using Server.Tests.Terrain; using System; 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 : IDisposable { private readonly List _created = []; public void Dispose() { for (var i = _created.Count - 1; i >= 0; i--) { _created[i].Delete(); } _created.Clear(); } private (BareCreatureStub bc, BaseAI ai) NewFollower(Map map, Point3D loc) { var bc = new BareCreatureStub(World.NewMobile); bc.DefaultMobileInit(); bc.MoveToWorld(loc, map); _created.Add(bc); BaseAI ai = new AnimalAI(bc); ai.AITimer?.Stop(); // we drive movement manually; no background timer return (bc, ai); } private WalkerStub NewTarget(Map map, Point3D loc) { var target = new WalkerStub(); target.MoveToWorld(loc, map); _created.Add(target); return target; } private void PlaceBlocker(Map map, ushort itemId, int x, int y) { map.GetAverageZ(x, y, out _, out var z, out _); _created.Add(new Item(World.NewItem) { ItemID = itemId, Map = map, Location = new Point3D(x, y, (sbyte)z) }); } // 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, 1, 2); if (bc.InRange(target, arriveDist)) { return true; } } return false; } [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 = NewTarget(map, new Point3D(1495, 1600, (sbyte)z)); // 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; Assert.True(arrived, "creature should reach an open-terrain target by stepping"); Assert.Equal(buildsBefore, buildsAfter); // greedy fast path: no chunk builds } // An upstairs room with an L-shaped counter: the pet is south of it, the master north. [Fact] public void InnCounter_PetReachesMaster() { var inn = Prefabs.InnUpstairs; inn.AssertPresent(); var map = Map.Maps[1]; Assert.NotNull(map); var (bc, ai) = NewFollower(map, inn.Anchor); var target = NewTarget(map, inn.Target); // The straight line north runs into the counter, so arriving means the pet went round it. var belowCounter = new Point3D(inn.Anchor.X, inn.Target.Y + 6, inn.Anchor.Z); Assert.False(Server.Movement.Movement.CheckMovement(bc, map, belowCounter, Direction.North, out _)); StepCache.Instance.Clear(); // 200 ticks is generous for the ~20-step detour at one step per tick. var arrived = DriveFollow(ai, bc, target, 2, 200); Assert.True(arrived, "pet must navigate around the L-shaped counter to reach the master"); } [Fact] public void MoveTo_ReachesTargetAroundCounter() { var inn = Prefabs.InnUpstairs; inn.AssertPresent(); var map = Map.Maps[1]; Assert.NotNull(map); var (bc, ai) = NewFollower(map, inn.Anchor); var target = NewTarget(map, inn.Target); StepCache.Instance.Clear(); var arrived = false; for (var i = 0; i < 200; i++) { ai.NextMove = 0; ai.MoveTo(target, 1); if (bc.InRange(target, 1)) { arrived = true; break; } } Assert.True(arrived, "MoveTo chaser must reach the target around the counter"); } [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 = NewTarget(map, new Point3D(1498, 1600, (sbyte)z)); StepCache.Instance.Clear(); var caught = false; for (var i = 0; i < 60; i++) { ai.NextMove = 0; ai.MoveTo(target, 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; } } Assert.True(caught, "chaser must catch a target that walks away then stops"); } [Fact] public void UnreachableTarget_GivesUp_AndIdles() { 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 = NewTarget(map, new Point3D(1500, 1596, (sbyte)z)); // Full impassable ring around the target cell -> no path to within range 1. const ushort id = TestTiles.Counter; 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 } PlaceBlocker(map, id, x, y); } } 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, 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, 1); if (bc.Location != idleStart) { stayedIdle = false; break; } } Assert.False(bc.InRange(target, 1), "walled-off target must not be reached"); Assert.True(stayedIdle, "after giving up, the creature must idle, not shuffle"); } [Fact] public void WallBetween_RoutesAround_ReachesTarget() { 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 = NewTarget(map, new Point3D(1500, 1595, (sbyte)z)); // 5 tiles north // Impassable wall on Y=1598 from X=1497..1503: blocks the straight line; ends open. const ushort id = TestTiles.Counter; for (var x = 1497; x <= 1503; x++) { PlaceBlocker(map, id, x, 1598); } StepCache.Instance.Clear(); var arrived = DriveFollow(ai, bc, target, 2, 200); Assert.True(arrived, "creature must route around the wall to reach the target"); } }