feat: Add CanSpawnMobile overload with props Z-range support. (#2293)
### Summary - Adds CanSpawnMobile(x, y, minZ, maxZ, canSwim, cantWalk, out spawnZ) overload for finding spawn surfaces within a Z range - Adds CanSpawnItem(x, y, minZ, maxZ, out spawnZ) for item spawning with Surface+Impassable support (tables, furniture) - Uses bitmask optimization inspired by Item.DropToWorld's m_OpenSlots pattern for O(1) surface/blocker checks - HomeRange spawners now use surface detection to set proper Z bounds ### Key Changes Map.cs: - CanSpawnMobile with Z-range finds lowest valid surface for mobiles - CanSpawnItem with Z-range finds lowest valid surface for items (including tables) - CanFitItem for point-check item placement on Surface+Impassable tiles - Bitmask approach eliminates nested loops and stackalloc arrays Spawners: - Simplified GetSpawnPosition using new Z-range methods - HomeRange setter detects surface below spawner for proper Z bounds - Consistent handling for mobiles and items ### Bug Fixes - Water tiles (Impassable | Wet) no longer block swimming mobs - Items can now spawn on tables/furniture (Surface+Impassable) ### Test Plan - Run dotnet test - 631 tests pass - Manual testing: multi-story spawning, water mobs, item spawning on tables - Verify HomeRange spawner movement shifts bounds correctly
This commit is contained in:
parent
ebaf104935
commit
6d51b33cf8
15 changed files with 1604 additions and 214 deletions
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@ -1,38 +1,43 @@
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using System;
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using System.Reflection;
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using Xunit;
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namespace Server.Tests;
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/// <summary>
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/// Fixture for all server tests. Attempts to load TileData from client files if available.
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/// Configure client path via MODERNUO_CLIENT_PATH environment variable or place files at C:\Ultima Online Classic.
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/// </summary>
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[CollectionDefinition("Sequential Server Tests", DisableParallelization = true)]
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public class ServerFixture : ICollectionFixture<ServerFixture>, IDisposable
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{
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/// <summary>
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/// True if TileData was successfully loaded from client files.
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/// </summary>
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public static bool TileDataLoaded => TestServerInitializer.TileDataLoaded;
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/// <summary>
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/// A tile ID known to have the Surface flag. 0 if not found.
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/// </summary>
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public static ushort SurfaceTileId => TestServerInitializer.SurfaceTileId;
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/// <summary>
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/// A tile ID known to have the Impassable flag. 0 if not found.
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/// </summary>
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public static ushort ImpassableTileId => TestServerInitializer.ImpassableTileId;
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/// <summary>
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/// A tile ID known to have the Wet flag (water). 0 if not found.
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/// </summary>
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public static ushort WetTileId => TestServerInitializer.WetTileId;
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/// <summary>
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/// A tile ID known to have both Surface and Impassable flags (tables, furniture). 0 if not found.
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/// </summary>
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public static ushort SurfaceImpassableTileId => TestServerInitializer.SurfaceImpassableTileId;
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public ServerFixture()
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{
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Core.ApplicationAssembly = Assembly.GetExecutingAssembly(); // Server.Tests.dll
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// Load Configurations
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ServerConfiguration.Load(true);
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// Load an empty assembly list into the resolver
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ServerConfiguration.AssemblyDirectories.Add(Core.BaseDirectory);
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AssemblyHandler.LoadAssemblies(["Server.dll"]);
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Core.LoopContext = new EventLoopContext();
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Core.Expansion = Expansion.EJ;
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// Configure / Initialize
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TestMapDefinitions.ConfigureTestMapDefinitions();
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// Configure the world
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World.Configure();
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Timer.Init(0);
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// Load the world
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World.Load();
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World.ExitSerializationThreads();
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TestServerInitializer.Initialize(loadTileData: true);
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}
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public void Dispose()
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176
Projects/Server.Tests/Fixtures/TestServerInitializer.cs
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176
Projects/Server.Tests/Fixtures/TestServerInitializer.cs
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@ -0,0 +1,176 @@
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using System.IO;
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using System.Reflection;
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using System.Threading;
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namespace Server.Tests;
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/// <summary>
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/// Shared server initialization logic for test fixtures.
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/// Ensures the server is only initialized once across all test collections.
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/// </summary>
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public static class TestServerInitializer
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{
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private const string DefaultDataDirectory = @"C:\Ultima Online Classic";
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private static bool _initialized;
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private static readonly Lock _lock = new();
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/// <summary>
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/// True if TileData was successfully loaded from client files.
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/// </summary>
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public static bool TileDataLoaded { get; private set; }
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/// <summary>
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/// A tile ID known to have the Surface flag. 0 if not found.
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/// </summary>
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public static ushort SurfaceTileId { get; private set; }
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/// <summary>
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/// A tile ID known to have the Impassable flag. 0 if not found.
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/// </summary>
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public static ushort ImpassableTileId { get; private set; }
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/// <summary>
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/// A tile ID known to have the Wet flag (water). 0 if not found.
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/// </summary>
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public static ushort WetTileId { get; private set; }
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/// <summary>
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/// A tile ID known to have both Surface and Impassable flags (tables, furniture). 0 if not found.
