303 lines
13 KiB
C#
303 lines
13 KiB
C#
using Content.Server.Cargo.Systems;
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using Content.Server.Construction.Completions;
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using Content.Server.Construction.Components;
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using Content.Server.Destructible;
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using Content.Server.Destructible.Thresholds.Behaviors;
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using Content.Server.Stack;
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using Content.Shared.Construction.Prototypes;
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using Content.Shared.Construction.Steps;
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using Content.Shared.Lathe;
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using Content.Shared.Research.Prototypes;
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using Content.Shared.Stacks;
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using NUnit.Framework;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using Content.Shared.Construction.Components;
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namespace Content.IntegrationTests.Tests;
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/// <summary>
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/// This test checks that any destructible or constructible entities do not drop more resources than are required to
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/// create them.
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/// </summary>
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[TestFixture]
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public sealed class MaterialArbitrageTest
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{
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[Test]
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public async Task NoMaterialArbitrage()
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{
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// TODO check lathe resource prices?
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// I CBF doing that atm because I know that will probably fail for most lathe recipies.
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await using var pairTracker = await PoolManager.GetServerClient(new PoolSettings() {NoClient = true});
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var server = pairTracker.Pair.Server;
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var testMap = await PoolManager.CreateTestMap(pairTracker);
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await server.WaitIdleAsync();
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var entManager = server.ResolveDependency<IEntityManager>();
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var sysManager = server.ResolveDependency<IEntitySystemManager>();
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var mapManager = server.ResolveDependency<IMapManager>();
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Assert.That(mapManager.IsMapInitialized(testMap.MapId));
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var protoManager = server.ResolveDependency<IPrototypeManager>();
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var pricing = sysManager.GetEntitySystem<PricingSystem>();
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var stackSys = sysManager.GetEntitySystem<StackSystem>();
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var compFact = server.ResolveDependency<IComponentFactory>();
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var constructionName = compFact.GetComponentName(typeof(ConstructionComponent));
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var destructibleName = compFact.GetComponentName(typeof(DestructibleComponent));
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var stackName = compFact.GetComponentName(typeof(StackComponent));
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// construct inverted lathe recipe dictionary
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Dictionary<string, LatheRecipePrototype> latheRecipes = new();
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foreach (var proto in protoManager.EnumeratePrototypes<LatheRecipePrototype>())
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{
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latheRecipes.Add(proto.Result, proto);
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}
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// Lets assume the possible lathe for resource multipliers:
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var multiplier = MathF.Pow(LatheComponent.DefaultPartRatingMaterialUseMultiplier, MachinePartComponent.MaxRating - 1);
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// create construction dictionary
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Dictionary<string, ConstructionComponent> constructionRecipes = new();
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foreach (var proto in protoManager.EnumeratePrototypes<EntityPrototype>())
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{
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if (proto.NoSpawn || proto.Abstract)
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continue;
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if (!proto.Components.TryGetValue(constructionName, out var destructible))
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continue;
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var comp = (ConstructionComponent) destructible.Component;
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constructionRecipes.Add(proto.ID, comp);
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}
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// Get ingredients required to construct an entity
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Dictionary<string, Dictionary<string, int>> constructionMaterials = new();
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foreach (var (id, comp) in constructionRecipes)
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{
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var materials = new Dictionary<string, int>();
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var graph = protoManager.Index<ConstructionGraphPrototype>(comp.Graph);
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if (!graph.TryPath(graph.Start, comp.Node, out var path) || path.Length == 0)
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continue;
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var cur = graph.Nodes[graph.Start];
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foreach (var node in path)
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{
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var edge = cur.GetEdge(node.Name);
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cur = node;
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foreach (var step in edge.Steps)
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{
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if (step is MaterialConstructionGraphStep materialStep)
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materials[materialStep.MaterialPrototypeId] = materialStep.Amount + materials.GetValueOrDefault(materialStep.MaterialPrototypeId);
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}
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}
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constructionMaterials.Add(id, materials);
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}
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Dictionary<string, double> priceCache = new();
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Dictionary<string, (Dictionary<string, int> Ents, Dictionary<string, int> Mats)> spawnedOnDestroy = new();
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// Here we get the set of entities/materials spawned when destroying an entity.
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foreach (var proto in protoManager.EnumeratePrototypes<EntityPrototype>())
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{
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if (proto.NoSpawn || proto.Abstract)
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continue;
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if (!proto.Components.TryGetValue(destructibleName, out var destructible))
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continue;
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var comp = (DestructibleComponent) destructible.Component;
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var spawnedEnts = new Dictionary<string, int>();
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var spawnedMats = new Dictionary<string, int>();
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// This test just blindly assumes that ALL spawn entity behaviors get triggered. In reality, some entities
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// might only trigger a subset. If that starts being a problem, this test either needs fixing or needs to
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// get an ignored prototypes list.
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foreach (var threshold in comp.Thresholds)
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{
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foreach (var behaviour in threshold.Behaviors)
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{
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if (behaviour is not SpawnEntitiesBehavior spawn)
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continue;
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foreach (var (key, value) in spawn.Spawn)
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{
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spawnedEnts[key] = spawnedEnts.GetValueOrDefault(key) + value.Max;
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var spawnProto = protoManager.Index<EntityPrototype>(key);
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if (!spawnProto.Components.TryGetValue(stackName, out var reg))
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continue;
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var stack = (StackComponent) reg.Component;
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spawnedMats[stack.StackTypeId] = value.Max + spawnedMats.GetValueOrDefault(stack.StackTypeId);
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}
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}
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}
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if (spawnedEnts.Count > 0)
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spawnedOnDestroy.Add(proto.ID, (spawnedEnts, spawnedMats));
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}
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// This is the main loop where we actually check for destruction arbitrage
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Assert.Multiple(async () =>
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{
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foreach (var (id, (spawnedEnts, spawnedMats)) in spawnedOnDestroy)
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{
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// Check cargo sell price
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// several constructible entities have no sell price
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// also this test only really matters if the entity is also purchaseable.... eh..
