using System.Collections.Generic;
using Server.Mobiles;
using Xunit;
namespace Server.Tests;
///
/// Pins the looting-rights rules that the inline damage entry list has to keep producing: the
/// returned stores are sorted by damage descending, the first (least recent) damager takes the
/// 1.25x bonus, the hitsMax band decides who clears the threshold, and a pet's damage is credited
/// to its damage master rather than to the pet.
///
[Collection("Sequential UOContent Tests")]
public class LootingRightsTests
{
private class TestMobile : Mobile
{
}
private class PetMobile : Mobile
{
public Mobile Master { get; set; }
public override Mobile GetDamageMaster(Mobile damagee) => Master;
}
// GetLootingRights only ever credits mobiles flagged as players.
private static TestMobile NewPlayer() => new() { Player = true };
private static DamageStore FindStore(List rights, Mobile m)
{
for (var i = 0; i < rights.Count; i++)
{
if (rights[i].m_Mobile == m)
{
return rights[i];
}
}
return null;
}
[Fact]
public void TwoPlayerDamagers_SortDescending_AndTheFirstDamagerTakesTheBonus()
{
var victim = new TestMobile();
var first = NewPlayer();
var second = NewPlayer();
try
{
victim.RegisterDamage(100, first);
victim.RegisterDamage(40, second); // second is the most recent, first is the "first damager"
// hitsMax < 200 puts the bar at topDamage / 2.
var rights = BaseCreature.GetLootingRights(victim.DamageEntries, 100);
Assert.Equal(2, rights.Count);
// Sorted by damage descending.
Assert.True(rights[0].m_Damage >= rights[1].m_Damage);
Assert.Same(first, rights[0].m_Mobile);
Assert.Same(second, rights[1].m_Mobile);
// The first damager - the least recent entry - gets the 1.25x bonus; nobody else does.
Assert.Equal(125, rights[0].m_Damage);
Assert.Equal(40, rights[1].m_Damage);
// topDamage 125 / 2 = 62, so 40 is below the bar.
Assert.True(rights[0].m_HasRight);
Assert.False(rights[1].m_HasRight);
}
finally
{
victim.Delete();
first.Delete();
second.Delete();
}
}
[Fact]
public void HitsMaxBand_MovesTheRightsThreshold()
{
var victim = new TestMobile();
var first = NewPlayer();
var second = NewPlayer();
try
{
victim.RegisterDamage(100, first);
victim.RegisterDamage(40, second);
// hitsMax >= 200 drops the bar to topDamage / 4 = 31, which 40 clears.
var rights = BaseCreature.GetLootingRights(victim.DamageEntries, 200);
Assert.Equal(2, rights.Count);
Assert.True(rights[0].m_HasRight);
Assert.True(rights[1].m_HasRight);
Assert.Same(second, rights[1].m_Mobile);
}
finally
{
victim.Delete();
first.Delete();
second.Delete();
}
}
[Fact]
public void PetDamage_CreditsTheMaster_NotThePet()
{
var victim = new TestMobile();
var master = NewPlayer();
var pet = new PetMobile { Master = master };
var wild = new TestMobile(); // no damage master, and not a player
try
{
victim.RegisterDamage(50, pet);
victim.RegisterDamage(20, wild);
var rights = BaseCreature.GetLootingRights(victim.DamageEntries, 100);
// The master is credited through the entry's Responsible sub-entry, and is the only one.
Assert.Single(rights);
var masterStore = FindStore(rights, master);
Assert.NotNull(masterStore);
Assert.Equal(62, masterStore.m_Damage); // 50, then the first-damager 1.25x bonus
Assert.True(masterStore.m_HasRight);
// The pet's own damage was fully handed to the master, so it earns no store.
Assert.Null(FindStore(rights, pet));
// A non-player damager earns nothing even when its damage was never reassigned.
Assert.Null(FindStore(rights, wild));
}
finally
{
victim.Delete();
master.Delete();
pet.Delete();
wild.Delete();
}
}
}