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/// </summary>
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public static ushort SurfaceImpassableTileId { get; private set; }
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/// <summary>
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/// Initializes the test server. Safe to call multiple times - only initializes once.
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/// </summary>
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/// <param name="loadTileData">If true, attempts to load TileData from client files.</param>
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public static void Initialize(bool loadTileData = false)
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{
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lock (_lock)
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{
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if (_initialized)
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{
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// Already initialized, but check if we need to load TileData now
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if (loadTileData && !TileDataLoaded && TileData.MaxItemValue == 0)
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{
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TryLoadTileData();
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DetectTileIds();
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}
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return;
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}
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Core.ApplicationAssembly = Assembly.GetExecutingAssembly();
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// Load Configurations
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ServerConfiguration.Load(true);
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// Try to load TileData if requested
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if (loadTileData)
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{
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TryLoadTileData();
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}
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// Load an empty assembly list into the resolver
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ServerConfiguration.AssemblyDirectories.Add(Core.BaseDirectory);
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AssemblyHandler.LoadAssemblies(["Server.dll"]);
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Core.LoopContext = new EventLoopContext();
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Core.Expansion = Expansion.EJ;
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// Configure / Initialize
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TestMapDefinitions.ConfigureTestMapDefinitions();
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// Configure the world
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World.Configure();
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Timer.Init(0);
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// Load the world
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World.Load();
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World.ExitSerializationThreads();
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// Detect tile IDs if TileData was loaded
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if (loadTileData)
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{
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DetectTileIds();
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}
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_initialized = true;
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}
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}
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private static void TryLoadTileData()
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{
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var dataDir = GetDataDirectory();
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if (string.IsNullOrEmpty(dataDir) || !Directory.Exists(dataDir))
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{
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return;
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}
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ServerConfiguration.DataDirectories.Add(dataDir);
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var tileDataPath = Core.FindDataFile("tiledata.mul", false);
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if (File.Exists(tileDataPath))
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{
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TileData.Load();
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}
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}
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private static void DetectTileIds()
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{
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if (TileData.MaxItemValue == 0)
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{
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return;
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}
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SurfaceTileId = FindTileWithFlag(TileFlag.Surface);
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ImpassableTileId = FindTileWithFlag(TileFlag.Impassable);
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WetTileId = FindTileWithFlag(TileFlag.Wet);
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SurfaceImpassableTileId = FindTileWithFlags(TileFlag.Surface | TileFlag.Impassable);
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TileDataLoaded = SurfaceTileId > 0 && ImpassableTileId > 0 && WetTileId > 0;
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}
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private static ushort FindTileWithFlag(TileFlag flag)
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{
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for (ushort i = 1; i <= TileData.MaxItemValue && i < 0xFFFF; i++)
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{
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var data = TileData.ItemTable[i];
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if ((data.Flags & flag) != 0)
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{
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return i;
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}
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}
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return 0;
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}
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private static ushort FindTileWithFlags(TileFlag flags)
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{
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for (ushort i = 1; i <= TileData.MaxItemValue && i < 0xFFFF; i++)
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{
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var data = TileData.ItemTable[i];
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if ((data.Flags & flags) == flags)
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{
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return i;
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}
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}
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return 0;
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}
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private static string GetDataDirectory()
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{
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// Check environment variable first
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var envDir = System.Environment.GetEnvironmentVariable("MODERNUO_CLIENT_PATH");
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if (!string.IsNullOrEmpty(envDir) && Directory.Exists(envDir))
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{
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return envDir;
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}
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// Fall back to default directory
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if (Directory.Exists(DefaultDataDirectory))
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{
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return DefaultDataDirectory;
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}
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return null;
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}
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}
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<ItemGroup>
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<PackageReference Include="Microsoft.NET.Test.Sdk" Version="18.0.1" />
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<PackageReference Include="xunit" Version="2.9.3" />
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<PackageReference Include="xunit.SkippableFact" Version="1.5.23" />
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<PackageReference Include="xunit.runner.visualstudio" Version="3.1.5">
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<PrivateAssets>all</PrivateAssets>
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<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
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327
Projects/Server.Tests/Tests/Maps/CanFitItemTests.cs
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327
Projects/Server.Tests/Tests/Maps/CanFitItemTests.cs
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using Server.Items;
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using Xunit;
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namespace Server.Tests.Tests.Maps;
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/// <summary>
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/// Tests for CanFitItem which allows Surface+Impassable tiles (tables, furniture) as valid surfaces.
