feat: Adds proper OSI tracking up to 120 tiles. (#2281)
### Summary Fixes tracking skill to 10 tiles per 10% up to 120 tiles.
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7 changed files with 417 additions and 66 deletions
299
Projects/UOContent.Tests/Tests/Skills/TrackingTests.cs
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299
Projects/UOContent.Tests/Tests/Skills/TrackingTests.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Server;
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using Server.Mobiles;
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using Server.SkillHandlers;
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using Xunit;
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namespace UOContent.Tests;
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[Collection("Sequential UOContent Tests")]
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public class TrackingTests
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{
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/// <summary>
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/// Tests that tracking correctly finds the closest mobiles when there are more than 12 available.
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/// This validates the GetClosestMobs logic, especially the early exit optimization.
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/// </summary>
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[Fact]
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public void Tracking_FindsClosestMobiles_WhenManyAvailable()
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{
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var map = Map.Felucca;
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var center = new Point3D(1000, 1000, 0);
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var tracker = CreatePlayerMobile(map, center);
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tracker.Skills.Tracking.BaseFixedPoint = 1000; // 100.0 skill = 110 range
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var mobiles = new List<TestAnimal>();
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try
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{
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// Create 20 animals at various distances
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// First 12 should be the closest ones we find
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for (var i = 0; i < 20; i++)
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{
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var distance = i + 1; // Distance from 1 to 20
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var location = new Point3D(center.X + distance, center.Y, 0);
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var animal = CreateAnimal(map, location);
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mobiles.Add(animal);
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}
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// Invoke tracking through the skill system
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// We can't directly test GetClosestMobs since it's private, but we can verify
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// the behavior by checking what the gump would show
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// Use reflection to test the private method
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var method = typeof(TrackWhoGump).GetMethod(
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"GetClosestMobs",
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System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Static
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);
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Assert.NotNull(method);
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var range = Math.Clamp(10 + (int)tracker.Skills.Tracking.Value, 0, 100);
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var result = (Mobile[])method.Invoke(null, new object[] { tracker, range, 0 }); // 0 = animals
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// Should return at most 12 mobiles
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Assert.True(result.Length <= 12);
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// Should return the 12 closest (distances 1-12)
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Assert.Equal(12, result.Length);
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// Verify they are sorted by distance
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for (var i = 0; i < result.Length - 1; i++)
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{
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var dist1 = result[i].GetDistanceToSqrt(center);
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var dist2 = result[i + 1].GetDistanceToSqrt(center);
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Assert.True(dist1 <= dist2, $"Mobiles not sorted: {dist1} > {dist2}");
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}
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// Verify the first mobile is the closest (distance 1)
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Assert.Equal(mobiles[0], result[0]);
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// Verify the last mobile is at distance 12
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Assert.Equal(mobiles[11], result[11]);
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// Verify mobile at distance 13 is NOT included
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Assert.DoesNotContain(mobiles[12], result);
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}
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finally
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{
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tracker?.Delete();
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foreach (var mob in mobiles)
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{
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mob?.Delete();
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}
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}
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}
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/// <summary>
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/// Tests that tracking correctly handles the case where there are exactly 12 mobiles available.
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/// </summary>
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[Fact]
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public void Tracking_FindsAllMobiles_WhenExactly12Available()
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{
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var map = Map.Felucca;
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var center = new Point3D(2000, 2000, 0);
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var tracker = CreatePlayerMobile(map, center);
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tracker.Skills.Tracking.BaseFixedPoint = 1000; // 100.0 skill = 110 range
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var mobiles = new List<TestAnimal>();
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try
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{
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// Create exactly 12 animals
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for (var i = 0; i < 12; i++)
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{
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var distance = i + 1;
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var location = new Point3D(center.X + distance, center.Y, 0);
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var animal = CreateAnimal(map, location);
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mobiles.Add(animal);
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}
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var method = typeof(TrackWhoGump).GetMethod(
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"GetClosestMobs",
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System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Static
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);
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var range = Math.Clamp(10 + (int)tracker.Skills.Tracking.Value, 0, 100);
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var result = (Mobile[])method.Invoke(null, new object[] { tracker, range, 0 });
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Assert.Equal(12, result.Length);
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// Verify all mobiles are included
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foreach (var mob in mobiles)
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{
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Assert.Contains(mob, result);
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}
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}
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finally
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{
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tracker?.Delete();
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foreach (var mob in mobiles)
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{
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mob?.Delete();
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}
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}
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}
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/// <summary>
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/// Tests that tracking correctly handles the case where there are fewer than 12 mobiles available.
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/// </summary>
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[Fact]
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public void Tracking_FindsAllMobiles_WhenFewerThan12Available()
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{
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var map = Map.Felucca;
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var center = new Point3D(3000, 3000, 0);
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var tracker = CreatePlayerMobile(map, center);
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tracker.Skills.Tracking.BaseFixedPoint = 1000;
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var mobiles = new List<TestAnimal>();
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try
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{
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// Create only 5 animals
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for (var i = 0; i < 5; i++)
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{
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var distance = i + 1;
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var location = new Point3D(center.X + distance, center.Y, 0);
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var animal = CreateAnimal(map, location);
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mobiles.Add(animal);
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}
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var method = typeof(TrackWhoGump).GetMethod(
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"GetClosestMobs",
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System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Static
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);
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var range = Math.Clamp(10 + (int)tracker.Skills.Tracking.Value, 0, 100);
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var result = (Mobile[])method.Invoke(null, new object[] { tracker, range, 0 });
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Assert.Equal(5, result.Length);
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// Verify all mobiles are included
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foreach (var mob in mobiles)
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{
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Assert.Contains(mob, result);
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}
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}
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finally
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{
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tracker?.Delete();
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foreach (var mob in mobiles)
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{
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mob?.Delete();
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}
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}
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}
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/// <summary>
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/// Tests that the early exit optimization works correctly when mobiles in farther sectors
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/// are closer than mobiles in nearer sectors (worst case for the optimization).
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/// </summary>
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[Fact]
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public void Tracking_EarlyExitWorksCorrectly_WithFarSectorNearMobiles()
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{
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var map = Map.Felucca;
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// Use a location that puts mobiles in different sectors
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var center = new Point3D(1500, 1500, 0);
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var tracker = CreatePlayerMobile(map, center);
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tracker.Skills.Tracking.BaseFixedPoint = 1000;
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var mobiles = new List<TestAnimal>();
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try
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{
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// Create 15 animals where some farther ones might be in closer proximity
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// but in different sectors
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for (var i = 0; i < 15; i++)
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{
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var distance = i + 1;
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// Alternate between X and Y to potentially cross sector boundaries
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var location = i % 2 == 0
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? new Point3D(center.X + distance, center.Y, 0)
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: new Point3D(center.X, center.Y + distance, 0);
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var animal = CreateAnimal(map, location);
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mobiles.Add(animal);
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}
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var method = typeof(TrackWhoGump).GetMethod(
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"GetClosestMobs",
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System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Static
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);
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var range = Math.Clamp(10 + (int)tracker.Skills.Tracking.Value, 0, 100);
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var result = (Mobile[])method.Invoke(null, new object[] { tracker, range, 0 });
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Assert.True(result.Length <= 12);
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// Get the actual 12 closest by brute force
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var allDistances = mobiles
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.Select(m => (Mobile: m, Distance: m.GetDistanceToSqrt(center)))
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.OrderBy(x => x.Distance)
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.ToList();
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var expected12Closest = allDistances.Take(12).ToList();
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// The result should match the actual 12 closest
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Assert.Equal(expected12Closest.Count, result.Length);
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// Verify all returned mobiles are in the expected 12 closest
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foreach (var mob in result)
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{
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Assert.Contains(mob, expected12Closest.Select(x => x.Mobile));
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}
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// Verify they are sorted by distance (main invariant)
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for (var i = 0; i < result.Length - 1; i++)
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{
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var dist1 = result[i].GetDistanceToSqrt(center);
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var dist2 = result[i + 1].GetDistanceToSqrt(center);
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Assert.True(dist1 <= dist2, $"Mobiles not sorted by distance: {dist1} > {dist2}");
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}
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// Verify we got the closest mobiles (not just any 12)
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var maxResultDistance = result.Max(m => m.GetDistanceToSqrt(center));
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var minExcludedDistance = allDistances.Skip(12).Any()
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? allDistances.Skip(12).Min(x => x.Distance)
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: double.MaxValue;
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Assert.True(maxResultDistance <= minExcludedDistance,
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$"Found a closer excluded mobile: max in result={maxResultDistance}, min excluded={minExcludedDistance}");
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}
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finally
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{
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tracker?.Delete();
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foreach (var mob in mobiles)
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{
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mob?.Delete();
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}
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}
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}
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private static PlayerMobile CreatePlayerMobile(Map map, Point3D location)
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{
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var mobile = new PlayerMobile(World.NewMobile);
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mobile.DefaultMobileInit();
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mobile.MoveToWorld(location, map);
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return mobile;
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}
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private static TestAnimal CreateAnimal(Map map, Point3D location)
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{
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var animal = new TestAnimal(World.NewMobile);
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animal.DefaultMobileInit();
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animal.MoveToWorld(location, map);
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return animal;
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}
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private class TestAnimal : BaseCreature
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{
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public TestAnimal(Serial serial) : base(serial)
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{
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Body = 0xD8; // Llama body - an animal body
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}
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}
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}
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