Files
tbd-station-14/Content.IntegrationTests/Tests/StoreTests.cs
Fildrance a58252f45e feat: #26107 uplink discounts for traitors (no nukies for now) (#26297)
* feat: #26107 uplink discounts for traitors and nukies

* refactor: #26107 extracted discount label from price of StoreListingControl

* refactor: minor renaming

* refactor: parametrized adding discounts to uplink store

* fix: #26107 prevent exception on empty discountOptions

* feat: uplink now have 'Discounted' category which contains all discounted items on this session.

* after merge fixups

* rename discount categories according to common sense

* refactor: DiscountOptions is now optional (nullable) on ListingData

* add nullability check ignore for already checked listingData.DiscountOptions

* fix after merge store menu ui

* remove unused using

* final fix after merge conflicts

* [refactor]: #26107 fix variables naming in UplinkSystem

* fix: #26107 fix after merge

* refactor: #26107 now supports discountDownUntil on ListingItem, instead of % of discount

* feat: #26107 support multiple currency discount in store on side of discount message label

* refactor: #26107 extracted discounts initialization to separate system. StoreDiscountData are spread as array and not list now

* refactor: #26107 move more code from storesystem to StoreDiscountComponent

* refactor: #26107 separated StoreSystem and StoreDiscountSystem using events

* fix: #26107 placed not-nullable variable initialization in ListingData for tests

* refactor: #26107 minor renaming, xml-docs

* fix: #26107 changed most of discounts to be down to half price for balance purposes

* ids used in with discounts are now ProtoIds, dicountCategories are now prototypes, code with weights simplified

* decoupled storesystem and store discount system

* xml-docs

* refactor:  #26107 xml-doc for StoreDiscountSystem

* is now a thing (tmp)

* fix: compilation errors + StoreDiscountData.DiscountCategoryId

* refactor: rename ListingDataWithCostModifiers, fix all cost related code, enpittyfy performance, uglify uplink_catalog

* refactor: removed unused code, more StoreDiscountSystem docs, simplify code

* refactor: moved discount category logic to respective system, now creating ListingData c-tor clones all mutable fields as expected

* refactor: rename back (its not prototype)

* refactor: move ListingItemsInitializingEvent to file with handling logic

* refactor: comments for StoreBuyFinishedEvent handling, more logging

* refactor: moved StoreInitializedEvent, xml-doc

* refactor: simplify StoreDiscountSystem code  (reduce nesting) + xml-doc

* refactor: restore old listing data cost field name

* refactor: fix linter in uplink_catalog.yml

* refactor: xml-doc for ListingDataWithCostModifiers

* refactor: limit usage of ListingData in favour of ListingDataWithCostModifiers

* refactor: purged linq, removed custom datafield names, minor cleanup

* refactor: removed double-allocation on getting available listings

* refactor: StoreSystem.OnBuyRequest now uses component.FullListingsCatalog as reference point (as it was in original code)

* fix: minor discount categories on uplink items changes following design overview

* refactor: StoreBuyListingMessage now uses protoId and not whole object

* refactor: store refund and discount integration test, RefreshAllListings now translates previous cost modifiers to refreshed list, if state previous to refresh had any listing items

