mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-10 08:17:31 +00:00
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
379 lines
15 KiB
C#
379 lines
15 KiB
C#
#nullable enable
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using System.Collections.Generic;
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using Content.Server.VendingMachines;
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using Content.Server.Wires;
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using Content.Shared.Cargo.Prototypes;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.Prototypes;
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using Content.Shared.Storage.Components;
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using Content.Shared.VendingMachines;
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using Content.Shared.Wires;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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namespace Content.IntegrationTests.Tests
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{
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[TestFixture]
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[TestOf(typeof(VendingMachineRestockComponent))]
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[TestOf(typeof(VendingMachineSystem))]
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public sealed class VendingMachineRestockTest : EntitySystem
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{
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private static readonly ProtoId<DamageTypePrototype> TestDamageType = "Blunt";
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[TestPrototypes]
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private const string Prototypes = @"
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- type: entity
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name: HumanVendingDummy
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id: HumanVendingDummy
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components:
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- type: Hands
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- type: ComplexInteraction
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- type: Body
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prototype: Human
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- type: entity
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parent: FoodSnackBase
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id: TestRamen
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name: TestRamen
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- type: vendingMachineInventory
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id: TestInventory
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startingInventory:
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TestRamen: 1
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- type: vendingMachineInventory
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id: OtherTestInventory
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startingInventory:
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TestRamen: 3
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- type: vendingMachineInventory
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id: BigTestInventory
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startingInventory:
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TestRamen: 4
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- type: entity
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parent: BaseVendingMachineRestock
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id: TestRestockWrong
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name: TestRestockWrong
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components:
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- type: VendingMachineRestock
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canRestock:
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- OtherTestInventory
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- type: entity
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parent: BaseVendingMachineRestock
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id: TestRestockCorrect
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name: TestRestockCorrect
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components:
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- type: VendingMachineRestock
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canRestock:
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- TestInventory
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- type: entity
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parent: BaseVendingMachineRestock
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id: TestRestockExplode
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name: TestRestockExplode
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components:
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- type: Damageable
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damageContainer: Inorganic
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damageModifierSet: Metallic
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- type: Destructible
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thresholds:
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- trigger:
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!type:DamageTrigger
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damage: 20
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behaviors:
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- !type:DumpRestockInventory
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- !type:DoActsBehavior
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acts: [ 'Destruction' ]
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- type: VendingMachineRestock
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canRestock:
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- BigTestInventory
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- type: entity
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parent: VendingMachine
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id: VendingMachineTest
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name: Test Ramen
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components:
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- type: Wires
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layoutId: Vending
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- type: VendingMachine
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pack: TestInventory
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- type: Sprite
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sprite: error.rsi
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";
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[Test]
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public async Task TestAllRestocksAreAvailableToBuy()
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{
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await using var pair = await PoolManager.GetServerClient();
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var server = pair.Server;
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await server.WaitIdleAsync();
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var prototypeManager = server.ResolveDependency<IPrototypeManager>();
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var compFact = server.ResolveDependency<IComponentFactory>();
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await server.WaitAssertion(() =>
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{
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HashSet<string> restocks = new();
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Dictionary<string, List<string>> restockStores = new();
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// Collect all the prototypes with restock components.
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foreach (var proto in prototypeManager.EnumeratePrototypes<EntityPrototype>())
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{
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if (proto.Abstract
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|| pair.IsTestPrototype(proto)
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|| !proto.HasComponent<VendingMachineRestockComponent>())
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{
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continue;
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}
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restocks.Add(proto.ID);
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}
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// Collect all the prototypes with StorageFills referencing those entities.
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foreach (var proto in prototypeManager.EnumeratePrototypes<EntityPrototype>())
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{
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if (!proto.TryGetComponent<StorageFillComponent>(out var storage, compFact))
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continue;
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List<string> restockStore = new();
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foreach (var spawnEntry in storage.Contents)
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{
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if (spawnEntry.PrototypeId != null && restocks.Contains(spawnEntry.PrototypeId))
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restockStore.Add(spawnEntry.PrototypeId);
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}
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if (restockStore.Count > 0)
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restockStores.Add(proto.ID, restockStore);
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}
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// Iterate through every CargoProduct and make sure each
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// prototype with a restock component is referenced in a
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// purchaseable entity with a StorageFill.
