using System.Collections.Generic; using Server.Engines.Pathing.Cache; using Server.Mobiles; using Xunit; namespace Server.Tests.Mobiles.AI; // AI movement tests drive the real BaseAI primitives against live map statics. The // pathfinder uses non-reentrant static buffers, so we share the pathfinding sequential // collection to avoid parallel interference. [Collection("Sequential Pathfinding Tests")] public class ApproachTargetTests { private sealed class FollowerStub : BaseCreature { // Serial ctor + DefaultMobileInit bypasses NPCSpeeds JSON (absent in tests). public FollowerStub(Serial serial) : base(serial) => Body = 0xC9; } private sealed class TargetStub : Mobile { public TargetStub() => Body = 0xC9; } private static (FollowerStub bc, BaseAI ai) NewFollower(Map map, Point3D loc) { var bc = new FollowerStub(World.NewMobile); bc.DefaultMobileInit(); bc.MoveToWorld(loc, map); BaseAI ai = new AnimalAI(bc); ai.AITimer?.Stop(); // we drive movement manually; no background timer return (bc, ai); } // Drives the pet follow primitive once per tick; returns true once it reaches within // arriveDist tiles. Uses InRange (Chebyshev) to match the game's own range semantics — // a diagonal neighbor at Euclidean ~2.24 is "within 2" to the engine. private static bool DriveFollow(BaseAI ai, Mobile bc, Mobile target, int arriveDist, int maxTicks) { for (var i = 0; i < maxTicks; i++) { ai.NextMove = 0; ai.WalkMobileRange(target, 1, false, 1, 2); if (bc.InRange(target, arriveDist)) { return true; } } return false; } private static ushort FirstImpassableItemId() { for (ushort id = 1; id < TileData.MaxItemValue; id++) { if (TileData.ItemTable[id].ImpassableSurface) { return id; } } return 0; } [Fact] public void OpenTerrain_ReachesTarget_WithoutPathfinding() { var map = Map.Maps[1]; Assert.NotNull(map); map.GetAverageZ(1500, 1600, out _, out var z, out _); var (bc, ai) = NewFollower(map, new Point3D(1500, 1600, (sbyte)z)); var target = new TargetStub(); target.MoveToWorld(new Point3D(1495, 1600, (sbyte)z), map); // 5 tiles west, open StepCache.Instance.Clear(); var buildsBefore = StepCache.Instance.GetStats().BuildsTotal; var arrived = DriveFollow(ai, bc, target, 2, 40); var buildsAfter = StepCache.Instance.GetStats().BuildsTotal; bc.Delete(); target.Delete(); Assert.True(arrived, "creature should reach an open-terrain target by stepping"); Assert.Equal(buildsBefore, buildsAfter); // greedy fast path: no chunk builds } [Fact] public void BritainInnDesk_PetReachesMaster() { var map = Map.Maps[1]; Assert.NotNull(map); // Exact in-game repro: pet south of the L-desk, master north of it. var (bc, ai) = NewFollower(map, new Point3D(1493, 1614, 20)); var target = new TargetStub(); target.MoveToWorld(new Point3D(1494, 1605, 21), map); StepCache.Instance.Clear(); // 200 ticks is generous for the ~17-step detour at one step per tick. var arrived = DriveFollow(ai, bc, target, 2, 200); bc.Delete(); target.Delete(); Assert.True(arrived, "pet must navigate around the L-desk to reach the master"); } [Fact] public void MoveTo_ReachesTargetAroundDesk() { var map = Map.Maps[1]; Assert.NotNull(map); var (bc, ai) = NewFollower(map, new Point3D(1493, 1614, 20)); var target = new TargetStub(); target.MoveToWorld(new Point3D(1494, 1605, 21), map); StepCache.Instance.Clear(); var arrived = false; for (var i = 0; i < 200; i++) { ai.NextMove = 0; ai.MoveTo(target, false, 1); if (bc.InRange(target, 1)) { arrived = true; break; } } bc.Delete(); target.Delete(); Assert.True(arrived, "MoveTo chaser must reach the target around the desk"); } [Fact] public void MoveTo_CatchesTargetWalkingAway_OpenTerrain() { var map = Map.Maps[1]; Assert.NotNull(map); map.GetAverageZ(1500, 1600, out _, out var z, out _); var (bc, ai) = NewFollower(map, new Point3D(1500, 1600, (sbyte)z)); var target = new TargetStub(); target.MoveToWorld(new Point3D(1498, 1600, (sbyte)z), map); StepCache.Instance.Clear(); var caught = false; for (var i = 0; i < 60; i++) { ai.NextMove = 0; ai.MoveTo(target, true, 1); // Target walks west every other tick for its first several steps, then stops, // so a same-speed chaser eventually closes the gap. if (i % 2 == 0 && i < 16 && target.X > 1490) { target.MoveToWorld(new Point3D(target.X - 1, target.Y, target.Z), map); } if (bc.InRange(target, 1)) { caught = true; break; } } bc.Delete(); target.Delete(); Assert.True(caught, "chaser must catch a target that walks away then stops"); } [SkippableFact] public void UnreachableTarget_GivesUp_AndIdles() { TileDataRequirement.SkipIfMissing(); var map = Map.Maps[1]; Assert.NotNull(map); map.GetAverageZ(1500, 1601, out _, out var z, out _); var (bc, ai) = NewFollower(map, new Point3D(1500, 1601, (sbyte)z)); var target = new TargetStub(); target.MoveToWorld(new Point3D(1500, 1596, (sbyte)z), map); // Full impassable ring around the target cell -> no path to within range 1. var id = FirstImpassableItemId(); Assert.NotEqual(0, id); var ring = new List(); for (var x = 1499; x <= 1501; x++) { for (var y = 1595; y <= 1597; y++) { if (x == 1500 && y == 1596) { continue; // leave the target's own cell } map.GetAverageZ(x, y, out _, out var rz, out _); ring.Add(new Item(World.NewItem) { ItemID = id, Map = map, Location = new Point3D(x, y, (sbyte)rz) }); } } StepCache.Instance.Clear(); // Run well past the stuck window so give-up engages. for (var i = 0; i < 120; i++) { ai.NextMove = 0; ai.MoveTo(target, false, 1); } // After giving up, the creature must idle (not oscillate) while the goal is still. var idleStart = bc.Location; var stayedIdle = true; for (var i = 0; i < 20; i++) { ai.NextMove = 0; ai.MoveTo(target, false, 1); if (bc.Location != idleStart) { stayedIdle = false; break; } } var reached = bc.InRange(target, 1); bc.Delete(); target.Delete(); foreach (var it in ring) { it.Delete(); } Assert.False(reached, "walled-off target must not be reached"); Assert.True(stayedIdle, "after giving up, the creature must idle, not shuffle"); } [SkippableFact] public void WallBetween_RoutesAround_ReachesTarget() { TileDataRequirement.SkipIfMissing(); var map = Map.Maps[1]; Assert.NotNull(map); map.GetAverageZ(1500, 1600, out _, out var z, out _); var (bc, ai) = NewFollower(map, new Point3D(1500, 1600, (sbyte)z)); var target = new TargetStub(); target.MoveToWorld(new Point3D(1500, 1595, (sbyte)z), map); // 5 tiles north // Impassable wall on Y=1598 from X=1497..1503: blocks the straight line; ends open. var id = FirstImpassableItemId(); Assert.NotEqual(0, id); var wall = new List(); for (var x = 1497; x <= 1503; x++) { map.GetAverageZ(x, 1598, out _, out var wz, out _); wall.Add(new Item(World.NewItem) { ItemID = id, Map = map, Location = new Point3D(x, 1598, (sbyte)wz) }); } StepCache.Instance.Clear(); var arrived = DriveFollow(ai, bc, target, 2, 200); bc.Delete(); target.Delete(); foreach (var it in wall) { it.Delete(); } Assert.True(arrived, "creature must route around the wall to reach the target"); } }