Follow-up to #2721. It fixes how the remaining tests behave and changes no production code. ## CI - Both `dotnet test` steps pass `--filter "Category!=Manual"`. Before this, Manual-tagged tests ran on CI anyway. - The one surviving movement-throttle latency test is the only coverage of burst forgiveness over a full, wrapped history. It loses its Manual tag, so it runs on CI. ## Tests that passed on CI without testing anything - **Corpse and throwing tests.** They relied on tiledata for the weapon `Layer`, so on CI the equip silently failed and they asserted against empty lists. They now set `Layer` explicitly and assert the equip took effect. `TestThrown` also pins its own strength and range values, so a shard retuning SoulGlaive no longer breaks them. - **Healthbar poison rows.** Server.Tests registers no poisons, so every row tested `null`. They now use real poison levels. - **Account packet tests.** The mock accounts reported `Length` 0, so the character-list tests only ever encoded empty slots. They now encode the real characters. - **Pathing and AI tests that only mean something on real Trammel/Felucca terrain** are now guarded with `TileDataRequirement.SkipIfMissing()`: Britain desk and clutter scenes, house footprints (no MultiData on CI) and fingerprints. Tests that are valid on flat blank terrain stay unguarded. (A synthetic tiledata fixture to run these on CI is a planned follow-up.) - **Assertions that couldn't fail now check their claim.** Affected tests include the `DefaultWalker` cache use, cache on/off parity requiring a path, the recorder capability flags, the idle-pet gate, the monthly DST recurrence, the AdvancedSearch `Record.Exception` wrappers, `CanFitItem` with no branch-guarded assert, the Firewall callback, and `Import_NoMap`. The Geometry Parse asserts also now use the same input as their TryParse. ## Shared state Every test that changes process-wide state now restores it, even when an assert fails: - **The clock.** A new `TimerWheelScope` saves and restores `Core._tickCount`, `Core._now` and the timer wheel. `SimulatedClockScope` covers decay tests. - **StepCache settings and caches**, via `StepCacheStateScope`. - **Network state.** The ManualAllowlist, LoginAllowlist, firewall and BanChannel reporters are restored. Global packet handlers are now registered per test and removed afterwards, so they no longer stay registered for later tests. - **Data and config tables.** `ArchiveJournal` statics, `TileData.ItemTable`, `ObjectPropertyList.Enabled`, `Core.Expansion` and the localization table are restored. One `MobileStatusVersion` restore was resetting a different expansion than the one the test changed. - **Entities.** Tests with fixed serials now delete what they create. Fixed mobile serials moved to `World.NewMobile`, because deleting a hard-coded serial could unregister a live entity. - **Collection race.** `SpiralScanTests` no longer clears the spawn cache from a separate collection that could run in parallel with the cache-manager tests. - **Shared statics.** Classes reading shared static allowlists joined the sequential collection. ## Duplication New shared helpers replace copy-pasted harness code: - **Server.Tests:** `PacketAssert.Sends`, used by about 130 packet tests; `TestClientHarness`, `PersistencePipelineScope`, `NetTestHelpers`, `EntityCleanup` and one `TestMulti`. - **UOContent.Tests:** `TimerWheelScope`, which also holds one wraparound-safe `RunFor`/`RunUntil`; `AiTestStubs`, which merges six walker copies and five identical creature stubs; `MobileTestHarness`, `CommandTestHarness` and `TempDirectory`. Dead oracle packet classes are removed. ## Cost | Test | Before | After | |---|---|---| | `VirtualSerialTests` | 1.57s | 2ms (starts near the wrap via reflection instead of drawing ~17.9M serials) | | Event scheduler recurrence loop | 473ms | 1ms | | CrowdSec drain | 517ms | 16ms (event-driven instead of a fixed 500ms wait) | | AuthId tests | 248ms | 99ms (SHA2 except the two GameLogin tests) | | Container cap tests | 5,000 items | 3,449 / 3,277 (one past each protocol cap) | | Bulk removal | 100k children | 20k children | | OPL hash distribution | 60k builds | 10k builds | ## Shard-tuning decoupling - AI assertions read `ReacquireDelay` and `FollowMoveSpeed` instead of hard-coding production tuning. - The guard friendly-fire test uses an `AI_Mage` stub instead of WhiteWyrm. - Argon2 assertions pin the `argon2id` variant and `v=19` but read the cost parameters from the configured hasher. ## Tests | Run | Server.Tests | UOContent.Tests | |---|---|---| | With client files | 812 pass | 1,123 pass | | Without client files (CI simulation) | 800 pass, 12 skip | 1,021 pass, 102 skip | - The UOContent fixture reads `MODERNUO_TEST_DATA_DIR`; Server.Tests reads `MODERNUO_CLIENT_PATH`. - The 15 new UOContent skips are the map-dependent guards above. - Total run time with client files is about 5s, down from about 8s.
