* Add pirate shooting * Shooting working * Basics working * Refactor time * More conversion * Update primitives * Update yml * weh * Building again * Draft * weh * b * Start shutdown * Starting to take form * Code side done * is it worky * Fix prototypes * stuff * Shitty working * Juke events working * Even more cleanup * RTX * Fix interaction combat mode and compquery * GetAmmoCount relays * Fix rotation speed * Juke fixes * fixes * weh * The collision avoidance never ends * Fixes * Pause support * framework * lazy * Fix idling * Fix drip * goobed * Fix takeover shutdown bug * Merge fixes * shitter * Fix carpos
56 lines
1.7 KiB
C#
56 lines
1.7 KiB
C#
using System.Collections.Generic;
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using Content.Server.NPC.HTN;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.IntegrationTests.Tests.NPC;
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[TestFixture]
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public sealed class NPCTest
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{
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[Test]
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public async Task CompoundRecursion()
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{
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var pool = await PoolManager.GetServerClient(new PoolSettings() { NoClient = true });
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var server = pool.Pair.Server;
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await server.WaitIdleAsync();
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var htnSystem = server.ResolveDependency<IEntitySystemManager>().GetEntitySystem<HTNSystem>();
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var protoManager = server.ResolveDependency<IPrototypeManager>();
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await server.WaitAssertion(() =>
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{
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var counts = new Dictionary<string, int>();
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foreach (var compound in protoManager.EnumeratePrototypes<HTNCompoundPrototype>())
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{
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Count(compound, counts, htnSystem, protoManager);
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counts.Clear();
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}
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});
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await pool.CleanReturnAsync();
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}
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private static void Count(HTNCompoundPrototype compound, Dictionary<string, int> counts, HTNSystem htnSystem, IPrototypeManager protoManager)
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{
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foreach (var branch in compound.Branches)
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{
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foreach (var task in branch.Tasks)
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{
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if (task is HTNCompoundTask compoundTask)
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{
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var count = counts.GetOrNew(compound.ID);
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count++;
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Assert.That(count, Is.LessThan(50));
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counts[compound.ID] = count;
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Count(protoManager.Index<HTNCompoundPrototype>(compoundTask.Task), counts, htnSystem, protoManager);
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}
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}
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}
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}
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}
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