* setup UI * setup debug data * graph control setup * reputation trade component * unlocking logic * smoe real reputation costing * remove sponsors part, add trading specific UI nodes * port to default pricing system * buy cooldown * fuck off trading cabinets * real good cooldown UI * Cool unlock sound * reputation earning * cool purchare sound * coin & sprite work * delete old guidebooks * cool purcharing VFX * better ui * victoria gardens * Update migration.yml * Update migration.yml * cooldown removed * contracts * Update migration.yml * remove CP14Material * materials appraise * food appraise * auto economy pricing system * alchemy reagents appraise * coins resprite * alchemy appraise 2 * modular weapon appraise * selling platform * Update PricingSystem.cs * Update CP14TradingPlatformSystem.cs * merchants returns + map update * Update CP14StationEconomySystem.Price.cs
35 lines
851 B
C#
35 lines
851 B
C#
using System.Collections.Generic;
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using Content.Shared._CP14.Trading.Prototypes;
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using Robust.Shared.Prototypes;
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namespace Content.IntegrationTests.Tests._CP14;
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#nullable enable
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[TestFixture]
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public sealed class CP14CargoTest
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{
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[Test]
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public async Task CheckAllBuyPositionsUniqueCode()
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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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var protoManager = server.ResolveDependency<IPrototypeManager>();
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await server.WaitAssertion(() =>
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{
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Assert.Multiple(() =>
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{
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HashSet<string> existedCodes = new();
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foreach (var proto in protoManager.EnumeratePrototypes<CP14TradingPositionPrototype>())
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{
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}
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});
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});
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await pair.CleanReturnAsync();
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}
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}
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