297 lines
8.9 KiB
Rust
297 lines
8.9 KiB
Rust
//! Runs the full server simulation headless, the same way singleplayer does:
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//! client events are triggered locally and handled by the server observers.
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use std::time::Duration;
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use bevy::{prelude::*, state::app::StatesPlugin, time::TimeUpdateStrategy};
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use bevy_replicon::prelude::*;
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use game_core::{CorePlugin, components::*, grid::Dir, protocol::*};
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use game_server::{GameServerPlugin, ServerSettings};
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#[derive(Resource, Default)]
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struct Log(Vec<String>);
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fn app() -> App {
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let mut app = App::new();
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app.add_plugins((
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MinimalPlugins,
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StatesPlugin,
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RepliconPlugins,
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CorePlugin,
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GameServerPlugin {
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settings: ServerSettings::default(),
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},
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))
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.insert_resource(TimeUpdateStrategy::ManualDuration(Duration::from_millis(
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50,
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)))
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.init_resource::<Log>()
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.add_observer(|ev: On<GameLog>, mut log: ResMut<Log>| log.0.push(ev.text.clone()));
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// Normally done by `App::run`; replicon builds its message systems in `finish`.
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app.finish();
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app.cleanup();
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app.update();
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app
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}
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fn send(app: &mut App, ev: impl Event) {
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app.world_mut().client_trigger(ev);
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// Resent locally in PostUpdate, triggered on the server in the next PreUpdate.
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app.update();
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app.update();
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}
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fn take_log(app: &mut App) -> Vec<String> {
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// Server events also go through a local resend before the client observer sees them.
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app.update();
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std::mem::take(&mut app.world_mut().resource_mut::<Log>().0)
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}
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fn count(app: &App, me: Entity, item: &str) -> u32 {
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app.world().get::<Inventory>(me).unwrap().count(item)
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}
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#[test]
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fn login_move_and_interact() {
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let mut app = app();
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// The map defines buildings and items.
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let mut buildings = app.world_mut().query::<&Building>();
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assert_eq!(buildings.iter(app.world()).count(), 19);
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send(
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&mut app,
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Login {
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name: "Tester".into(),
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},
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);
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let me = app
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.world_mut()
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.query_filtered::<Entity, With<Character>>()
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.single(app.world())
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.expect("one character");
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let start = *app.world().get::<GridPos>(me).unwrap();
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let log = take_log(&mut app);
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assert!(log.iter().any(|t| t.contains("Tester")), "{log:?}");
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assert_eq!(count(&app, me, "apple"), 2);
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// A second login with the same name is rejected.
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send(
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&mut app,
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Login {
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name: "Tester".into(),
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},
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);
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let mut characters = app.world_mut().query::<&Character>();
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assert_eq!(characters.iter(app.world()).count(), 1);
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// Walk east one tile.
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send(&mut app, SetMoveDir(Some(Dir::East)));
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send(&mut app, SetMoveDir(None));
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for _ in 0..5 {
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app.update();
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}
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let pos = *app.world().get::<GridPos>(me).unwrap();
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assert_eq!(pos, GridPos::new(start.x + 1, start.y), "start {start:?}");
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// Eat an apple through the Rune script.
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app.world_mut().get_mut::<Vitals>(me).unwrap().nutrition = 50.0;
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send(&mut app, UseItem { slot: 0 });
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let vitals = app.world().get::<Vitals>(me).unwrap();
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assert!(vitals.nutrition > 50.0, "{vitals:?}");
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assert_eq!(count(&app, me, "apple"), 1);
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assert!(take_log(&mut app).iter().any(|t| t.contains("Delicious")));
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// Build a table next to us.
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let target = GridPos::new(pos.x, pos.y + 1);
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let data = app.world().resource::<game_core::GameData>().clone();
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app.world_mut()
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.get_mut::<Inventory>(me)
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.unwrap()
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.add("plank", 2, &data);
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send(
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&mut app,
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Construct {
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building: "table".into(),
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target,
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},
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);
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let log = take_log(&mut app);
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let mut q = app.world_mut().query::<(&Building, &GridPos)>();
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assert!(
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q.iter(app.world())
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.any(|(b, p)| b.proto == "table" && *p == target),
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"{log:?}"
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);
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assert_eq!(count(&app, me, "plank"), 0);
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// Doors toggle via script.
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let door_pos = GridPos::new(pos.x + 1, pos.y + 1);
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app.world_mut().spawn((
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Building {
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proto: "door".into(),
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},
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door_pos,
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BuildingState {
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solid: true,
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..default()
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},
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));
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send(&mut app, Interact { target: door_pos });
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let mut q = app
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.world_mut()
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.query::<(&Building, &GridPos, &BuildingState)>();
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let (_, _, state) = q
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.iter(app.world())
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.find(|(b, p, _)| b.proto == "door" && **p == door_pos)
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.unwrap();
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assert!(!state.solid);
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assert_eq!(state.variant.as_deref(), Some("open"));
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// Deconstruction refunds the materials.
