using System;
using System.Linq;
using System.Threading.Tasks;
using Content.Server.GameTicking;
using Content.Server.GameTicking.Rules;
using NUnit.Framework;
using Robust.Shared.GameObjects;
using Robust.Shared.Prototypes;
namespace Content.IntegrationTests.Tests.GameRules;
[TestFixture]
public sealed class SecretStartsTest
{
///
/// Tests that when secret is started, all of the game rules it successfully adds are also started.
///
[Test]
public async Task TestSecretStarts()
{
await using var pairTracker = await PoolManager.GetServerClient(new PoolSettings()
{
NoClient = true,
Dirty = true,
});
var server = pairTracker.Pair.Server;
await server.WaitIdleAsync();
var protoMan = server.ResolveDependency();
var gameTicker = server.ResolveDependency().GetEntitySystem();
await server.WaitAssertion(() =>
{
gameTicker.StartGameRule(protoMan.Index("Secret"));
});
// Wait three ticks for any random update loops that might happen
await server.WaitRunTicks(3);
await server.WaitAssertion(() =>
{
foreach (var rule in gameTicker.AddedGameRules)
{
Assert.That(gameTicker.StartedGameRules.Contains(rule));
}
// End all rules
gameTicker.ClearGameRules();
});
await pairTracker.CleanReturnAsync();
}
}