* Cleanup PuddleTest * Cleanup GravityGridTest * Cleanup PowerTest * Cleanup SaveLoadMapTest * Cleanup Body tests * Cleanup ContainerOcclusionTest * Cleanup AirlockTest * Cleanup DamageableTest * Cleanup EntityTest * Cleanup FluidSpillTest * Cleanup FollowerSystemTest * Cleanup HandCuffTest * Cleanup InteractionSystemTests * Cleanup InRangeUnobstructed * Cleanup SimplePredictReconcileTest * Cleanup PostMapInitTest * Cleanup SalvageTest * Cleanup SaveLoadSaveTest * Cleanup ShuttleTest * Cleanup MaterialArbitrageTest * Cleanup PrototypeSaveTest * Fix ShuttleTest * Bunch of small ones * Move JobTests to Station directory * More small fixes * Cleanup InteractionTest.Helpers Had to change a method signature, so some callers were modified too. * Missed one
143 lines
5.9 KiB
C#
143 lines
5.9 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Content.Server.Construction.Components;
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using Content.Shared.Construction.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Prototypes;
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namespace Content.IntegrationTests.Tests;
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public sealed class MachineBoardTest
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{
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/// <summary>
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/// A list of machine boards that can be ignored by this test.
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/// </summary>
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private readonly HashSet<string> _ignoredPrototypes = new()
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{
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//These have their own construction thing going on here
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"MachineParticleAcceleratorEndCapCircuitboard",
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"MachineParticleAcceleratorFuelChamberCircuitboard",
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"MachineParticleAcceleratorFuelChamberCircuitboard",
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"MachineParticleAcceleratorPowerBoxCircuitboard",
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"MachineParticleAcceleratorEmitterStarboardCircuitboard",
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"MachineParticleAcceleratorEmitterForeCircuitboard",
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"MachineParticleAcceleratorEmitterPortCircuitboard",
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"ParticleAcceleratorComputerCircuitboard"
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};
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/// <summary>
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/// Ensures that every single machine board's corresponding entity
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/// is a machine and can be properly deconstructed.
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/// </summary>
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[Test]
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public async Task TestMachineBoardHasValidMachine()
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{
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await using var pair = await PoolManager.GetServerClient();
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var server = pair.Server;
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var protoMan = server.ResolveDependency<IPrototypeManager>();
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var compFact = server.ResolveDependency<IComponentFactory>();
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await server.WaitAssertion(() =>
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{
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foreach (var p in protoMan.EnumeratePrototypes<EntityPrototype>()
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.Where(p => !p.Abstract)
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.Where(p => !pair.IsTestPrototype(p))
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.Where(p => !_ignoredPrototypes.Contains(p.ID)))
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{
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if (!p.TryGetComponent<MachineBoardComponent>(out var mbc, compFact))
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continue;
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var mId = mbc.Prototype;
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Assert.Multiple(() =>
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{
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Assert.That(protoMan.TryIndex<EntityPrototype>(mId, out var mProto),
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$"Machine board {p.ID}'s corresponding machine has an invalid prototype.");
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Assert.That(mProto.TryGetComponent<MachineComponent>(out var mComp, compFact),
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$"Machine board {p.ID}'s corresponding machine {mId} does not have MachineComponent");
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Assert.That(mComp.Board, Is.EqualTo(p.ID),
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$"Machine {mId}'s BoardPrototype is not equal to it's corresponding machine board, {p.ID}");
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});
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}
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});
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await pair.CleanReturnAsync();
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}
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/// <summary>
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/// Ensures that every single computer board's corresponding entity
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/// is a computer that can be properly deconstructed to the correct board
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/// </summary>
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[Test]
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public async Task TestComputerBoardHasValidComputer()
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{
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await using var pair = await PoolManager.GetServerClient();
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var server = pair.Server;
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var protoMan = server.ResolveDependency<IPrototypeManager>();
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var compFact = server.ResolveDependency<IComponentFactory>();
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await server.WaitAssertion(() =>
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{
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foreach (var p in protoMan.EnumeratePrototypes<EntityPrototype>()
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.Where(p => !p.Abstract)
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.Where(p => !pair.IsTestPrototype(p))
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.Where(p => !_ignoredPrototypes.Contains(p.ID)))
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{
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if (!p.TryGetComponent<ComputerBoardComponent>(out var cbc, compFact))
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continue;
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var cId = cbc.Prototype;
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Assert.Multiple(() =>
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{
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Assert.That(cId, Is.Not.Null, $"Computer board \"{p.ID}\" does not have a corresponding computer.");
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Assert.That(protoMan.TryIndex<EntityPrototype>(cId, out var cProto),
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$"Computer board \"{p.ID}\"'s corresponding computer has an invalid prototype.");
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Assert.That(cProto.TryGetComponent<ComputerComponent>(out var cComp, compFact),
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$"Computer board {p.ID}'s corresponding computer \"{cId}\" does not have ComputerComponent");
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Assert.That(cComp.BoardPrototype, Is.EqualTo(p.ID),
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$"Computer \"{cId}\"'s BoardPrototype is not equal to it's corresponding computer board, \"{p.ID}\"");
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});
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}
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});
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await pair.CleanReturnAsync();
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}
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/// <summary>
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/// Ensures that every single computer board's corresponding entity
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/// is a computer that can be properly deconstructed to the correct board
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/// </summary>
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[Test]
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public async Task TestValidateBoardComponentRequirements()
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{
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await using var pair = await PoolManager.GetServerClient();
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var server = pair.Server;
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var entMan = server.ResolveDependency<IEntityManager>();
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var protoMan = server.ResolveDependency<IPrototypeManager>();
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await server.WaitAssertion(() =>
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{
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foreach (var p in protoMan.EnumeratePrototypes<EntityPrototype>()
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.Where(p => !p.Abstract)
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.Where(p => !pair.IsTestPrototype(p))
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.Where(p => !_ignoredPrototypes.Contains(p.ID)))
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{
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if (!p.TryGetComponent<MachineBoardComponent>(out var board, entMan.ComponentFactory))
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continue;
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Assert.Multiple(() =>
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{
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foreach (var component in board.ComponentRequirements.Keys)
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{
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Assert.That(entMan.ComponentFactory.TryGetRegistration(component, out _), $"Invalid component requirement {component} specified on machine board entity {p}");
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}
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});
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}
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});
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await pair.CleanReturnAsync();
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}
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}
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