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/// </summary>
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[Collection("Sequential Server Tests")]
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public class CanFitItemTests
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{
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private readonly ServerFixture _fixture;
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public CanFitItemTests(ServerFixture fixture)
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{
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_fixture = fixture;
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}
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private void SkipIfNoTileData()
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{
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Skip.If(!ServerFixture.TileDataLoaded, "TileData not loaded - client files required");
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}
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#region Basic Validation Tests
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[Fact]
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public void CanFitItem_InternalMapReturnsFalse()
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{
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var result = Map.Internal.CanFitItem(100, 100, 0, 1);
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Assert.False(result);
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}
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[Fact]
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public void CanFitItem_InvalidCoordinatesReturnsFalse()
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{
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var map = Map.Felucca;
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Assert.False(map.CanFitItem(-1, 100, 0, 1));
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Assert.False(map.CanFitItem(100, -1, 0, 1));
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Assert.False(map.CanFitItem(map.Width + 1, 100, 0, 1));
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Assert.False(map.CanFitItem(100, map.Height + 1, 0, 1));
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}
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#endregion
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#region Land Surface Tests
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private const int TestLandX = 1500;
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private const int TestLandY = 1600;
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[Fact]
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public void CanFitItem_LandSurfaceReturnsTrue()
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{
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var map = Map.Felucca;
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var avgZ = map.GetAverageZ(TestLandX, TestLandY);
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var result = map.CanFitItem(TestLandX, TestLandY, avgZ, 1);
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Assert.True(result, $"Expected land at Z={avgZ} to be valid surface for items");
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}
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[Fact]
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public void CanFitItem_AboveLandWithNoSurfaceReturnsFalse()
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{
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var map = Map.Felucca;
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var avgZ = map.GetAverageZ(TestLandX, TestLandY);
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// Try to place item 50 units above land with no surface there
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var result = map.CanFitItem(TestLandX, TestLandY, avgZ + 50, 1);
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Assert.False(result, "No surface 50 units above land");
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}
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#endregion
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#region Surface + Impassable Tests (Tables, Furniture)
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[SkippableFact]
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public void CanFitItem_SurfaceImpassableMultiIsValidSurface()
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{
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SkipIfNoTileData();
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Skip.If(ServerFixture.SurfaceImpassableTileId == 0, "No Surface+Impassable tile found in TileData");
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var map = Map.Felucca;
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const int x = 1700;
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const int y = 1700;
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TestMulti multi = null;
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try
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{
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// Get the actual tile height from TileData
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var tileData = TileData.ItemTable[ServerFixture.SurfaceImpassableTileId];
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var tileHeight = tileData.CalcHeight;
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const int tileZ = 10;
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// Create a multi with a Surface+Impassable tile (like a table) at Z=10
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multi = CreateSurfaceImpassableMulti(map, new Point3D(x, y, 0), surfaceZ: tileZ);
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// CanFitItem should treat Surface+Impassable as a valid surface
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var surfaceTop = tileZ + tileHeight;
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var result = map.CanFitItem(x, y, surfaceTop, 1);
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Assert.True(result, $"Surface+Impassable tile should be valid surface for items at Z={surfaceTop}");
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}
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finally
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{
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multi?.Delete();
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}
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}
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[SkippableFact]
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public void CanFitItem_CanFitDoesNotAllowSurfaceImpassable()
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{
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SkipIfNoTileData();
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Skip.If(ServerFixture.SurfaceImpassableTileId == 0, "No Surface+Impassable tile found in TileData");
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var map = Map.Felucca;
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const int x = 1750;
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const int y = 1750;
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TestMulti multi = null;
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try
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{
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// Get the actual tile height from TileData
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var tileData = TileData.ItemTable[ServerFixture.SurfaceImpassableTileId];
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var tileHeight = tileData.CalcHeight;
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const int tileZ = 10;
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// Create a multi with a Surface+Impassable tile at Z=10
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multi = CreateSurfaceImpassableMulti(map, new Point3D(x, y, 0), surfaceZ: tileZ);
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var surfaceTop = tileZ + tileHeight;
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// Regular CanFit should NOT treat Surface+Impassable as valid (for comparison)
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var canFitResult = map.CanFit(x, y, surfaceTop, 1, requireSurface: true);
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// This test documents the difference between CanFit and CanFitItem
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// CanFit requires surface && !impassable
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Assert.False(canFitResult, "CanFit should NOT allow Surface+Impassable as valid surface");
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}
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finally
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{
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multi?.Delete();
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}
