using Content.Shared._CP14.MagicRitual;
using Robust.Shared.GameObjects;
using Robust.Shared.Prototypes;
namespace Content.IntegrationTests.Tests._CP14;
#nullable enable
[TestFixture]
public sealed class CP14RitualTest
{
///
/// States that all edges of the ritual phase have triggers.
///
[Test]
public async Task RitualHasAllTriggersTest()
{
await using var pair = await PoolManager.GetServerClient();
var server = pair.Server;
var compFactory = server.ResolveDependency();
var protoManager = server.ResolveDependency();
await server.WaitAssertion(() =>
{
Assert.Multiple(() =>
{
foreach (var proto in protoManager.EnumeratePrototypes())
{
if (!proto.TryGetComponent(out CP14MagicRitualPhaseComponent? phase, compFactory))
continue;
if (phase.DeadEnd)
{
Assert.That(phase.Edges.Count == 0, $"{proto} is a ritual node, but has no paths to other nodes. Either add deadEnd = true, or add paths to other nodes.");
}
else
{
Assert.That(phase.Edges.Count > 0, $"{proto} is a deadEnd ritual node, but has {phase.Edges.Count} edges! Remove all edges, or make it a non dead-end node");
}
foreach (var edge in phase.Edges)
{
Assert.That(edge.Triggers.Count > 0, $"{proto} is ritual node, but edge to {edge.Target} has no triggers and cannot be activated.");
}
}
});
});
await pair.CleanReturnAsync();
}
}