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foreach (var proto in prototypeManager.EnumeratePrototypes<CargoProductPrototype>())
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{
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if (restockStores.ContainsKey(proto.Product))
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{
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foreach (var entry in restockStores[proto.Product])
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restocks.Remove(entry);
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restockStores.Remove(proto.Product);
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}
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}
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Assert.Multiple(() =>
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{
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Assert.That(restockStores, Has.Count.EqualTo(0),
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$"Some entities containing entities with VendingMachineRestock components are unavailable for purchase: \n - {string.Join("\n - ", restockStores.Keys)}");
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Assert.That(restocks, Has.Count.EqualTo(0),
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$"Some entities with VendingMachineRestock components are unavailable for purchase: \n - {string.Join("\n - ", restocks)}");
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});
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});
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await pair.CleanReturnAsync();
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}
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[Test]
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public async Task TestCompleteRestockProcess()
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{
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await using var pair = await PoolManager.GetServerClient();
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var server = pair.Server;
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await server.WaitIdleAsync();
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var entityManager = server.ResolveDependency<IEntityManager>();
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var entitySystemManager = server.ResolveDependency<IEntitySystemManager>();
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var mapSystem = server.System<SharedMapSystem>();
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EntityUid packageRight;
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EntityUid packageWrong;
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EntityUid machine;
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EntityUid user;
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VendingMachineComponent machineComponent = default!;
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VendingMachineRestockComponent restockRightComponent = default!;
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VendingMachineRestockComponent restockWrongComponent = default!;
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WiresPanelComponent machineWiresPanel = default!;
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var testMap = await pair.CreateTestMap();
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await server.WaitAssertion(() =>
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{
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var coordinates = testMap.GridCoords;
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// Spawn the entities.
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user = entityManager.SpawnEntity("HumanVendingDummy", coordinates);
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machine = entityManager.SpawnEntity("VendingMachineTest", coordinates);
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packageRight = entityManager.SpawnEntity("TestRestockCorrect", coordinates);
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packageWrong = entityManager.SpawnEntity("TestRestockWrong", coordinates);
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// Sanity test for components existing.
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Assert.Multiple(() =>
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{
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Assert.That(entityManager.TryGetComponent(machine, out machineComponent!), $"Machine has no {nameof(VendingMachineComponent)}");
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Assert.That(entityManager.TryGetComponent(packageRight, out restockRightComponent!), $"Correct package has no {nameof(VendingMachineRestockComponent)}");
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Assert.That(entityManager.TryGetComponent(packageWrong, out restockWrongComponent!), $"Wrong package has no {nameof(VendingMachineRestockComponent)}");
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Assert.That(entityManager.TryGetComponent(machine, out machineWiresPanel!), $"Machine has no {nameof(WiresPanelComponent)}");
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});
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var systemMachine = entitySystemManager.GetEntitySystem<VendingMachineSystem>();
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// Test that the panel needs to be opened first.
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Assert.Multiple(() =>
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{
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Assert.That(systemMachine.TryAccessMachine(packageRight, restockRightComponent, machineComponent, user, machine), Is.False, "Right package is able to restock without opened access panel");
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Assert.That(systemMachine.TryAccessMachine(packageWrong, restockWrongComponent, machineComponent, user, machine), Is.False, "Wrong package is able to restock without opened access panel");
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});
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var systemWires = entitySystemManager.GetEntitySystem<WiresSystem>();
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// Open the panel.
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systemWires.TogglePanel(machine, machineWiresPanel, true);
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Assert.Multiple(() =>
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{
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// Test that the right package works for the right machine.
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Assert.That(systemMachine.TryAccessMachine(packageRight, restockRightComponent, machineComponent, user, machine), Is.True, "Correct package is unable to restock with access panel opened");
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// Test that the wrong package does not work.
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Assert.That(systemMachine.TryMatchPackageToMachine(packageWrong, restockWrongComponent, machineComponent, user, machine), Is.False, "Package with invalid canRestock is able to restock machine");
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// Test that the right package does work.
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Assert.That(systemMachine.TryMatchPackageToMachine(packageRight, restockRightComponent, machineComponent, user, machine), Is.True, "Package with valid canRestock is unable to restock machine");
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// Make sure there's something in there to begin with.
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Assert.That(systemMachine.GetAvailableInventory(machine, machineComponent), Has.Count.GreaterThan(0),
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"Machine inventory is empty before emptying.");
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});
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// Empty the inventory.
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systemMachine.EjectRandom(machine, false, true, machineComponent);
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Assert.That(systemMachine.GetAvailableInventory(machine, machineComponent), Has.Count.EqualTo(0),
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"Machine inventory is not empty after ejecting.");
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// Test that the inventory is actually restocked.