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}
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#endregion
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#region World Item Surface Tests
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[SkippableFact]
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public void CanFitItem_NonMovableWorldItemSurfaceWorks()
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{
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SkipIfNoTileData();
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var map = Map.Felucca;
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const int x = 1800;
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const int y = 1800;
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Item surfaceItem = null;
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try
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{
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// Create a non-movable surface item (like a placed table)
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surfaceItem = new Item(ServerFixture.SurfaceTileId)
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{
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Movable = false
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};
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surfaceItem.MoveToWorld(new Point3D(x, y, 10), map);
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var itemTop = 10 + surfaceItem.ItemData.CalcHeight;
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var result = map.CanFitItem(x, y, itemTop, 1);
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Assert.True(result, $"Non-movable surface item should be valid surface at Z={itemTop}");
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}
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finally
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{
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surfaceItem?.Delete();
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}
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}
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[SkippableFact]
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public void CanFitItem_MovableWorldItemNotValidSurface()
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{
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SkipIfNoTileData();
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var map = Map.Felucca;
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const int x = 1850;
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const int y = 1850;
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Item movableItem = null;
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try
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{
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// Create a movable surface item
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movableItem = new Item(ServerFixture.SurfaceTileId)
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{
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Movable = true
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};
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movableItem.MoveToWorld(new Point3D(x, y, 10), map);
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var itemTop = 10 + movableItem.ItemData.CalcHeight;
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// Try placing at item top - should fail unless there's land there too
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var avgZ = map.GetAverageZ(x, y);
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// If avgZ != itemTop, there's no other surface, so it should fail
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if (avgZ != itemTop)
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{
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var result = map.CanFitItem(x, y, itemTop, 1);
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Assert.False(result, "Movable item should not count as valid surface");
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||||
}
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||||
}
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finally
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||||
{
|
||||
movableItem?.Delete();
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||||
}
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||||
}
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||||
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||||
#endregion
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||||
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#region Blocking Tests
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||||
[SkippableFact]
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||||
public void CanFitItem_ImpassableTileBlocksPlacement()
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||||
{
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||||
SkipIfNoTileData();
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||||
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var map = Map.Felucca;
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||||
const int x = 1900;
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const int y = 1900;
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||||
|
||||
TestMulti multi = null;
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||||
try
|
||||
{
|
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// Create a multi with an impassable blocker at Z=10
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multi = CreateImpassableMulti(map, new Point3D(x, y, 0), blockerZ: 10);
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||||
|
||||
// Try to place item at Z=10 (inside the blocker)
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var result = map.CanFitItem(x, y, 10, 5);
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||||
|
||||
Assert.False(result, "Should not be able to place item inside impassable tile");
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||||
}
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||||
finally
|
||||
{
|
||||
multi?.Delete();
|
||||
}
|
||||
}
|
||||
|
||||
[SkippableFact]
|
||||
public void CanFitItem_CanPlaceOnTopOfImpassable()
|
||||
{
|
||||
SkipIfNoTileData();
|
||||
Skip.If(ServerFixture.SurfaceImpassableTileId == 0, "No Surface+Impassable tile found in TileData");
|
||||
|
||||
var map = Map.Felucca;
|
||||
const int x = 1950;
|
||||
const int y = 1950;
|
||||
|
||||
TestMulti multi = null;
|
||||
try
|
||||
{
|
||||
// Get the actual tile height from TileData
|
||||
var tileData = TileData.ItemTable[ServerFixture.SurfaceImpassableTileId];
|
||||
var tileHeight = tileData.CalcHeight;
|
||||
const int tileZ = 10;
|
||||
|
||||
// Create a Surface+Impassable tile at Z=10
|
||||
multi = CreateSurfaceImpassableMulti(map, new Point3D(x, y, 0), surfaceZ: tileZ);
|
||||
|
||||
// Place item on top should work
|
||||
var surfaceTop = tileZ + tileHeight;
|
||||
var result = map.CanFitItem(x, y, surfaceTop, 1);
|
||||
|
||||
Assert.True(result, $"Should be able to place item on top of Surface+Impassable tile at Z={surfaceTop}");
|
||||
}
|
||||
finally
|
||||
{
|
||||
multi?.Delete();
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Helper Methods and Classes
|
||||
|
||||
private TestMulti CreateSurfaceImpassableMulti(Map map, Point3D location, int surfaceZ)
|
||||
{
|
||||
// Use SurfaceImpassableTileId - a tile that has both Surface and Impassable flags
|
||||
var multi = new TestMulti(new MultiComponentList(
|
||||
[
|
||||
new MultiTileEntry(
|
||||
ServerFixture.SurfaceImpassableTileId,
|
||||
0, 0, (short)surfaceZ,
|
||||
TileFlag.Surface | TileFlag.Impassable
|
||||
)
|
||||
]));
|
||||
multi.MoveToWorld(location, map);
|
||||
return multi;
|
||||
}
|
||||
|
||||
private TestMulti CreateImpassableMulti(Map map, Point3D location, int blockerZ)
|
||||
{
|
||||
var multi = new TestMulti(new MultiComponentList(
|
||||
[
|
||||
new MultiTileEntry(
|
||||
ServerFixture.ImpassableTileId,
|
||||
0, 0, (short)blockerZ,
|
||||
TileFlag.Impassable
|
||||
)
|
||||
]));
|
||||
multi.MoveToWorld(location, map);
|
||||
return multi;
|
||||
}
|
||||
|
||||
private class TestMulti : BaseMulti
|
||||
{
|
||||
private readonly MultiComponentList _components;
|
||||
|
||||
public TestMulti(MultiComponentList components) : base(0x1)
|
||||
{
|
||||
_components = components ?? MultiComponentList.Empty;
|
||||
}
|
||||
|
||||
public override MultiComponentList Components => _components;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
179
Projects/Server.Tests/Tests/Maps/CanSpawnMobileTests.cs
Normal file
179
Projects/Server.Tests/Tests/Maps/CanSpawnMobileTests.cs
Normal file
|
|
@ -0,0 +1,179 @@
|
|||
using Xunit;
|
||||
|
||||
namespace Server.Tests.Tests.Maps;
|
||||
|
||||
/// <summary>
|
||||
/// Tests for CanSpawnMobile that don't require TileData (client files).
|
||||
/// For tests that require client files, see CanSpawnMobileTileDataTests.
