Files
tbd-station-14/Content.IntegrationTests/Tests/XenoArtifactTest.cs
Fildrance d38042a0c0 3mo xeno archeology (first phase) (#33370)
* DAG Adjacency Matrix & Tests

* Fix sandbox type errors

* First pass on procgen

* Procgen adjustments

* Networking

* Cruft and god and beauty and analysis console

* convert to data types that dont make me want to kill myself

* starting work on console UI

* drawing nodes n shit

* damn that ui FUCKS

* XAT

* Add a bunch of basic triggers

* Fix trigger gen

* Add node info into the analysis console UI

* Add node unlocking

* more trigger cuz thats pretty cool

* final triggers + incorporate gnostic faith

* some ui changes, mostly

* Fix orphaned procgen segments

* its not random dipshit

* yeah... this one will make pjb happy....

* we call it a day for the UI

* imagine... shared power code...

* extraction WIP but we gotta sidequest momentarily

* oh hey would you look at that its the actual functionality

* distrotrased

* Small departure for randomness.

* ok yep yep indeed that is an effect very cool.

* thanos snap oldcode

* fuck it we ball

* feat: node scanner now displays triggered nodes. Removed unused old artifact systems and related code (most of it). xml-doc and minor fixups.

* refactor: most of preparations, cleanup and groundwork. also segment-related tests

* feature: all basic effects returning

* feat: finished effects lits, created weight lists for struct and handheld artifacts, fixed throw trigger and music ApplyComponent artifact effects not working

* feat: prevent non-first-time-predicted calls in shared artifact effect systems

* fix: remove gun effect from artifact effects - as it interferes with 'activate artefact' action

* fix: foam reagent selection, neat ApplyComponents art effect scenarios, handheld art is RadiationReceiver again

* fix: moved spawn/ pry&throw effect systems back to server part of code - entity duplication bugs were not quite fun

* refactor: fix protos

* refactor: fix linter

* fix: fix old artifact component names in yml

* fix: no more throwing error on artifact spawn with empty XAEFoamComponent.Reagents

* fix: removed old component usage in maps

* fix: remove more deleted components from map

* fix: ContainerContainer is now part of initial artifact entity, it won't be affecting UninitializedSaveTest

* refactor: fix tests, add loc description to toolshed commands

* Changed node scanner to tell the whole story about current artifact state

* refactor: remove excessive get of EntityCoordinates in XAE systems, removed Value access in NodeScannerDisplay

* fix: turned off TriggerInteraction, removed XAESpawn usage and system, EmpSystem now can use EntityCoordinates,

* fix: moved SharedXenoArtifactSystem.CancelUnlockingOnGraphStructureChange into RebuildXenoArtifactMetaData to lessen code coupling

* fix: XenoArtifactEffectJunkSpawn moved invalid rolls declaration

* refactor: set default value for XenoArtifactComponent.EffectsTable for tests

* fix: now explosions XAE can be activated for effect

* refactor: added some usedelay so artifactuse would'nt be spammed

* refactor: artifact-related hints improvements

* fix: artifact no longer spawns fauna into itself

* refactor: xml-doc and minor refactoring

* refactor: xml-doc for Xeno Artifact systems, renaming of questionable XAT systems

* map for playtest, TODO REVERT THIS

* fix: magboots trigger art from a mile

* refactor: bind artifact animation to unlocking state

* feat: radiation dmg now have reference to source (and artifacts won't irradiate themselves)

* fix: random artifact node durability now is rolled for max and not current value

* refactor: gas effects are more rare, hand-held artifact effects are filtered properly now, rad dmg trigger now requires only 20 dmg for activation

* feat: animations and sound effects for artifact force-use and failed finish of unlocking phase

* use only 1 file with art use animation

* refactor: minor artifact dmg triggers tuning

* feat: now nodes that CAN be unlocked are displayed with specific color in console.