251 lines
7.9 KiB
C#
251 lines
7.9 KiB
C#
using System;
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using System.Collections.Generic;
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using Server.Engines.Pathing.Cache;
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using Server.Mobiles;
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using Xunit;
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namespace Server.Tests.Mobiles.AI;
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// AI movement tests drive the real BaseAI primitives against live map statics. The
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// pathfinder uses non-reentrant static buffers, so we share the pathfinding sequential
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// collection to avoid parallel interference.
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[Collection("Sequential Pathfinding Tests")]
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public class ApproachTargetTests : IDisposable
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{
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private readonly List<IEntity> _created = [];
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public void Dispose()
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{
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for (var i = _created.Count - 1; i >= 0; i--)
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{
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_created[i].Delete();
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}
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_created.Clear();
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}
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private (BareCreatureStub bc, BaseAI ai) NewFollower(Map map, Point3D loc)
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{
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var bc = new BareCreatureStub(World.NewMobile);
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bc.DefaultMobileInit();
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bc.MoveToWorld(loc, map);
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_created.Add(bc);
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BaseAI ai = new AnimalAI(bc);
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ai.AITimer?.Stop(); // we drive movement manually; no background timer
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return (bc, ai);
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}
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private WalkerStub NewTarget(Map map, Point3D loc)
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{
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var target = new WalkerStub();
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target.MoveToWorld(loc, map);
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_created.Add(target);
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return target;
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}
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private void PlaceBlocker(Map map, ushort itemId, int x, int y)
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{
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map.GetAverageZ(x, y, out _, out var z, out _);
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_created.Add(new Item(World.NewItem) { ItemID = itemId, Map = map, Location = new Point3D(x, y, (sbyte)z) });
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}
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// Drives the pet follow primitive once per tick; returns true once it reaches within
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// arriveDist tiles. Uses InRange (Chebyshev) to match the game's own range semantics —
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// a diagonal neighbor at Euclidean ~2.24 is "within 2" to the engine.
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private static bool DriveFollow(BaseAI ai, Mobile bc, Mobile target, int arriveDist, int maxTicks)
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{
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for (var i = 0; i < maxTicks; i++)
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{
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ai.NextMove = 0;
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ai.WalkMobileRange(target, 1, 1, 2);
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if (bc.InRange(target, arriveDist))
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{
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return true;
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}
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}
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return false;
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}
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[Fact]
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public void OpenTerrain_ReachesTarget_WithoutPathfinding()
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{
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var map = Map.Maps[1];
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Assert.NotNull(map);
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map.GetAverageZ(1500, 1600, out _, out var z, out _);
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var (bc, ai) = NewFollower(map, new Point3D(1500, 1600, (sbyte)z));
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var target = NewTarget(map, new Point3D(1495, 1600, (sbyte)z)); // 5 tiles west, open
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StepCache.Instance.Clear();
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var buildsBefore = StepCache.Instance.GetStats().BuildsTotal;
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var arrived = DriveFollow(ai, bc, target, 2, 40);
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var buildsAfter = StepCache.Instance.GetStats().BuildsTotal;
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Assert.True(arrived, "creature should reach an open-terrain target by stepping");
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Assert.Equal(buildsBefore, buildsAfter); // greedy fast path: no chunk builds
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}
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// The desk is a Britain inn static; on a blank map the detour is a straight walk.
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[SkippableFact]
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public void BritainInnDesk_PetReachesMaster()
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{
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TileDataRequirement.SkipIfMissing();
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var map = Map.Maps[1];
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Assert.NotNull(map);
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// Exact in-game repro: pet south of the L-desk, master north of it.
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var (bc, ai) = NewFollower(map, new Point3D(1493, 1614, 20));
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var target = NewTarget(map, new Point3D(1494, 1605, 21));
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StepCache.Instance.Clear();
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// 200 ticks is generous for the ~17-step detour at one step per tick.