|
||||
/// </summary>
|
||||
[Collection("Sequential Server Tests")]
|
||||
public class CanSpawnMobileTests
|
||||
{
|
||||
#region Basic Validation Tests
|
||||
|
||||
[Fact]
|
||||
public void CanSpawnMobile_InternalMapReturnsFalse()
|
||||
{
|
||||
var result = Map.Internal.CanSpawnMobile(100, 100, -128, 127, false, false, out var spawnZ);
|
||||
|
||||
Assert.False(result);
|
||||
Assert.Equal(0, spawnZ);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void CanSpawnMobile_InvalidCoordinatesReturnsFalse()
|
||||
{
|
||||
var map = Map.Felucca;
|
||||
|
||||
Assert.False(map.CanSpawnMobile(-1, 100, -128, 127, false, false, out _));
|
||||
Assert.False(map.CanSpawnMobile(100, -1, -128, 127, false, false, out _));
|
||||
Assert.False(map.CanSpawnMobile(map.Width + 1, 100, -128, 127, false, false, out _));
|
||||
Assert.False(map.CanSpawnMobile(100, map.Height + 1, -128, 127, false, false, out _));
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Land Surface Tests
|
||||
|
||||
// Use coordinates near Britain which should be walkable land in both test and real data
|
||||
private const int TestLandX = 1500;
|
||||
private const int TestLandY = 1600;
|
||||
|
||||
[Fact]
|
||||
public void CanSpawnMobile_EmptyLocationWithLandReturnsTrue()
|
||||
{
|
||||
var map = Map.Felucca;
|
||||
map.GetAverageZ(TestLandX, TestLandY, out _, out var landZ, out _);
|
||||
|
||||
// Test with full Z range to find land
|
||||
var result = map.CanSpawnMobile(TestLandX, TestLandY, -128, 127, false, false, out var spawnZ);
|
||||
|
||||
// Should find a valid spawn point (land surface)
|
||||
Assert.True(result, $"Expected to find valid spawn point on land at ({TestLandX}, {TestLandY})");
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void CanSpawnMobile_ZRangeExcludingLandFails()
|
||||
{
|
||||
var map = Map.Felucca;
|
||||
map.GetAverageZ(TestLandX, TestLandY, out _, out var avgZ, out _);
|
||||
|
||||
// Use a Z range that excludes the land surface (50+ units above land)
|
||||
var result = map.CanSpawnMobile(TestLandX, TestLandY, avgZ + 50, avgZ + 100, false, false, out var spawnZ);
|
||||
|
||||
Assert.False(result, $"Expected no spawn point above land at Z={avgZ}");
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void CanSpawnMobile_CantWalkSkipsLandSurface()
|
||||
{
|
||||
var map = Map.Felucca;
|
||||
// cantWalk=true means the mob can only swim, so land shouldn't be valid
|
||||
var result = map.CanSpawnMobile(TestLandX, TestLandY, -128, 127, false, true, out var spawnZ);
|
||||
|
||||
Assert.False(result, "cantWalk=true should not find land as valid surface");
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Mobile Blocking Tests
|
||||
|
||||
[Fact]
|
||||
public void CanSpawnMobile_MobileBlocksSpawn()
|
||||
{
|
||||
var map = Map.Felucca;
|
||||
// Use the same test coordinates
|
||||
map.GetAverageZ(TestLandX, TestLandY, out _, out var landZ, out _);
|
||||
|
||||
Mobile blockingMobile = null;
|
||||
try
|
||||
{
|
||||
// Create a mobile at the land surface
|
||||
blockingMobile = new TestMobile();
|
||||
blockingMobile.MoveToWorld(new Point3D(TestLandX, TestLandY, landZ), map);
|
||||
|
||||
// The mobile should block spawning at its location and Z
|
||||
var result = map.CanSpawnMobile(TestLandX, TestLandY, landZ - 16, landZ + 16, false, false, out var spawnZ);
|
||||
|
||||
// Land surface is blocked by mobile at the same Z
|
||||
Assert.False(result, "Mobile should block spawn at same location");
|
||||
}
|
||||
finally
|
||||
{
|
||||
blockingMobile?.Delete();
|
||||
}
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void CanSpawnMobile_HiddenGMDoesNotBlock()
|
||||
{
|
||||
var map = Map.Felucca;
|
||||
// Use slightly different coordinates to avoid test interference
|
||||
const int x = TestLandX + 10;
|
||||
const int y = TestLandY + 10;
|
||||
map.GetAverageZ(x, y, out _, out var landZ, out _);
|
||||
|
||||
Mobile gm = null;
|
||||
try
|
||||
{
|
||||
// Create a hidden GM mobile
|
||||
gm = new TestMobile
|
||||
{
|
||||
AccessLevel = AccessLevel.GameMaster,
|
||||
Hidden = true
|
||||
};
|
||||
gm.MoveToWorld(new Point3D(x, y, landZ), map);
|
||||
|
||||
// Hidden GM should not block spawning
|
||||
var result = map.CanSpawnMobile(x, y, landZ - 16, landZ + 16, false, false, out var spawnZ);
|
||||
|
||||
Assert.True(result, "Hidden GM should not block spawn");
|
||||
}
|
||||
finally
|
||||
{
|
||||
gm?.Delete();
|
||||
}
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void CanSpawnMobile_MobileAtDifferentZDoesNotBlock()
|
||||
{
|
||||
var map = Map.Felucca;
|
||||
// Use slightly different coordinates to avoid test interference
|
||||
const int x = TestLandX + 20;
|
||||
const int y = TestLandY + 20;
|
||||
map.GetAverageZ(x, y, out _, out var landZ, out _);
|
||||
|
||||
Mobile blockingMobile = null;
|
||||
try
|
||||
{
|
||||
// Create a mobile at Z=landZ+50 (far above the land)
|
||||
blockingMobile = new TestMobile();
|
||||
blockingMobile.MoveToWorld(new Point3D(x, y, landZ + 50), map);
|
||||
|
||||
// Land should still be valid (mobile above doesn't block ground level)
|
||||
var result = map.CanSpawnMobile(x, y, landZ - 16, landZ + 16, false, false, out var spawnZ);
|
||||
|
||||
Assert.True(result, "Mobile at different Z should not block");
|
||||
}
|
||||
finally
|
||||
{
|
||||
blockingMobile?.Delete();
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Helper Classes
|
||||
|
||||
private class TestMobile : Mobile
|
||||
{
|
||||
public TestMobile()
|
||||
{
|
||||
AccessLevel = AccessLevel.Player;
|
||||
Hidden = false;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
372
Projects/Server.Tests/Tests/Maps/CanSpawnMobileTileDataTests.cs
Normal file
372
Projects/Server.Tests/Tests/Maps/CanSpawnMobileTileDataTests.cs
Normal file
|
|
@ -0,0 +1,372 @@
|
|||
using Server.Items;
|
||||
using Xunit;
|
||||
|
||||
namespace Server.Tests.Tests.Maps;
|
||||
|
||||
/// <summary>
|
||||
/// Tests for CanSpawnMobile that require TileData (client files) to be loaded.