* feat: now unlocking stage time is dynamic and it depends on amount of triggers player activated correctly. Failed one stops incrementing

* feat: now non-active unlocked nodes return more points if durability was not wasted

* feat: now puddle/foam effects change description of node

* fix: fix test failure

* refactor: renamed phasing effect, fixed failing test for elkridge

* minor balance changes

* refactor: split rare materials into separate effects

* feat: unlocked nodes without successor wont listen to unlocks, node unlock is not activating node

* fix: removed OnIrradiatedEvent duplicate c-tor

* revert changes of reach for playtest

* revert last row empty line removal on reach.yml

* fix: fix PVS bug, born from attempt to relay event to art nodes that were not synced yet to the client

* fix: fix elkridge for tests (again)

* refactor: xml-doc, more stuff predicted, allocation optimization in XAE/XAT systems

* refactor: naming

* refactor: extract variable refactor for XAEApplyComponentsSystem.OnActivated insides

* fix: duplicate xeno artifact unlocking sound fixed

* feat: CreatePuddle xeno artifact effect now can have min and max borders for chamicals to be drafted, minor XAECreatePuddleSystem refactor

* feat: networking for shared XAE components + xml-doc leftovers

* refactor: more xml-doc, fix XAEApplyComponentsComponent.Components not being serializable but trying to be

* refactor: xml-docs and XAEThrowThingsAroundSystem now uses circle and not box for prying tiles

* refactor: xml-docs, minor refactors

* revert XenoArtifactCommand.ArtifactPrototype being PrototId

* refactor: simplify the way ExtractionResearchLabel works

---------

Co-authored-by: EmoGarbage404 <retron404@gmail.com>
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
2025-04-15 10:34:53 +10:00