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var arrived = DriveFollow(ai, bc, target, 2, 200);
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Assert.True(arrived, "pet must navigate around the L-desk to reach the master");
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}
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[SkippableFact]
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public void MoveTo_ReachesTargetAroundDesk()
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{
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TileDataRequirement.SkipIfMissing();
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var map = Map.Maps[1];
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Assert.NotNull(map);
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var (bc, ai) = NewFollower(map, new Point3D(1493, 1614, 20));
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var target = NewTarget(map, new Point3D(1494, 1605, 21));
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StepCache.Instance.Clear();
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var arrived = false;
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for (var i = 0; i < 200; i++)
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{
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ai.NextMove = 0;
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ai.MoveTo(target, 1);
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if (bc.InRange(target, 1))
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{
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arrived = true;
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break;
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}
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}
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Assert.True(arrived, "MoveTo chaser must reach the target around the desk");
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}
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[Fact]
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public void MoveTo_CatchesTargetWalkingAway_OpenTerrain()
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{
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var map = Map.Maps[1];
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Assert.NotNull(map);
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map.GetAverageZ(1500, 1600, out _, out var z, out _);
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var (bc, ai) = NewFollower(map, new Point3D(1500, 1600, (sbyte)z));
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var target = NewTarget(map, new Point3D(1498, 1600, (sbyte)z));
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StepCache.Instance.Clear();
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var caught = false;
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for (var i = 0; i < 60; i++)
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{
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ai.NextMove = 0;
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ai.MoveTo(target, 1);
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// Target walks west every other tick for its first several steps, then stops,
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// so a same-speed chaser eventually closes the gap.
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if (i % 2 == 0 && i < 16 && target.X > 1490)
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{
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target.MoveToWorld(new Point3D(target.X - 1, target.Y, target.Z), map);
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}
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if (bc.InRange(target, 1))
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{
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caught = true;
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break;
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}
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}
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Assert.True(caught, "chaser must catch a target that walks away then stops");
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}
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[SkippableFact]
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public void UnreachableTarget_GivesUp_AndIdles()
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{
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TileDataRequirement.SkipIfMissing();
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var map = Map.Maps[1];
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Assert.NotNull(map);
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map.GetAverageZ(1500, 1601, out _, out var z, out _);
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var (bc, ai) = NewFollower(map, new Point3D(1500, 1601, (sbyte)z));
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var target = NewTarget(map, new Point3D(1500, 1596, (sbyte)z));
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// Full impassable ring around the target cell -> no path to within range 1.
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var id = TestTiles.FirstImpassableItemId();
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Assert.NotEqual<ushort>(0, id);
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for (var x = 1499; x <= 1501; x++)
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{
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for (var y = 1595; y <= 1597; y++)
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{
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if (x == 1500 && y == 1596)
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{
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continue; // leave the target's own cell
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}
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PlaceBlocker(map, id, x, y);
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}
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}
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StepCache.Instance.Clear();
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// Run well past the stuck window so give-up engages.
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for (var i = 0; i < 120; i++)
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{
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ai.NextMove = 0;
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ai.MoveTo(target, 1);
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}
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// After giving up, the creature must idle (not oscillate) while the goal is still.
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var idleStart = bc.Location;
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var stayedIdle = true;
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for (var i = 0; i < 20; i++)
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{
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ai.NextMove = 0;
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ai.MoveTo(target, 1);
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if (bc.Location != idleStart)
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{
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stayedIdle = false;
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break;
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}
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}
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Assert.False(bc.InRange(target, 1), "walled-off target must not be reached");
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Assert.True(stayedIdle, "after giving up, the creature must idle, not shuffle");
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}
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[SkippableFact]
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public void WallBetween_RoutesAround_ReachesTarget()
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{
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TileDataRequirement.SkipIfMissing();
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var map = Map.Maps[1];
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Assert.NotNull(map);
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map.GetAverageZ(1500, 1600, out _, out var z, out _);
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var (bc, ai) = NewFollower(map, new Point3D(1500, 1600, (sbyte)z));
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var target = NewTarget(map, new Point3D(1500, 1595, (sbyte)z)); // 5 tiles north
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// Impassable wall on Y=1598 from X=1497..1503: blocks the straight line; ends open.
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var id = TestTiles.FirstImpassableItemId();
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Assert.NotEqual<ushort>(0, id);
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for (var x = 1497; x <= 1503; x++)
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{
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PlaceBlocker(map, id, x, 1598);
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}
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StepCache.Instance.Clear();
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var arrived = DriveFollow(ai, bc, target, 2, 200);
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Assert.True(arrived, "creature must route around the wall to reach the target");
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}
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}
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