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send(&mut app, Deconstruct { target });
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let mut q = app.world_mut().query::<(&Building, &GridPos)>();
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assert!(!q.iter(app.world()).any(|(_, p)| *p == target));
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assert_eq!(count(&app, me, "plank"), 2);
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// Drop and pick up again.
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let slot = app
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.world()
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.get::<Inventory>(me)
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.unwrap()
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.slots
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.iter()
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.position(|s| s.item == "plank")
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.unwrap();
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send(&mut app, DropItem { slot });
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assert_eq!(count(&app, me, "plank"), 0);
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send(&mut app, PickUp { target: pos });
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assert_eq!(count(&app, me, "plank"), 2);
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// Crafting without a station fails with a reason.
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take_log(&mut app);
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send(
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&mut app,
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Craft {
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recipe: "saw_planks".into(),
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},
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);
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let log = take_log(&mut app);
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assert!(log.iter().any(|t| t.contains("workbench")), "{log:?}");
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}
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#[test]
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fn machines_process_items() {
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let mut app = app();
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send(
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&mut app,
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Login {
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name: "Smith".into(),
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},
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);
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let me = app
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.world_mut()
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.query_filtered::<Entity, With<Character>>()
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.single(app.world())
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.unwrap();
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let pos = *app.world().get::<GridPos>(me).unwrap();
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let target = GridPos::new(pos.x + 1, pos.y);
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let data = app.world().resource::<game_core::GameData>().clone();
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// Ignore anything the map placed there.
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let mut q = app.world_mut().query::<(Entity, &GridPos)>();
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let blocking: Vec<_> = q
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.iter(app.world())
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.filter(|(e, p)| **p == target && *e != me)
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.map(|(e, _)| e)
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.collect();
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for e in blocking {
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app.world_mut().despawn(e);
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}
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{
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let mut inventory = app.world_mut().get_mut::<Inventory>(me).unwrap();
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inventory.slots.clear();
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inventory.add("iron_ore", 5, &data);
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inventory.add("log", 1, &data);
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inventory.add("plank", 1, &data);
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inventory.add("screwdriver", 1, &data);
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inventory.add("iron_plate", 4, &data);
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}
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send(
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&mut app,
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Construct {
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building: "furnace".into(),
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target,
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},
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);
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let furnace = app
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.world_mut()
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.query::<(Entity, &Building, &GridPos)>()
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.iter(app.world())
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.find(|(_, b, p)| b.proto == "furnace" && **p == target)
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.map(|(e, _, _)| e);
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let log = take_log(&mut app);
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let Some(furnace) = furnace else {
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panic!("furnace not built: {log:?}");
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};
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assert!(app.world().get::<Machine>(furnace).is_some());
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{
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let mut inventory = app.world_mut().get_mut::<Inventory>(me).unwrap();
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inventory.add("iron_ore", 4, &data);
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inventory.add("log", 1, &data);
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}
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let slot_of = |app: &App, item: &str| {
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app.world()
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.get::<Inventory>(me)
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.unwrap()
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.slots
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.iter()
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.position(|s| s.item == item)
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.unwrap()
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};
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for item in ["iron_ore", "log"] {
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let slot = slot_of(&app, item);
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send(
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&mut app,
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MachineInsert {
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target,
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inventory_slot: slot,
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machine_slot: None,
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count: u32::MAX,
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},
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);
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}
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// 1 ore left over from construction plus 4 added.
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assert_eq!(count(&app, me, "iron_ore"), 0);
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let machine = app.world().get::<Machine>(furnace).unwrap();
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assert_eq!(machine.input_count("iron_ore"), 5);
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assert_eq!(machine.recipe.as_deref(), Some("smelt_iron"));
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let state = app.world().get::<BuildingState>(furnace).unwrap();
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assert_eq!(state.variant.as_deref(), Some("lit"));
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// 4 seconds of 50 ms steps.
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for _ in 0..90 {
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app.update();
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}
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let machine = app.world().get::<Machine>(furnace).unwrap().clone();
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assert_eq!(machine.input_count("iron_ore"), 1, "{machine:?}");
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assert_eq!(machine.outputs[0], Some(ItemStack::new("iron_plate", 2)));
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assert_eq!(machine.recipe, None);
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let state = app.world().get::<BuildingState>(furnace).unwrap();
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assert_eq!(state.variant, None);
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send(
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&mut app,
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MachineTake {
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target,
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slot: MachineSlot::Output(0),
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count: u32::MAX,
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},
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);
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assert_eq!(count(&app, me, "iron_plate"), 6);
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// Taking a machine apart returns its contents.
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send(&mut app, Deconstruct { target });
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send(&mut app, PickUp { target });
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assert_eq!(count(&app, me, "iron_ore"), 5);
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}
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