using System.Collections.Generic;
using Content.Server.Cargo.Systems;
using Content.Server.Construction.Completions;
using Content.Server.Construction.Components;
using Content.Server.Destructible;
using Content.Server.Destructible.Thresholds.Behaviors;
using Content.Server.Stack;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.Construction.Components;
using Content.Shared.Construction.Prototypes;
using Content.Shared.Construction.Steps;
using Content.Shared.FixedPoint;
using Content.Shared.Lathe;
using Content.Shared.Materials;
using Content.Shared.Research.Prototypes;
using Content.Shared.Stacks;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.IntegrationTests.Tests;
///
/// This test checks that any destructible or constructible entities do not drop more resources than are required to
/// create them.
///
[TestFixture]
public sealed class MaterialArbitrageTest
{
[Test]
public async Task NoMaterialArbitrage()
{
await using var pair = await PoolManager.GetServerClient();
var server = pair.Server;
var testMap = await pair.CreateTestMap();
await server.WaitIdleAsync();
var entManager = server.ResolveDependency();
var mapManager = server.ResolveDependency();
var protoManager = server.ResolveDependency();
var pricing = entManager.System();
var stackSys = entManager.System();
var mapSystem = server.System();
var latheSys = server.System();
var compFact = server.ResolveDependency();
Assert.That(mapSystem.IsInitialized(testMap.MapId));
var constructionName = compFact.GetComponentName(typeof(ConstructionComponent));
var compositionName = compFact.GetComponentName(typeof(PhysicalCompositionComponent));
var materialName = compFact.GetComponentName(typeof(MaterialComponent));
var destructibleName = compFact.GetComponentName(typeof(DestructibleComponent));
// get the inverted lathe recipe dictionary
var latheRecipes = latheSys.InverseRecipes;
// Lets assume the possible lathe for resource multipliers:
// TODO: each recipe can technically have its own cost multiplier associated with it, so this test needs redone to factor that in.
var multiplier = MathF.Pow(0.85f, 3);
// create construction dictionary
Dictionary constructionRecipes = new();
foreach (var proto in protoManager.EnumeratePrototypes())
{
if (proto.HideSpawnMenu || proto.Abstract || pair.IsTestPrototype(proto))
continue;
if (!proto.Components.TryGetValue(constructionName, out var destructible))
continue;
var comp = (ConstructionComponent) destructible.Component;
constructionRecipes.Add(proto.ID, comp);
}
// Get ingredients required to construct an entity
Dictionary> constructionMaterials = new();
foreach (var (id, comp) in constructionRecipes)
{
var materials = new Dictionary();
var graph = protoManager.Index(comp.Graph);
if (graph.Start == null)
continue;
if (!graph.TryPath(graph.Start, comp.Node, out var path) || path.Length == 0)
continue;
var cur = graph.Nodes[graph.Start];
foreach (var node in path)
{
var edge = cur.GetEdge(node.Name);
cur = node;
if (edge == null)
continue;
foreach (var step in edge.Steps)
{
if (step is not MaterialConstructionGraphStep materialStep)
continue;
var stackProto = protoManager.Index(materialStep.MaterialPrototypeId);
var spawnProto = protoManager.Index(stackProto.Spawn);
if (!spawnProto.Components.ContainsKey(materialName) ||
!spawnProto.Components.TryGetValue(compositionName, out var compositionReg))
continue;
var mat = (PhysicalCompositionComponent) compositionReg.Component;
foreach (var (matId, amount) in mat.MaterialComposition)
{
materials[matId] = materialStep.Amount * amount + materials.GetValueOrDefault(matId);
}
}
}
constructionMaterials.Add(id, materials);
}
Dictionary priceCache = new();
Dictionary Ents, Dictionary Mats)> spawnedOnDestroy = new();
// Here we get the set of entities/materials spawned when destroying an entity.
foreach (var proto in protoManager.EnumeratePrototypes())
{
if (proto.HideSpawnMenu || proto.Abstract || pair.IsTestPrototype(proto))
continue;
if (!proto.Components.TryGetValue(destructibleName, out var destructible))
continue;
var comp = (DestructibleComponent) destructible.Component;
var spawnedEnts = new Dictionary();
var spawnedMats = new Dictionary();
// This test just blindly assumes that ALL spawn entity behaviors get triggered. In reality, some entities
// might only trigger a subset. If that starts being a problem, this test either needs fixing or needs to
// get an ignored prototypes list.
