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