|
||||
/// These tests will be skipped if client files are not available.
|
||||
/// Configure client path via MODERNUO_CLIENT_PATH environment variable or place files at C:\Ultima Online Classic.
|
||||
/// </summary>
|
||||
[Collection("Sequential Server Tests")]
|
||||
public class CanSpawnMobileTileDataTests
|
||||
{
|
||||
private readonly ServerFixture _fixture;
|
||||
|
||||
public CanSpawnMobileTileDataTests(ServerFixture fixture)
|
||||
{
|
||||
_fixture = fixture;
|
||||
}
|
||||
|
||||
private void SkipIfNoTileData()
|
||||
{
|
||||
Skip.If(!ServerFixture.TileDataLoaded, "TileData not loaded - client files required");
|
||||
}
|
||||
|
||||
#region Multi-Based Tests
|
||||
|
||||
[SkippableFact]
|
||||
public void CanSpawnMobile_FindsSurfaceOnMulti()
|
||||
{
|
||||
SkipIfNoTileData();
|
||||
|
||||
var map = Map.Felucca;
|
||||
const int x = 1100;
|
||||
const int y = 1100;
|
||||
|
||||
TestMulti multi = null;
|
||||
try
|
||||
{
|
||||
// Create a multi with a floor at Z=20 using a real surface tile
|
||||
multi = CreateFloorMulti(map, new Point3D(x, y, 0), floorZ: 20);
|
||||
|
||||
var result = map.CanSpawnMobile(x, y, 15, 30, false, false, out var spawnZ);
|
||||
|
||||
Assert.True(result);
|
||||
Assert.True(spawnZ >= 15 && spawnZ <= 30);
|
||||
}
|
||||
finally
|
||||
{
|
||||
multi?.Delete();
|
||||
}
|
||||
}
|
||||
|
||||
[SkippableFact]
|
||||
public void CanSpawnMobile_FindsLowestValidSurface()
|
||||
{
|
||||
SkipIfNoTileData();
|
||||
|
||||
var map = Map.Felucca;
|
||||
const int x = 1200;
|
||||
const int y = 1200;
|
||||
|
||||
TestMulti multi = null;
|
||||
try
|
||||
{
|
||||
// Create a multi with floors at Z=10 and Z=50
|
||||
// Need 16+ units between floors for mobile clearance
|
||||
multi = CreateTwoFloorMulti(map, new Point3D(x, y, 0), floor1Z: 10, floor2Z: 50);
|
||||
|
||||
var result = map.CanSpawnMobile(x, y, 5, 60, false, false, out var spawnZ);
|
||||
|
||||
Assert.True(result);
|
||||
// Should find the lowest floor (around Z=10 + tile height)
|
||||
Assert.True(spawnZ <= 20, $"Expected lowest floor around Z=10-15, got {spawnZ}");
|
||||
}
|
||||
finally
|
||||
{
|
||||
multi?.Delete();
|
||||
}
|
||||
}
|
||||
|
||||
[SkippableFact]
|
||||
public void CanSpawnMobile_ZRangeSelectsCorrectFloor()
|
||||
{
|
||||
SkipIfNoTileData();
|
||||
|
||||
var map = Map.Felucca;
|
||||
const int x = 1300;
|
||||
const int y = 1300;
|
||||
|
||||
TestMulti multi = null;
|
||||
try
|
||||
{
|
||||
// Create a multi with floors at Z=10 and Z=50
|
||||
// Need 16+ units between floors for mobile clearance
|
||||
multi = CreateTwoFloorMulti(map, new Point3D(x, y, 0), floor1Z: 10, floor2Z: 50);
|
||||
|
||||
// Request Z range that only includes the second floor
|
||||
var result = map.CanSpawnMobile(x, y, 45, 60, false, false, out var spawnZ);
|
||||
|
||||
Assert.True(result);
|
||||
Assert.True(spawnZ >= 45 && spawnZ <= 60, $"Expected second floor around Z=50, got {spawnZ}");
|
||||
}
|
||||
finally
|
||||
{
|
||||
multi?.Delete();
|
||||
}
|
||||
}
|
||||
|
||||
[SkippableFact]
|
||||
public void CanSpawnMobile_LowCeilingBlocksSpawn()
|
||||
{
|
||||
SkipIfNoTileData();
|
||||
|
||||
var map = Map.Felucca;
|
||||
const int x = 1400;
|
||||
const int y = 1400;
|
||||
|
||||
TestMulti multi = null;
|
||||
try
|
||||
{
|
||||
// Create a multi with floor at Z=20 and ceiling at Z=28 (only 8 units clearance)
|
||||
// Mobile height is 16, so this should block
|
||||
multi = CreateFloorWithCeilingMulti(map, new Point3D(x, y, 0), floorZ: 20, ceilingZ: 28);
|
||||
|
||||
// The low ceiling should block spawning (need 16 units clearance for mobiles)
