catch (Exception ex)
{
throw new Exception($"Failed to delete salvage map {salvage.ID}", ex);
}
}
});
await server.WaitRunTicks(1);
await pair.CleanReturnAsync();
}
}