---------

Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
2024-09-05 22:12:39 +10:00

161 lines
7.5 KiB
C#

using System.Collections.Generic;
using System.Linq;
using System.Threading;
using Content.Server.Store.Systems;
using Content.Server.Traitor.Uplink;
using Content.Shared.FixedPoint;
using Content.Shared.Inventory;
using Content.Shared.Store;
using Content.Shared.Store.Components;
using Content.Shared.StoreDiscount.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.IntegrationTests.Tests;
[TestFixture]
public sealed class StoreTests
{
[TestPrototypes]
private const string Prototypes = @"
- type: entity
name: InventoryPdaDummy
id: InventoryPdaDummy
parent: BasePDA
components:
- type: Clothing
QuickEquip: false
slots:
- idcard
- type: Pda
";
[Test]
public async Task StoreDiscountAndRefund()
{
await using var pair = await PoolManager.GetServerClient();
var server = pair.Server;
var testMap = await pair.CreateTestMap();
await server.WaitIdleAsync();
var serverRandom = server.ResolveDependency<IRobustRandom>();
serverRandom.SetSeed(534);
var entManager = server.ResolveDependency<IEntityManager>();
var mapSystem = server.System<SharedMapSystem>();
var prototypeManager = server.ProtoMan;
Assert.That(mapSystem.IsInitialized(testMap.MapId));
EntityUid human = default;
EntityUid uniform = default;
EntityUid pda = default;
var uplinkSystem = entManager.System<UplinkSystem>();
var listingPrototypes = prototypeManager.EnumeratePrototypes<ListingPrototype>()
.ToArray();
var coordinates = testMap.GridCoords;
await server.WaitAssertion(() =>
{
var invSystem = entManager.System<InventorySystem>();
human = entManager.SpawnEntity("HumanUniformDummy", coordinates);
uniform = entManager.SpawnEntity("UniformDummy", coordinates);
pda = entManager.SpawnEntity("InventoryPdaDummy", coordinates);
Assert.That(invSystem.TryEquip(human, uniform, "jumpsuit"));
Assert.That(invSystem.TryEquip(human, pda, "id"));
FixedPoint2 originalBalance = 20;
uplinkSystem.AddUplink(human, originalBalance, null, true);
var storeComponent = entManager.GetComponent<StoreComponent>(pda);
var discountComponent = entManager.GetComponent<StoreDiscountComponent>(pda);
Assert.That(
discountComponent.Discounts,
Has.Exactly(3).Items,
$"After applying discount total discounted items count was expected to be '3' "
+ $"but was actually {discountComponent.Discounts.Count}- this can be due to discount "
+ $"categories settings (maxItems, weight) not being realistically set, or default "
+ $"discounted count being changed from '3' in StoreDiscountSystem.InitializeDiscounts."
);
var discountedListingItems = storeComponent.FullListingsCatalog
.Where(x => x.IsCostModified)
.OrderBy(x => x.ID)
.ToArray();
Assert.That(discountComponent.Discounts
.Select(x => x.ListingId.Id),
Is.EquivalentTo(discountedListingItems.Select(x => x.ID)),
$"{nameof(StoreComponent)}.{nameof(StoreComponent.FullListingsCatalog)} does not contain all "
+ $"items that are marked as discounted, or they don't have flag '{nameof(ListingDataWithCostModifiers.IsCostModified)}'"
+ $"flag as 'true'. This marks the fact that cost modifier of discount is not applied properly!"
);
// Refund action requests re-generation of listing items so we will be re-acquiring items from component a lot of times.
var itemIds = discountedListingItems.Select(x => x.ID);
foreach (var itemId in itemIds)
{
Assert.Multiple(() =>
{
storeComponent.RefundAllowed = true;
var discountedListingItem = storeComponent.FullListingsCatalog.First(x => x.ID == itemId);
var plainDiscountedCost = discountedListingItem.Cost[UplinkSystem.TelecrystalCurrencyPrototype];
var prototype = listingPrototypes.First(x => x.ID == discountedListingItem.ID);
var prototypeCost = prototype.Cost[UplinkSystem.TelecrystalCurrencyPrototype];
var discountDownTo = prototype.DiscountDownTo[UplinkSystem.TelecrystalCurrencyPrototype];
Assert.That(plainDiscountedCost.Value, Is.GreaterThanOrEqualTo(discountDownTo.Value), "Expected discounted cost to be greater then DiscountDownTo value.");
Assert.That(plainDiscountedCost.Value, Is.LessThan(prototypeCost.Value), "Expected discounted cost to be lower then prototype cost.");
var buyMsg = new StoreBuyListingMessage(discountedListingItem.ID){Actor = human};
server.EntMan.EventBus.RaiseComponentEvent(pda, storeComponent, buyMsg);
var newBalance = storeComponent.Balance[UplinkSystem.TelecrystalCurrencyPrototype];
Assert.That(newBalance.Value, Is.EqualTo((originalBalance - plainDiscountedCost).Value), "Expected to have balance reduced by discounted cost");
Assert.That(
discountedListingItem.IsCostModified,
Is.False,
$"Expected item cost to not be modified after Buying discounted item."
);
var costAfterBuy = discountedListingItem.Cost[UplinkSystem.TelecrystalCurrencyPrototype];
Assert.That(costAfterBuy.Value, Is.EqualTo(prototypeCost.Value), "Expected cost after discount refund to be equal to prototype cost.");
var refundMsg = new StoreRequestRefundMessage { Actor = human };
server.EntMan.EventBus.RaiseComponentEvent(pda, storeComponent, refundMsg);
// get refreshed item after refund re-generated items
discountedListingItem = storeComponent.FullListingsCatalog.First(x => x.ID == itemId);
var afterRefundBalance = storeComponent.Balance[UplinkSystem.TelecrystalCurrencyPrototype];
Assert.That(afterRefundBalance.Value, Is.EqualTo(originalBalance.Value), "Expected refund to return all discounted cost value.");
Assert.That(
discountComponent.Discounts.First(x => x.ListingId == discountedListingItem.ID).Count,
Is.EqualTo(0),
"Discounted count should still be zero even after refund."
);
Assert.That(
discountedListingItem.IsCostModified,
Is.False,
$"Expected item cost to not be modified after Buying discounted item (even after refund was done)."
);
var costAfterRefund = discountedListingItem.Cost[UplinkSystem.TelecrystalCurrencyPrototype];
Assert.That(costAfterRefund.Value, Is.EqualTo(prototypeCost.Value), "Expected cost after discount refund to be equal to prototype cost.");
});
}
});
await pair.CleanReturnAsync();
}
}