using Server.Engines.Pathing.Cache;
using Server.Items;
using Xunit;
namespace Server.Tests.Pathfinding;
[Collection("Sequential Pathfinding Tests")]
public class MultiEdgeCaseTests
{
private const int MapId = 1; // Trammel
private const int GuildHouseId = 0x74;
// GuildHouse placement (mirrors MultiMaskSynthesisTests) — open Trammel ground.
private const int HouseX = 1480;
private const int HouseY = 1620;
// Open water in the south-Britain bay (mirrors BoatPathTests).
private const int BoatMultiId = 0x0; // SmallBoat North heading
private const int WaterX = 1450;
private const int WaterY = 1770;
private const sbyte DeckZ = 0; // boat deck floor tiles stand at world Z 0 (not the water avgZ)
///
/// Two overlapping GuildHouse multis whose footprints intersect. At the stacked cells
/// GetStaticAndMultiTiles yields tiles from BOTH multis; the synthesizer must still
/// agree with CheckMovement everywhere over the union footprint + halo.
///
[Fact]
public void OverlappingMultis_SynthesizerMatchesCheckMovement()
{
StepCache.Instance.Clear();
var map = Map.Maps[MapId];
map.GetAverageZ(HouseX, HouseY, out _, out var z, out _);
var locA = new Point3D(HouseX, HouseY, (sbyte)z);
// Origins 3 tiles apart on X so the GuildHouse footprints overlap.
var locB = new Point3D(HouseX + 3, HouseY, (sbyte)z);
var multiA = new TestMulti(GuildHouseId);
var multiB = new TestMulti(GuildHouseId);
try
{
multiA.MoveToWorld(locA, map);
multiB.MoveToWorld(locB, map);
// Non-vacuity: prove the two footprints actually intersect at the chosen 3-tile
// separation. The per-sweep touchedMulti guard only proves each multi touched its OWN
// footprint; without this, "overlapping" would be an unverified comment.
var overlap = MultiArt.FootprintCells(multiA);
var setB = new System.Collections.Generic.HashSet(MultiArt.FootprintCells(multiB));
overlap.RemoveAll(c => !setB.Contains(c));
Assert.NotEmpty(overlap); // the two footprints must actually intersect, else the test is meaningless
// The synthesizer must match the oracle over BOTH footprints (each sweep crosses
// the shared, doubly-covered cells).
MultiTestSupport.AssertSynthesizerMatchesCheckMovement(multiA, map);
MultiTestSupport.AssertSynthesizerMatchesCheckMovement(multiB, map);
}
finally
{
multiA.Delete();
multiB.Delete();
}
}
///
/// A boat placed over open water: deck surface tiles are walkable, surrounding water blocks
/// the (non-swimming) walker. Exercises the synthesizer over water-adjacent deck-edge geometry.
///
///
/// The boat is placed at Z=0 (the deck's world Z), NOT at the water average Z (-15 here).
/// The deck floor tiles stand at world Z 0, so a non-swimming walker only finds walkable
/// transitions when the sweep origin Z equals the deck Z. Placing at the water avgZ makes the
/// sweep vacuous ("no walkable transitions") because the deck is 15 tiles overhead and water
/// blocks the rest — that vacuity is a fixture concern, not a synthesizer divergence (the
/// synthesizer agrees with the oracle at every direction either way).
///
[Fact]
public void BoatOverWater_SynthesizerMatchesCheckMovement()
{
StepCache.Instance.Clear();
var map = Map.Maps[MapId];
var boat = new TestMulti(BoatMultiId);
boat.MoveToWorld(new Point3D(WaterX, WaterY, DeckZ), map);
try
{
MultiTestSupport.AssertSynthesizerMatchesCheckMovement(boat, map);
}
finally
{
boat.Delete();
}
}
///
/// Redesign a foundation in place (Internalize -> swap MCL -> MoveToWorld back, the same
/// re-registration pattern HouseFoundation uses on commit) and assert the synthesizer reads
/// the LIVE, post-redesign Components — i.e. it matches CheckMovement on the NEW shape.
///
[Fact]
public void RedesignedFoundation_SynthesizerMatchesNewFootprint()
{
StepCache.Instance.Clear();
var map = Map.Maps[MapId];
var foundation = new SwappableFoundation(GuildHouseId);
map.GetAverageZ(HouseX, HouseY, out _, out var z, out _);
var loc = new Point3D(HouseX, HouseY, (sbyte)z);
foundation.MoveToWorld(loc, map);
try
{
// Redesign, RE-REGISTERED so sectors track the new footprint (model a real commit).
// Internalize() fires Map.OnLeave (removes the OLD footprint's registration); we swap
// the MCL and MoveToWorld back, firing Map.OnEnter -> AddMulti against the new shape.
foundation.Internalize();
foundation.Redesign(MultiData.GetComponents(0x7A)); // Tower footprint (different shape)
foundation.MoveToWorld(loc, map);
MultiTestSupport.AssertSynthesizerMatchesCheckMovement(foundation, map);
}
finally
{
if (!foundation.Deleted)
{
foundation.Delete();
}
}
}
///
/// Extensible slot for repo-owner-supplied gnarly placements. The assertion already covers
/// any (map,x,y) by construction — only the coordinates need filling in.
///
/// TODO(coords): repo owner to supply (map,x,y) for a static tree inside a footprint and a
/// dungeon cave-wall corner; add InlineData rows here — the assertion already covers them by
/// construction. (Left intentionally unhunted: do not invent tree/dungeon coords.)
///
[Theory]
[InlineData(MapId, HouseX, HouseY)] // known-good open Trammel placement (passes today)
public void UserSuppliedScenarios_SynthesizerMatchesCheckMovement(int mapId, int x, int y)
{
StepCache.Instance.Clear();
var map = Map.Maps[mapId];
var multi = new TestMulti(GuildHouseId);
map.GetAverageZ(x, y, out _, out var z, out _);
multi.MoveToWorld(new Point3D(x, y, (sbyte)z), map);
try
{
MultiTestSupport.AssertSynthesizerMatchesCheckMovement(multi, map);
}
finally
{
multi.Delete();
}
}
}