420 lines
20 KiB
C#

using System.Linq;
using Content.Shared.Xenoarchaeology.Artifact;
using Content.Shared.Xenoarchaeology.Artifact.Components;
using Robust.Shared.GameObjects;
namespace Content.IntegrationTests.Tests;
[TestFixture]
public sealed class XenoArtifactTest
{
[TestPrototypes]
private const string Prototypes = @"
- type: entity
id: TestArtifact
parent: BaseXenoArtifact
name: artifact
components:
- type: XenoArtifact
isGenerationRequired: false
effectsTable: !type:NestedSelector
tableId: XenoArtifactEffectsDefaultTable
- type: entity
id: TestGenArtifactFlat
parent: BaseXenoArtifact
name: artifact
components:
- type: XenoArtifact
isGenerationRequired: true
nodeCount:
min: 2
max: 2
segmentSize:
min: 1
max: 1
nodesPerSegmentLayer:
min: 1
max: 1
effectsTable: !type:NestedSelector
tableId: XenoArtifactEffectsDefaultTable
- type: entity
id: TestGenArtifactTall
parent: BaseXenoArtifact
name: artifact
components:
- type: XenoArtifact
isGenerationRequired: true
nodeCount:
min: 2
max: 2
segmentSize:
min: 2
max: 2
nodesPerSegmentLayer:
min: 1
max: 1
effectsTable: !type:NestedSelector
tableId: XenoArtifactEffectsDefaultTable
- type: entity
id: TestGenArtifactFull
name: artifact
components:
- type: XenoArtifact
isGenerationRequired: true
nodeCount:
min: 6
max: 6
segmentSize:
min: 6
max: 6
nodesPerSegmentLayer:
min: 2
max: 2
effectsTable: !type:NestedSelector
tableId: XenoArtifactEffectsDefaultTable
- type: entity
id: TestArtifactNode
name: artifact node
components:
- type: XenoArtifactNode
maxDurability: 3
";
/// <summary>
/// Checks that adding nodes and edges properly adds them into the adjacency matrix
/// </summary>
[Test]
public async Task XenoArtifactAddNodeTest()
{
await using var pair = await PoolManager.GetServerClient();
var server = pair.Server;
var entManager = server.ResolveDependency<IEntityManager>();
var artifactSystem = entManager.System<SharedXenoArtifactSystem>();
await server.WaitPost(() =>
{
var artifactUid = entManager.Spawn("TestArtifact");
var artifactEnt = (artifactUid, comp: entManager.GetComponent<XenoArtifactComponent>(artifactUid));
// Create 3 nodes
Assert.That(artifactSystem.AddNode(artifactEnt, "TestArtifactNode", out var node1, false));
Assert.That(artifactSystem.AddNode(artifactEnt, "TestArtifactNode", out var node2, false));
Assert.That(artifactSystem.AddNode(artifactEnt, "TestArtifactNode", out var node3, false));
Assert.That(artifactSystem.GetAllNodeIndices(artifactEnt).Count(), Is.EqualTo(3));
// Add connection from 1 -> 2 and 2-> 3
artifactSystem.AddEdge(artifactEnt, node1!.Value, node2!.Value, false);
artifactSystem.AddEdge(artifactEnt, node2!.Value, node3!.Value, false);
// Assert that successors and direct successors are counted correctly for node 1.
Assert.That(artifactSystem.GetDirectSuccessorNodes(artifactEnt, node1!.Value).Count, Is.EqualTo(1));
Assert.That(artifactSystem.GetSuccessorNodes(artifactEnt, node1!.Value).Count, Is.EqualTo(2));
// Assert that we didn't somehow get predecessors on node 1.
Assert.That(artifactSystem.GetDirectPredecessorNodes(artifactEnt, node1!.Value), Is.Empty);
Assert.That(artifactSystem.GetPredecessorNodes(artifactEnt, node1!.Value), Is.Empty);
// Assert that successors and direct successors are counted correctly for node 2.
Assert.That(artifactSystem.GetDirectSuccessorNodes(artifactEnt, node2!.Value), Has.Count.EqualTo(1));
Assert.That(artifactSystem.GetSuccessorNodes(artifactEnt, node2!.Value), Has.Count.EqualTo(1));
// Assert that predecessors and direct predecessors are counted correctly for node 2.
Assert.That(artifactSystem.GetDirectPredecessorNodes(artifactEnt, node2!.Value), Has.Count.EqualTo(1));
Assert.That(artifactSystem.GetPredecessorNodes(artifactEnt, node2!.Value), Has.Count.EqualTo(1));
// Assert that successors and direct successors are counted correctly for node 3.
Assert.That(artifactSystem.GetDirectSuccessorNodes(artifactEnt, node3!.Value), Is.Empty);
Assert.That(artifactSystem.GetSuccessorNodes(artifactEnt, node3!.Value), Is.Empty);
// Assert that predecessors and direct predecessors are counted correctly for node 3.
Assert.That(artifactSystem.GetDirectPredecessorNodes(artifactEnt, node3!.Value), Has.Count.EqualTo(1));
Assert.That(artifactSystem.GetPredecessorNodes(artifactEnt, node3!.Value), Has.Count.EqualTo(2));
});
await server.WaitRunTicks(1);
await pair.CleanReturnAsync();
}
/// <summary>
/// Checks to make sure that removing nodes properly cleans up all connections.
/// </summary>
[Test]
public async Task XenoArtifactRemoveNodeTest()
{
await using var pair = await PoolManager.GetServerClient();
var server = pair.Server;
var entManager = server.ResolveDependency<IEntityManager>();
var artifactSystem = entManager.System<SharedXenoArtifactSystem>();
await server.WaitPost(() =>
{
var artifactUid = entManager.Spawn("TestArtifact");
var artifactEnt = (artifactUid, comp: entManager.GetComponent<XenoArtifactComponent>(artifactUid));
// Create 3 nodes
Assert.That(artifactSystem.AddNode(artifactEnt, "TestArtifactNode", out var node1, false));
Assert.That(artifactSystem.AddNode(artifactEnt, "TestArtifactNode", out var node2, false));
Assert.That(artifactSystem.AddNode(artifactEnt, "TestArtifactNode", out var node3, false));
Assert.That(artifactSystem.AddNode(artifactEnt, "TestArtifactNode", out var node4, false));
Assert.That(artifactSystem.AddNode(artifactEnt, "TestArtifactNode", out var node5, false));
Assert.That(artifactSystem.GetAllNodeIndices(artifactEnt).Count(), Is.EqualTo(5));
// Add connection: 1 -> 2 -> 3 -> 4 -> 5
artifactSystem.AddEdge(artifactEnt, node1!.Value, node2!.Value, false);
artifactSystem.AddEdge(artifactEnt, node2!.Value, node3!.Value, false);
artifactSystem.AddEdge(artifactEnt, node3!.Value, node4!.Value, false);
artifactSystem.AddEdge(artifactEnt, node4!.Value, node5!.Value, false);
// Make sure we have a continuous connection between the two ends of the graph.
Assert.That(artifactSystem.GetSuccessorNodes(artifactEnt, node1.Value), Has.Count.EqualTo(4));
Assert.That(artifactSystem.GetPredecessorNodes(artifactEnt, node5.Value), Has.Count.EqualTo(4));
// Remove the node and make sure it's no longer in the artifact.
Assert.That(artifactSystem.RemoveNode(artifactEnt, node3!.Value, false));
Assert.That(artifactSystem.TryGetIndex(artifactEnt, node3!.Value, out _), Is.False, "Node 3 still present in artifact.");
// Check to make sure that we got rid of all the connections.
Assert.That(artifactSystem.GetSuccessorNodes(artifactEnt, node2!.Value), Is.Empty);
Assert.That(artifactSystem.GetPredecessorNodes(artifactEnt, node4!.Value), Is.Empty);
});
await server.WaitRunTicks(1);
await pair.CleanReturnAsync();
}
/// <summary>
/// Sets up series of linked nodes and ensures that resizing the adjacency matrix doesn't disturb the connections
/// </summary>
[Test]
public async Task XenoArtifactResizeTest()
{
await using var pair = await PoolManager.GetServerClient();
var server = pair.Server;
var entManager = server.ResolveDependency<IEntityManager>();
var artifactSystem = entManager.System<SharedXenoArtifactSystem>();
await server.WaitPost(() =>
{
var artifactUid = entManager.Spawn("TestArtifact");
var artifactEnt = (artifactUid, comp: entManager.GetComponent<XenoArtifactComponent>(artifactUid));
// Create 3 nodes
Assert.That(artifactSystem.AddNode(artifactEnt, "TestArtifactNode", out var node1, false));
Assert.That(artifactSystem.AddNode(artifactEnt, "TestArtifactNode", out var node2, false));
Assert.That(artifactSystem.AddNode(artifactEnt, "TestArtifactNode", out var node3, false));
// Add connection: 1 -> 2 -> 3
artifactSystem.AddEdge(artifactEnt, node1!.Value, node2!.Value, false);
artifactSystem.AddEdge(artifactEnt, node2!.Value, node3!.Value, false);
// Make sure our connection is set up
Assert.That(artifactSystem.NodeHasEdge(artifactEnt, node1.Value, node2.Value));
Assert.That(artifactSystem.NodeHasEdge(artifactEnt, node2.Value, node3.Value));
Assert.That(artifactSystem.NodeHasEdge(artifactEnt, node2.Value, node1.Value), Is.False);
Assert.That(artifactSystem.NodeHasEdge(artifactEnt, node3.Value, node2.Value), Is.False);
Assert.That(artifactSystem.NodeHasEdge(artifactEnt, node1.Value, node3.Value), Is.False);
Assert.That(artifactSystem.NodeHasEdge(artifactEnt, node3.Value, node1.Value), Is.False);
Assert.That(artifactSystem.GetIndex(artifactEnt, node1!.Value), Is.EqualTo(0));
Assert.That(artifactSystem.GetIndex(artifactEnt, node2!.Value), Is.EqualTo(1));
Assert.That(artifactSystem.GetIndex(artifactEnt, node3!.Value), Is.EqualTo(2));