foreach (var threshold in comp.Thresholds)
{
foreach (var behaviour in threshold.Behaviors)
{
if (behaviour is not SpawnEntitiesBehavior spawn)
continue;
foreach (var (key, value) in spawn.Spawn)
{
spawnedEnts[key] = spawnedEnts.GetValueOrDefault(key) + value.Max;
var spawnProto = protoManager.Index(key);
// get the amount of each material included in the entity
if (!spawnProto.Components.ContainsKey(materialName) ||
!spawnProto.Components.TryGetValue(compositionName, out var compositionReg))
continue;
var mat = (PhysicalCompositionComponent) compositionReg.Component;
foreach (var (matId, amount) in mat.MaterialComposition)
{
spawnedMats[matId] = value.Max * amount + spawnedMats.GetValueOrDefault(matId);
}
}
}
}
if (spawnedEnts.Count > 0)
spawnedOnDestroy.Add(proto.ID, (spawnedEnts, spawnedMats));
}
// This is the main loop where we actually check for destruction arbitrage
Assert.Multiple(async () =>
{
foreach (var (id, (spawnedEnts, spawnedMats)) in spawnedOnDestroy)
{
// Check cargo sell price
// several constructible entities have no sell price
// also this test only really matters if the entity is also purchaseable.... eh..
var spawnedPrice = await GetSpawnedPrice(spawnedEnts);
var price = await GetPrice(id);
if (spawnedPrice > 0 && price > 0)
Assert.That(spawnedPrice, Is.LessThanOrEqualTo(price), $"{id} increases in price after being destroyed\nEntities spawned on destruction: {string.Join(',', spawnedEnts)}");
// Check lathe production
if (latheRecipes.TryGetValue(id, out var recipes))
{
foreach (var recipe in recipes)
{
foreach (var (matId, amount) in recipe.Materials)
{
var actualAmount = SharedLatheSystem.AdjustMaterial(amount, recipe.ApplyMaterialDiscount, multiplier);
if (spawnedMats.TryGetValue(matId, out var numSpawned))
Assert.That(numSpawned, Is.LessThanOrEqualTo(actualAmount), $"destroying a {id} spawns more {matId} than required to produce via an (upgraded) lathe.");
}
}
}
// Check construction.
if (constructionMaterials.TryGetValue(id, out var constructionMats))
{
foreach (var (matId, amount) in constructionMats)
{
if (spawnedMats.TryGetValue(matId, out var numSpawned))
Assert.That(numSpawned, Is.LessThanOrEqualTo(amount), $"destroying a {id} spawns more {matId} than required to construct it.");
}
}
}
});
// Finally, lets also check for deconstruction arbitrage.
// Get ingredients returned when deconstructing an entity
Dictionary> deconstructionMaterials = new();
foreach (var (id, comp) in constructionRecipes)
{
if (comp.DeconstructionNode == null)
continue;
var materials = new Dictionary();
var graph = protoManager.Index(comp.Graph);
if (!graph.TryPath(comp.Node, comp.DeconstructionNode, out var path) || path.Length == 0)
continue;
var cur = graph.Nodes[comp.Node];
foreach (var node in path)
{
var edge = cur.GetEdge(node.Name);
cur = node;
foreach (var completion in edge.Completed)
{
if (completion is not SpawnPrototype spawnCompletion)
continue;
var spawnProto = protoManager.Index(spawnCompletion.Prototype);
if (!spawnProto.Components.ContainsKey(materialName) ||
!spawnProto.Components.TryGetValue(compositionName, out var compositionReg))
continue;
var mat = (PhysicalCompositionComponent) compositionReg.Component;
foreach (var (matId, amount) in mat.MaterialComposition)
{
materials[matId] = spawnCompletion.Amount * amount + materials.GetValueOrDefault(matId);
}
}
}
deconstructionMaterials.Add(id, materials);
}
// This is functionally the same loop as before, but now testing deconstruction rather than destruction.
// This is pretty braindead. In principle construction graphs can have loops and whatnot.
Assert.Multiple(async () =>
{
foreach (var (id, deconstructedMats) in deconstructionMaterials)
{
// Check cargo sell price
var deconstructedPrice = await GetDeconstructedPrice(deconstructedMats);
var price = await GetPrice(id);
if (deconstructedPrice > 0 && price > 0)
Assert.That(deconstructedPrice, Is.LessThanOrEqualTo(price), $"{id} increases in price after being deconstructed");
// Check lathe production
if (latheRecipes.TryGetValue(id, out var recipes))
{
foreach (var recipe in recipes)
{
foreach (var (matId, amount) in recipe.Materials)
{
var actualAmount = SharedLatheSystem.AdjustMaterial(amount, recipe.ApplyMaterialDiscount, multiplier);
if (deconstructedMats.TryGetValue(matId, out var numSpawned))
Assert.That(numSpawned, Is.LessThanOrEqualTo(actualAmount), $"deconstructing {id} spawns more {matId} than required to produce via an (upgraded) lathe.");
}
}
}
// Check construction.
if (constructionMaterials.TryGetValue(id, out var constructionMats))
{
foreach (var (matId, amount) in constructionMats)
{
if (deconstructedMats.TryGetValue(matId, out var numSpawned))
Assert.That(numSpawned, Is.LessThanOrEqualTo(amount), $"deconstructing a {id} spawns more {matId} than required to construct it.");
}
}
}
});
// create phyiscal composition dictionary
// this doesn't account for the chemicals in the composition
Dictionary physicalCompositions = new();
foreach (var proto in protoManager.EnumeratePrototypes())
{
if (proto.HideSpawnMenu || proto.Abstract || pair.IsTestPrototype(proto))
continue;
if (!proto.Components.TryGetValue(compositionName, out var composition))
continue;
var comp = (PhysicalCompositionComponent) composition.Component;
physicalCompositions.Add(proto.ID, comp);
}
// This is functionally the same loop as before, but now testing composition rather than destruction or deconstruction.
// This doesn't take into account chemicals generated when deconstructing. Maybe it should.
Assert.Multiple(async () =>
{
foreach (var (id, compositionComponent) in physicalCompositions)
{
// Check cargo sell price
var materialPrice = await GetDeconstructedPrice(compositionComponent.MaterialComposition);
var chemicalPrice = await GetChemicalCompositionPrice(compositionComponent.ChemicalComposition);
var sumPrice = materialPrice + chemicalPrice;
var price = await GetPrice(id);
if (sumPrice > 0 && price > 0)
Assert.That(sumPrice, Is.LessThanOrEqualTo(price), $"{id} increases in price after decomposed into raw materials");
// Check lathe production
if (latheRecipes.TryGetValue(id, out var recipes))
{
foreach (var recipe in recipes)
{
foreach (var (matId, amount) in recipe.Materials)
{
var actualAmount = SharedLatheSystem.AdjustMaterial(amount, recipe.ApplyMaterialDiscount, multiplier);
if (compositionComponent.MaterialComposition.TryGetValue(matId, out var numSpawned))
Assert.That(numSpawned, Is.LessThanOrEqualTo(actualAmount), $"The physical composition of {id} has more {matId} than required to produce via an (upgraded) lathe.");
}
}
}
// Check construction.
if (constructionMaterials.TryGetValue(id, out var constructionMats))
{
foreach (var (matId, amount) in constructionMats)
{
if (compositionComponent.MaterialComposition.TryGetValue(matId, out var numSpawned))
Assert.That(numSpawned, Is.LessThanOrEqualTo(amount), $"The physical composition of {id} has more {matId} than required to construct it.");
}
}
}
});
await server.WaitPost(() => mapManager.DeleteMap(testMap.MapId));
await pair.CleanReturnAsync();
async Task GetSpawnedPrice(Dictionary ents)
{
double price = 0;
foreach (var (id, num) in ents)
{
price += num * await GetPrice(id);
}
return price;
}
async Task GetPrice(string id)
{
if (!priceCache.TryGetValue(id, out var price))
{
await server.WaitPost(() =>
{
var ent = entManager.SpawnEntity(id, testMap.GridCoords);
stackSys.SetCount(ent, 1);
priceCache[id] = price = pricing.GetPrice(ent, false);
entManager.DeleteEntity(ent);
});
}
return price;
}
#pragma warning disable CS1998
async Task GetDeconstructedPrice(Dictionary mats)
{
double price = 0;
foreach (var (id, num) in mats)
{
var matProto = protoManager.Index(id);
price += num * matProto.Price;
}
return price;
}
#pragma warning restore CS1998
#pragma warning disable CS1998
async Task GetChemicalCompositionPrice(Dictionary mats)
{
double price = 0;
foreach (var (id, num) in mats)
{
var reagentProto = protoManager.Index(id);
price += num.Double() * reagentProto.PricePerUnit;
}
return price;
}
#pragma warning restore CS1998
}
}