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var spawnedPrice = await GetSpawnedPrice(spawnedEnts);
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var price = await GetPrice(id);
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if (spawnedPrice > 0 && price > 0)
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Assert.LessOrEqual(spawnedPrice, price, $"{id} increases in price after being destroyed");
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// Check lathe production
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if (latheRecipes.TryGetValue(id, out var recipe))
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{
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foreach (var (matId, amount) in recipe.RequiredMaterials)
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{
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var actualAmount = SharedLatheSystem.AdjustMaterial(amount, recipe.ApplyMaterialDiscount, multiplier);
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if (spawnedMats.TryGetValue(matId, out var numSpawned))
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Assert.LessOrEqual(numSpawned, actualAmount, $"destroying a {id} spawns more {matId} than required to produce via an (upgraded) lathe.");
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}
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}
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// Check construction.
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if (constructionMaterials.TryGetValue(id, out var constructionMats))
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{
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foreach (var (matId, amount) in constructionMats)
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{
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if (spawnedMats.TryGetValue(matId, out var numSpawned))
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Assert.LessOrEqual(numSpawned, amount, $"destroying a {id} spawns more {matId} than required to construct it.");
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}
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}
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}
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});
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// Finally, lets also check for deconstruction arbitrage.
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// Get ingredients returned when deconstructing an entity
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Dictionary<string, Dictionary<string, int>> deconstructionMaterials = new();
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foreach (var (id, comp) in constructionRecipes)
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{
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if (comp.DeconstructionNode == null)
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continue;
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var materials = new Dictionary<string, int>();
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var graph = protoManager.Index<ConstructionGraphPrototype>(comp.Graph);
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if (!graph.TryPath(comp.Node, comp.DeconstructionNode, out var path) || path.Length == 0)
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continue;
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var cur = graph.Nodes[comp.Node];
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foreach (var node in path)
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{
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var edge = cur.GetEdge(node.Name);
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cur = node;
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foreach (var completion in edge.Completed)
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{
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if (completion is not SpawnPrototype spawnCompletion)
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continue;
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var spawnProto = protoManager.Index<EntityPrototype>(spawnCompletion.Prototype);
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if (!spawnProto.Components.TryGetValue(stackName, out var reg))
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continue;
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var stack = (StackComponent) reg.Component;
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materials[stack.StackTypeId] = spawnCompletion.Amount + materials.GetValueOrDefault(stack.StackTypeId);
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}
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}
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deconstructionMaterials.Add(id, materials);
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}
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// This is functionally the same loop as before, but now testinng deconstruction rather than destruction.
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// This is pretty braindead. In principle construction graphs can have loops and whatnot.
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Assert.Multiple(async () =>
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{
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foreach (var (id, deconstructedMats) in deconstructionMaterials)
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{
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// Check cargo sell price
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var deconstructedPrice = await GetDeconstructedPrice(deconstructedMats);
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var price = await GetPrice(id);
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if (deconstructedPrice > 0 && price > 0)
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Assert.LessOrEqual(deconstructedPrice, price, $"{id} increases in price after being deconstructed");
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// Check lathe production
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if (latheRecipes.TryGetValue(id, out var recipe))
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{
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foreach (var (matId, amount) in recipe.RequiredMaterials)
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{
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var actualAmount = SharedLatheSystem.AdjustMaterial(amount, recipe.ApplyMaterialDiscount, multiplier);
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if (deconstructedMats.TryGetValue(matId, out var numSpawned))
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Assert.LessOrEqual(numSpawned, actualAmount, $"deconstructing {id} spawns more {matId} than required to produce via an (upgraded) lathe.");
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}
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}
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// Check construction.
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if (constructionMaterials.TryGetValue(id, out var constructionMats))
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{
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foreach (var (matId, amount) in constructionMats)
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{
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if (deconstructedMats.TryGetValue(matId, out var numSpawned))
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Assert.LessOrEqual(numSpawned, amount, $"deconstructing a {id} spawns more {matId} than required to construct it.");
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}
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}
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}
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});
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await server.WaitPost(() => mapManager.DeleteMap(testMap.MapId));
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await pairTracker.CleanReturnAsync();
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async Task<double> GetSpawnedPrice(Dictionary<string, int> ents)
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{
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double price = 0;
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foreach (var (id, num) in ents)
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{
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price += num * await GetPrice(id);
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}
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return price;
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}
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async Task<double> GetPrice(string id)
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{
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if (!priceCache.TryGetValue(id, out var price))
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{
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await server.WaitPost(() =>
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{
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var ent = entManager.SpawnEntity(id, testMap.GridCoords);
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stackSys.SetCount(ent, 1);
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priceCache[id] = price = pricing.GetPrice(ent);
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entManager.DeleteEntity(ent);
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});
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}
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return price;
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}
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async Task<double> GetDeconstructedPrice(Dictionary<string, int> mats)
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{
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double price = 0;
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foreach (var (id, num) in mats)
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{
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var matProto = protoManager.Index<StackPrototype>(id).Spawn;
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price += num * await GetPrice(matProto);
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}
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return price;
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}
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}
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}
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