// Add a new node, resizing the original adjacency matrix and array.
Assert.That(artifactSystem.AddNode(artifactEnt, "TestArtifactNode", out var node4));
// Check that our connections haven't changed.
Assert.That(artifactSystem.NodeHasEdge(artifactEnt, node1.Value, node2.Value));
Assert.That(artifactSystem.NodeHasEdge(artifactEnt, node2.Value, node3.Value));
Assert.That(artifactSystem.NodeHasEdge(artifactEnt, node2.Value, node1.Value), Is.False);
Assert.That(artifactSystem.NodeHasEdge(artifactEnt, node3.Value, node2.Value), Is.False);
Assert.That(artifactSystem.NodeHasEdge(artifactEnt, node1.Value, node3.Value), Is.False);
Assert.That(artifactSystem.NodeHasEdge(artifactEnt, node3.Value, node1.Value), Is.False);
// Has our array shifted any when we resized?
Assert.That(artifactSystem.GetIndex(artifactEnt, node1!.Value), Is.EqualTo(0));
Assert.That(artifactSystem.GetIndex(artifactEnt, node2!.Value), Is.EqualTo(1));
Assert.That(artifactSystem.GetIndex(artifactEnt, node3!.Value), Is.EqualTo(2));
// Check that 4 didn't somehow end up with connections
Assert.That(artifactSystem.GetPredecessorNodes(artifactEnt, node4!.Value), Is.Empty);
Assert.That(artifactSystem.GetSuccessorNodes(artifactEnt, node4!.Value), Is.Empty);
});
await server.WaitRunTicks(1);
await pair.CleanReturnAsync();
}
/// <summary>
/// Checks if removing a node and adding a new node into its place in the adjacency matrix doesn't accidentally retain extra data.
/// </summary>
[Test]
public async Task XenoArtifactReplaceTest()
{
await using var pair = await PoolManager.GetServerClient();
var server = pair.Server;
var entManager = server.ResolveDependency<IEntityManager>();
var artifactSystem = entManager.System<SharedXenoArtifactSystem>();
await server.WaitPost(() =>
{
var artifactUid = entManager.Spawn("TestArtifact");
var artifactEnt = (artifactUid, comp: entManager.GetComponent<XenoArtifactComponent>(artifactUid));
// Create 3 nodes
Assert.That(artifactSystem.AddNode(artifactEnt, "TestArtifactNode", out var node1, false));
Assert.That(artifactSystem.AddNode(artifactEnt, "TestArtifactNode", out var node2, false));
Assert.That(artifactSystem.AddNode(artifactEnt, "TestArtifactNode", out var node3, false));
// Add connection: 1 -> 2 -> 3
artifactSystem.AddEdge(artifactEnt, node1!.Value, node2!.Value, false);
artifactSystem.AddEdge(artifactEnt, node2!.Value, node3!.Value, false);
// Make sure our connection is set up
Assert.That(artifactSystem.NodeHasEdge(artifactEnt, node1.Value, node2.Value));
Assert.That(artifactSystem.NodeHasEdge(artifactEnt, node2.Value, node3.Value));
// Remove middle node, severing connections
artifactSystem.RemoveNode(artifactEnt, node2!.Value, false);
// Make sure our connection are properly severed.
Assert.That(artifactSystem.GetSuccessorNodes(artifactEnt, node1.Value), Is.Empty);
Assert.That(artifactSystem.GetPredecessorNodes(artifactEnt, node3.Value), Is.Empty);
// Make sure our matrix is 3x3
Assert.That(artifactEnt.Item2.NodeAdjacencyMatrixRows, Is.EqualTo(3));
Assert.That(artifactEnt.Item2.NodeAdjacencyMatrixColumns, Is.EqualTo(3));
Assert.That(artifactSystem.AddNode(artifactEnt, "TestArtifactNode", out var node4, false));
// Make sure that adding in a new node didn't add a new slot but instead re-used the middle slot.
Assert.That(artifactEnt.Item2.NodeAdjacencyMatrixRows, Is.EqualTo(3));
Assert.That(artifactEnt.Item2.NodeAdjacencyMatrixColumns, Is.EqualTo(3));
// Ensure that all connections are still severed
Assert.That(artifactSystem.GetSuccessorNodes(artifactEnt, node1.Value), Is.Empty);
Assert.That(artifactSystem.GetPredecessorNodes(artifactEnt, node3.Value), Is.Empty);
Assert.That(artifactSystem.GetSuccessorNodes(artifactEnt, node4!.Value), Is.Empty);
Assert.That(artifactSystem.GetPredecessorNodes(artifactEnt, node4!.Value), Is.Empty);
});
await server.WaitRunTicks(1);
await pair.CleanReturnAsync();
}
/// <summary>
/// Checks if the active nodes are properly detected.
/// </summary>
[Test]
public async Task XenoArtifactBuildActiveNodesTest()
{
await using var pair = await PoolManager.GetServerClient();
var server = pair.Server;
var entManager = server.ResolveDependency<IEntityManager>();
var artifactSystem = entManager.System<SharedXenoArtifactSystem>();
await server.WaitPost(() =>
{
var artifactUid = entManager.Spawn("TestArtifact");
Entity<XenoArtifactComponent> artifactEnt = (artifactUid, entManager.GetComponent<XenoArtifactComponent>(artifactUid));
Assert.That(artifactSystem.AddNode(artifactEnt, "TestArtifactNode", out var node1, false));
Assert.That(artifactSystem.AddNode(artifactEnt, "TestArtifactNode", out var node2, false));
Assert.That(artifactSystem.AddNode(artifactEnt, "TestArtifactNode", out var node3, false));
Assert.That(artifactSystem.AddNode(artifactEnt, "TestArtifactNode", out var node4, false));
Assert.That(artifactSystem.AddNode(artifactEnt, "TestArtifactNode", out var node5, false));
Assert.That(artifactSystem.AddNode(artifactEnt, "TestArtifactNode", out var node6, false));
Assert.That(artifactSystem.AddNode(artifactEnt, "TestArtifactNode", out var node7, false));
Assert.That(artifactSystem.AddNode(artifactEnt, "TestArtifactNode", out var node8, false));
// /----( 6 )
// /----[*3 ]-/----( 7 )----( 8 )
// /
// / /----[*5 ]
// [ 1 ]--/----[ 2 ]--/----( 4 )
// Diagram of the example generation. Nodes in [brackets] are unlocked, nodes in (braces) are locked
// and nodes with an *asterisk are supposed to be active.
artifactSystem.AddEdge(artifactEnt, node1!.Value, node2!.Value, false);
artifactSystem.AddEdge(artifactEnt, node1!.Value, node3!.Value, false);
artifactSystem.AddEdge(artifactEnt, node2!.Value, node4!.Value, false);
artifactSystem.AddEdge(artifactEnt, node2!.Value, node5!.Value, false);
artifactSystem.AddEdge(artifactEnt, node3!.Value, node6!.Value, false);
artifactSystem.AddEdge(artifactEnt, node3!.Value, node7!.Value, false);
artifactSystem.AddEdge(artifactEnt, node7!.Value, node8!.Value, false);
artifactSystem.SetNodeUnlocked(node1!.Value);
artifactSystem.SetNodeUnlocked(node2!.Value);
artifactSystem.SetNodeUnlocked(node3!.Value);
artifactSystem.SetNodeUnlocked(node5!.Value);
NetEntity[] expectedActiveNodes =
[
entManager.GetNetEntity(node3!.Value.Owner),
entManager.GetNetEntity(node5!.Value.Owner)
];
Assert.That(artifactEnt.Comp.CachedActiveNodes, Is.SupersetOf(expectedActiveNodes));
Assert.That(artifactEnt.Comp.CachedActiveNodes, Has.Count.EqualTo(expectedActiveNodes.Length));
});
await server.WaitRunTicks(1);
await pair.CleanReturnAsync();
}
[Test]
public async Task XenoArtifactGenerateSegmentsTest()
{
await using var pair = await PoolManager.GetServerClient();
var server = pair.Server;
var entManager = server.ResolveDependency<IEntityManager>();
var artifactSystem = entManager.System<SharedXenoArtifactSystem>();
await server.WaitPost(() =>
{
var artifact1Uid = entManager.Spawn("TestGenArtifactFlat");
Entity<XenoArtifactComponent> artifact1Ent = (artifact1Uid, entManager.GetComponent<XenoArtifactComponent>(artifact1Uid));
var segments1 = artifactSystem.GetSegments(artifact1Ent);
Assert.That(segments1.Count, Is.EqualTo(2));
Assert.That(segments1[0].Count, Is.EqualTo(1));
Assert.That(segments1[1].Count, Is.EqualTo(1));
var artifact2Uid = entManager.Spawn("TestGenArtifactTall");
Entity<XenoArtifactComponent> artifact2Ent = (artifact2Uid, entManager.GetComponent<XenoArtifactComponent>(artifact2Uid));
var segments2 = artifactSystem.GetSegments(artifact2Ent);
Assert.That(segments2.Count, Is.EqualTo(1));
Assert.That(segments2[0].Count, Is.EqualTo(2));
var artifact3Uid = entManager.Spawn("TestGenArtifactFull");
Entity<XenoArtifactComponent> artifact3Ent = (artifact3Uid, entManager.GetComponent<XenoArtifactComponent>(artifact3Uid));
var segments3 = artifactSystem.GetSegments(artifact3Ent);
Assert.That(segments3.Count, Is.EqualTo(1));
Assert.That(segments3.Sum(x => x.Count), Is.EqualTo(6));
var nodesDepths = segments3[0].Select(x => x.Comp.Depth).ToArray();
Assert.That(nodesDepths.Distinct().Count(), Is.EqualTo(3));
var grouped = nodesDepths.ToLookup(x => x);
Assert.That(grouped[0].Count(), Is.EqualTo(2));
Assert.That(grouped[1].Count(), Is.GreaterThanOrEqualTo(2)); // tree is attempting sometimes to get wider (so it will look like a tree)
Assert.That(grouped[2].Count(), Is.LessThanOrEqualTo(2)); // maintain same width or, if we used 3 nodes on previous layer - we only have 1 left!
});
await server.WaitRunTicks(1);
await pair.CleanReturnAsync();
}
}