|
||||
var result = map.CanSpawnMobile(x, y, 15, 35, false, false, out var spawnZ);
|
||||
|
||||
Assert.False(result);
|
||||
}
|
||||
finally
|
||||
{
|
||||
multi?.Delete();
|
||||
}
|
||||
}
|
||||
|
||||
[SkippableFact]
|
||||
public void CanSpawnMobile_HighCeilingAllowsSpawn()
|
||||
{
|
||||
SkipIfNoTileData();
|
||||
|
||||
var map = Map.Felucca;
|
||||
const int x = 1450;
|
||||
const int y = 1450;
|
||||
|
||||
TestMulti multi = null;
|
||||
try
|
||||
{
|
||||
// Create a multi with floor at Z=20 and ceiling at Z=50 (30 units clearance)
|
||||
multi = CreateFloorWithCeilingMulti(map, new Point3D(x, y, 0), floorZ: 20, ceilingZ: 50);
|
||||
|
||||
var result = map.CanSpawnMobile(x, y, 15, 35, false, false, out var spawnZ);
|
||||
|
||||
Assert.True(result);
|
||||
}
|
||||
finally
|
||||
{
|
||||
multi?.Delete();
|
||||
}
|
||||
}
|
||||
|
||||
[SkippableFact]
|
||||
public void CanSpawnMobile_BlockerOutsideZRangeIgnored()
|
||||
{
|
||||
SkipIfNoTileData();
|
||||
|
||||
var map = Map.Felucca;
|
||||
const int x = 1475;
|
||||
const int y = 1475;
|
||||
|
||||
TestMulti multi = null;
|
||||
try
|
||||
{
|
||||
// Create a multi with floor at Z=20 and a blocker at Z=100 (outside our search range)
|
||||
multi = CreateFloorWithCeilingMulti(map, new Point3D(x, y, 0), floorZ: 20, ceilingZ: 100);
|
||||
|
||||
// The blocker at Z=100 shouldn't affect spawning in range 15-35
|
||||
var result = map.CanSpawnMobile(x, y, 15, 35, false, false, out var spawnZ);
|
||||
|
||||
Assert.True(result);
|
||||
}
|
||||
finally
|
||||
{
|
||||
multi?.Delete();
|
||||
}
|
||||
}
|
||||
|
||||
[SkippableFact]
|
||||
public void CanSpawnMobile_WaterSurfaceForSwimmingMob()
|
||||
{
|
||||
SkipIfNoTileData();
|
||||
|
||||
var map = Map.Felucca;
|
||||
const int x = 1550;
|
||||
const int y = 1550;
|
||||
|
||||
TestMulti multi = null;
|
||||
try
|
||||
{
|
||||
// Create a multi with a water tile at Z=0
|
||||
multi = CreateWaterMulti(map, new Point3D(x, y, 0), waterZ: 0);
|
||||
|
||||
// canSwim=true should find the water surface
|
||||
var result = map.CanSpawnMobile(x, y, -10, 10, true, false, out var spawnZ);
|
||||
|
||||
Assert.True(result);
|
||||
}
|
||||
finally
|
||||
{
|
||||
multi?.Delete();
|
||||
}
|
||||
}
|
||||
|
||||
[SkippableFact]
|
||||
public void CanSpawnMobile_WorldItemSurfaceWorks()
|
||||
{
|
||||
SkipIfNoTileData();
|
||||
|
||||
var map = Map.Felucca;
|
||||
const int x = 1650;
|
||||
const int y = 1650;
|
||||
|
||||
Item surfaceItem = null;
|
||||
try
|
||||
{
|
||||
// Create a non-movable item that acts as a surface using a real surface tile ID
|
||||
surfaceItem = new Item(ServerFixture.SurfaceTileId)
|
||||
{
|
||||
Movable = false
|
||||
};
|
||||
surfaceItem.MoveToWorld(new Point3D(x, y, 10), map);
|
||||
|
||||
var result = map.CanSpawnMobile(x, y, 5, 30, false, false, out var spawnZ);
|
||||
|
||||
// Should find either land at Z=0 or the item surface, whichever is lowest
|
||||
Assert.True(result);
|
||||
}
|
||||
finally
|
||||
{
|
||||
surfaceItem?.Delete();
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Real Map Data Tests
|
||||
|
||||
[SkippableFact]
|
||||
public void CanSpawnMobile_MalasBuilding_FindsGroundFloor()
|
||||
{
|
||||
SkipIfNoTileData();
|
||||
|
||||
var map = Map.Malas;
|
||||
const int x = 991;
|
||||
const int y = 519;
|
||||
|
||||
var result = map.CanSpawnMobile(x, y, -60, -40, false, false, out var spawnZ);
|
||||
|
||||
Assert.True(result);
|
||||
Assert.True(spawnZ >= -60 && spawnZ <= -40, $"Expected ground floor around -50, got {spawnZ}");
