Files
tbd-station-14/Content.IntegrationTests/Tests/Construction/Interaction/CraftingTests.cs
Leon Friedrich fa3c89a521 Partial buckling refactor (#29031)
* partial buckling refactor

* git mv test

* change test namespace

* git mv test

* Update test namespace

* Add pulling test

* Network BuckleTime

* Add two more tests

* smelly
2024-06-20 01:14:18 +10:00

129 lines
4.9 KiB
C#

using System.Linq;
using Content.IntegrationTests.Tests.Interaction;
using Content.Shared.DoAfter;
using Content.Shared.Stacks;
using Robust.Shared.Containers;
namespace Content.IntegrationTests.Tests.Construction.Interaction;
public sealed class CraftingTests : InteractionTest
{
public const string ShardGlass = "ShardGlass";
public const string Spear = "Spear";
/// <summary>
/// Craft a simple instant recipe
/// </summary>
[Test]
public async Task CraftRods()
{
await PlaceInHands(Steel);
await CraftItem(Rod);
await FindEntity((Rod, 2));
}
/// <summary>
/// Craft a simple recipe with a DoAfter
/// </summary>
[Test]
public async Task CraftGrenade()
{
await PlaceInHands(Steel, 5);
await CraftItem("ModularGrenadeRecipe");
await FindEntity("ModularGrenade");
}
/// <summary>
/// Craft a complex recipe (more than one ingredient).
/// </summary>
[Test]
public async Task CraftSpear()
{
// Spawn a full tack of rods in the user's hands.
await PlaceInHands(Rod, 10);
await SpawnEntity((Cable, 10), SEntMan.GetCoordinates(PlayerCoords));
// Attempt (and fail) to craft without glass.
await CraftItem(Spear, shouldSucceed: false);
await FindEntity(Spear, shouldSucceed: false);
// Spawn three shards of glass and finish crafting (only one is needed).
await SpawnTarget(ShardGlass);
await SpawnTarget(ShardGlass);
await SpawnTarget(ShardGlass);
await CraftItem(Spear);
await FindEntity(Spear);
// Player's hands should be full of the remaining rods, except those dropped during the failed crafting attempt.
// Spear and left over stacks should be on the floor.
await AssertEntityLookup((Rod, 2), (Cable, 7), (ShardGlass, 2), (Spear, 1));
}
/// <summary>
/// Cancel crafting a complex recipe.
/// </summary>
[Test]
public async Task CancelCraft()
{
var serverTargetCoords = SEntMan.GetCoordinates(TargetCoords);
var rods = await SpawnEntity((Rod, 10), serverTargetCoords);
var wires = await SpawnEntity((Cable, 10), serverTargetCoords);
var shard = await SpawnEntity(ShardGlass, serverTargetCoords);
var rodStack = SEntMan.GetComponent<StackComponent>(rods);
var wireStack = SEntMan.GetComponent<StackComponent>(wires);
await RunTicks(5);
var sys = SEntMan.System<SharedContainerSystem>();
Assert.Multiple(() =>
{
Assert.That(sys.IsEntityInContainer(rods), Is.False);
Assert.That(sys.IsEntityInContainer(wires), Is.False);
Assert.That(sys.IsEntityInContainer(shard), Is.False);
});
#pragma warning disable CS4014 // Legacy construction code uses DoAfterAwait. If we await it we will be waiting forever.
await Server.WaitPost(() => SConstruction.TryStartItemConstruction(Spear, SEntMan.GetEntity(Player)));
#pragma warning restore CS4014
await RunTicks(1);
// DoAfter is in progress. Entity not spawned, stacks have been split and someingredients are in a container.
Assert.That(ActiveDoAfters.Count(), Is.EqualTo(1));
Assert.That(sys.IsEntityInContainer(shard), Is.True);
Assert.That(sys.IsEntityInContainer(rods), Is.False);
Assert.That(sys.IsEntityInContainer(wires), Is.False);
Assert.That(rodStack, Has.Count.EqualTo(8));
Assert.That(wireStack, Has.Count.EqualTo(7));
await FindEntity(Spear, shouldSucceed: false);
// Cancel the DoAfter. Should drop ingredients to the floor.
await CancelDoAfters();
Assert.That(sys.IsEntityInContainer(rods), Is.False);
Assert.That(sys.IsEntityInContainer(wires), Is.False);
Assert.That(sys.IsEntityInContainer(shard), Is.False);
await FindEntity(Spear, shouldSucceed: false);
await AssertEntityLookup((Rod, 10), (Cable, 10), (ShardGlass, 1));
// Re-attempt the do-after
#pragma warning disable CS4014 // Legacy construction code uses DoAfterAwait. See above.
await Server.WaitPost(() => SConstruction.TryStartItemConstruction(Spear, SEntMan.GetEntity(Player)));
#pragma warning restore CS4014
await RunTicks(1);
// DoAfter is in progress. Entity not spawned, ingredients are in a container.
Assert.That(ActiveDoAfters.Count(), Is.EqualTo(1));
Assert.That(sys.IsEntityInContainer(shard), Is.True);
await FindEntity(Spear, shouldSucceed: false);
// Finish the DoAfter
await AwaitDoAfters();
// Spear has been crafted. Rods and wires are no longer contained. Glass has been consumed.
await FindEntity(Spear);
Assert.That(sys.IsEntityInContainer(rods), Is.False);
Assert.That(sys.IsEntityInContainer(wires), Is.False);
Assert.That(SEntMan.Deleted(shard));
}
}