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systemMachine.TryRestockInventory(machine, machineComponent);
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Assert.That(systemMachine.GetAvailableInventory(machine, machineComponent), Has.Count.GreaterThan(0),
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"Machine available inventory count is not greater than zero after restock.");
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mapSystem.DeleteMap(testMap.MapId);
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});
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await pair.CleanReturnAsync();
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}
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[Test]
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public async Task TestRestockBreaksOpen()
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{
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await using var pair = await PoolManager.GetServerClient();
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var server = pair.Server;
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await server.WaitIdleAsync();
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var prototypeManager = server.ResolveDependency<IPrototypeManager>();
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var entityManager = server.ResolveDependency<IEntityManager>();
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var entitySystemManager = server.ResolveDependency<IEntitySystemManager>();
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var mapSystem = server.System<SharedMapSystem>();
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var damageableSystem = entitySystemManager.GetEntitySystem<DamageableSystem>();
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var testMap = await pair.CreateTestMap();
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EntityUid restock = default;
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await server.WaitAssertion(() =>
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{
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var coordinates = testMap.GridCoords;
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var totalStartingRamen = 0;
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foreach (var meta in entityManager.EntityQuery<MetaDataComponent>())
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if (!meta.Deleted && meta.EntityPrototype?.ID == "TestRamen")
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totalStartingRamen++;
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Assert.That(totalStartingRamen, Is.EqualTo(0),
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"Did not start with zero ramen.");
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restock = entityManager.SpawnEntity("TestRestockExplode", coordinates);
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var damageSpec = new DamageSpecifier(prototypeManager.Index(TestDamageType), 100);
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var damageResult = damageableSystem.TryChangeDamage(restock, damageSpec);
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#pragma warning disable NUnit2045
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Assert.That(damageResult, Is.Not.Null,
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"Received null damageResult when attempting to damage restock box.");
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Assert.That((int) damageResult!.GetTotal(), Is.GreaterThan(0),
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"Box damage result was not greater than 0.");
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#pragma warning restore NUnit2045
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});
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await server.WaitRunTicks(15);
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await server.WaitAssertion(() =>
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{
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Assert.That(entityManager.Deleted(restock),
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"Restock box was not deleted after being damaged.");
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var totalRamen = 0;
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foreach (var meta in entityManager.EntityQuery<MetaDataComponent>())
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if (!meta.Deleted && meta.EntityPrototype?.ID == "TestRamen")
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totalRamen++;
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Assert.That(totalRamen, Is.EqualTo(2),
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"Did not find enough ramen after destroying restock box.");
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mapSystem.DeleteMap(testMap.MapId);
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});
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await pair.CleanReturnAsync();
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}
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[Test]
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public async Task TestRestockInventoryBounds()
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{
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await using var pair = await PoolManager.GetServerClient();
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var server = pair.Server;
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await server.WaitIdleAsync();
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|
|
|
var mapManager = server.ResolveDependency<IMapManager>();
|
|
var entityManager = server.ResolveDependency<IEntityManager>();
|
|
var entitySystemManager = server.ResolveDependency<IEntitySystemManager>();
|
|
|
|
var vendingMachineSystem = entitySystemManager.GetEntitySystem<SharedVendingMachineSystem>();
|
|
|
|
var testMap = await pair.CreateTestMap();
|
|
|
|
await server.WaitAssertion(() =>
|
|
{
|
|
var coordinates = testMap.GridCoords;
|
|
|
|
var machine = entityManager.SpawnEntity("VendingMachineTest", coordinates);
|
|
|
|
Assert.That(vendingMachineSystem.GetAvailableInventory(machine), Has.Count.EqualTo(1),
|
|
"Machine's available inventory did not contain one entry.");
|
|
|
|
Assert.That(vendingMachineSystem.GetAvailableInventory(machine)[0].Amount, Is.EqualTo(1),
|
|
"Machine's available inventory is not the expected amount.");
|
|
|
|
vendingMachineSystem.RestockInventoryFromPrototype(machine);
|
|
|
|
Assert.That(vendingMachineSystem.GetAvailableInventory(machine)[0].Amount, Is.EqualTo(2),
|
|
"Machine's available inventory is not double its starting amount after a restock.");
|
|
|
|
vendingMachineSystem.RestockInventoryFromPrototype(machine);
|
|
|
|
Assert.That(vendingMachineSystem.GetAvailableInventory(machine)[0].Amount, Is.EqualTo(3),
|
|
"Machine's available inventory is not triple its starting amount after two restocks.");
|
|
|
|
vendingMachineSystem.RestockInventoryFromPrototype(machine);
|
|
|
|
Assert.That(vendingMachineSystem.GetAvailableInventory(machine)[0].Amount, Is.EqualTo(3),
|
|
"Machine's available inventory did not stay the same after a third restock.");
|
|
});
|
|
|
|
await pair.CleanReturnAsync();
|
|
}
|
|
}
|
|
}
|
|
|
|
#nullable disable
|