|
||||
}
|
||||
|
||||
[SkippableFact]
|
||||
public void CanSpawnMobile_MalasBuilding_FindsSecondFloor()
|
||||
{
|
||||
SkipIfNoTileData();
|
||||
|
||||
var map = Map.Malas;
|
||||
const int x = 991;
|
||||
const int y = 519;
|
||||
|
||||
var result = map.CanSpawnMobile(x, y, -30, 0, false, false, out var spawnZ);
|
||||
|
||||
Assert.True(result);
|
||||
Assert.True(spawnZ >= -30 && spawnZ <= 0, $"Expected second floor, got {spawnZ}");
|
||||
}
|
||||
|
||||
[SkippableFact]
|
||||
public void CanSpawnMobile_MalasBuilding_LowestFloorPreferred()
|
||||
{
|
||||
SkipIfNoTileData();
|
||||
|
||||
var map = Map.Malas;
|
||||
const int x = 991;
|
||||
const int y = 519;
|
||||
|
||||
var result = map.CanSpawnMobile(x, y, -60, 0, false, false, out var spawnZ);
|
||||
|
||||
Assert.True(result);
|
||||
Assert.True(spawnZ <= -40, $"Expected lowest floor around -50, got {spawnZ}");
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Helper Methods and Classes
|
||||
|
||||
private TestMulti CreateFloorMulti(Map map, Point3D location, int floorZ)
|
||||
{
|
||||
var multi = new TestMulti(CreateFloorComponents(floorZ));
|
||||
multi.MoveToWorld(location, map);
|
||||
return multi;
|
||||
}
|
||||
|
||||
private TestMulti CreateTwoFloorMulti(Map map, Point3D location, int floor1Z, int floor2Z)
|
||||
{
|
||||
var multi = new TestMulti(CreateTwoFloorComponents(floor1Z, floor2Z));
|
||||
multi.MoveToWorld(location, map);
|
||||
return multi;
|
||||
}
|
||||
|
||||
private TestMulti CreateFloorWithCeilingMulti(Map map, Point3D location, int floorZ, int ceilingZ)
|
||||
{
|
||||
var multi = new TestMulti(CreateFloorWithCeilingComponents(floorZ, ceilingZ));
|
||||
multi.MoveToWorld(location, map);
|
||||
return multi;
|
||||
}
|
||||
|
||||
private TestMulti CreateWaterMulti(Map map, Point3D location, int waterZ)
|
||||
{
|
||||
var multi = new TestMulti(CreateWaterComponents(waterZ));
|
||||
multi.MoveToWorld(location, map);
|
||||
return multi;
|
||||
}
|
||||
|
||||
private MultiComponentList CreateFloorComponents(int floorZ)
|
||||
{
|
||||
return new MultiComponentList(
|
||||
[
|
||||
new MultiTileEntry(ServerFixture.SurfaceTileId, 0, 0, (short)floorZ, TileFlag.Surface)
|
||||
]);
|
||||
}
|
||||
|
||||
private MultiComponentList CreateTwoFloorComponents(int floor1Z, int floor2Z)
|
||||
{
|
||||
return new MultiComponentList(
|
||||
[
|
||||
new MultiTileEntry(ServerFixture.SurfaceTileId, 0, 0, (short)floor1Z, TileFlag.Surface),
|
||||
new MultiTileEntry(ServerFixture.SurfaceTileId, 0, 0, (short)floor2Z, TileFlag.Surface)
|
||||
]);
|
||||
}
|
||||
|
||||
private MultiComponentList CreateFloorWithCeilingComponents(int floorZ, int ceilingZ)
|
||||
{
|
||||
return new MultiComponentList(
|
||||
[
|
||||
new MultiTileEntry(ServerFixture.SurfaceTileId, 0, 0, (short)floorZ, TileFlag.Surface),
|
||||
new MultiTileEntry(ServerFixture.ImpassableTileId, 0, 0, (short)ceilingZ, TileFlag.Impassable)
|
||||
]);
|
||||
}
|
||||
|
||||
private MultiComponentList CreateWaterComponents(int waterZ)
|
||||
{
|
||||
return new MultiComponentList(
|
||||
[
|
||||
new MultiTileEntry(ServerFixture.WetTileId, 0, 0, (short)waterZ, TileFlag.Wet)
|
||||
]);
|
||||
}
|
||||
|
||||
private class TestMulti : BaseMulti
|
||||
{
|
||||
private readonly MultiComponentList _components;
|
||||
|
||||
public TestMulti(MultiComponentList components) : base(0x1)
|
||||
{
|
||||
_components = components ?? MultiComponentList.Empty;
|
||||
}
|
||||
|
||||
public override MultiComponentList Components => _components;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue