## Summary About 114 tests skipped on CI because they needed the official client files (`tiledata.mul`, map and multi files). They gave CI no signal, and locally they ran against whichever client a developer had installed. The test hosts now build their own world instead, so every test runs on CI and runs the same on every machine. CI simulation: Server.Tests 837 passed, UOContent.Tests 1131 passed, **0 skipped**. - **Generated tile data.** The fixtures write a pre-HS `tiledata.mul` from a small invented tile kit (`Server.Tests/Terrain/TestTiles`) and load it through the real `TileData.Load()`. The test hosts no longer read any client directory (`MODERNUO_CLIENT_PATH`, `MODERNUO_TEST_DATA_DIR` and `C:\Ultima Online Classic` are gone from test code). The file is written to `SyntheticData` in each test project's output, overwritten every run and removed by `dotnet clean`. - **Injected terrain.** `TestTerrain` stamps land and statics into Felucca and Trammel, which share one terrain. Writes after startup must go in a `TestTerrain.Scope()`, which puts back every block it touched and keeps the step cache fresh. - **Prefab scenes.** Seven named scenes (town, causeway, sewer walkway, coastline, deep sea, map-edge sea, an upstairs room with an L-shaped counter) replace the Britain coordinates the pathing, AI and fishing tests relied on. Each scene-based test asserts its scene is present first, so a missing scene fails instead of passing on flat ground. Stamping all seven takes 3-5 ms. - **Multi footprints.** Contrived footprints for the three multi IDs content looks up (0x74, 0x7A, 0x0) are seeded through a new internal `MultiData.SetComponents`. - **Fingerprint.** `StepCacheFile.HashTileDataFile` is extracted so a test can show that a one-flag change to the file changes the fingerprint, while runtime table mutation does not. ### Engine changes - `TileMatrix.GetLandBlock`/`GetStaticBlock`: on a map without its files, return the block injected with `SetLandBlock`/`SetStaticBlock`, or the default when nothing was injected. Maps with files take the same path as before. - `MultiData.SetComponents` (internal): registers a footprint without multi files. ### Test changes worth a look - Values that were properties of real Britain terrain (probes at Z 10, a pinned plain walk mask of 0xC1) are re-pinned to the synthetic plain (Z 0, 0xFF). - No tests were deleted. The multi walkability and boat-deck tests assert movement behaviour over a footprint, not what a real multi looks like, so they run on the contrived footprints. - Maps 0 and 1 keep file indexes 0 and 1, and every stamp writes both, rather than sharing one file index. On a map without files the getters never consult the shared-file cache, and its patch bits would hide one facet's injection from the other. ## Test plan - [x] `dotnet test -p:SolutionDir=... --filter "Category!=Manual"` with the client env vars pointed at an empty directory: 837 + 1131 passed, 0 skipped, 0 failed - [x] Mutation check: removing the step-cache clear from `TestTerrain` makes the stale-cache tests fail - [x] CI green on all platforms
95 lines
2.8 KiB
C#
95 lines
2.8 KiB
C#
using System;
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using System.Collections.Generic;
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using Server;
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using Server.Mobiles;
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using Xunit;
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namespace UOContent.Tests.Mobiles.AI;
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[Collection("Sequential UOContent Tests")]
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public class SummonAcquireRulesTests : IDisposable
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{
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private readonly List<Mobile> _created = [];
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private readonly Expansion _previous = Core.Expansion;
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private PlayerMobile Player(Map map, int x, int intel)
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{
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var player = new PlayerMobile { Player = true, RawInt = intel };
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player.MoveToWorld(new Point3D(x, 1600, map.GetAverageZ(x, 1600)), map);
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_created.Add(player);
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return player;
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}
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private BaseCreature Summon(BaseCreature summon, Mobile caster, int x)
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{
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_created.Add(summon);
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summon.Summoned = true;
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summon.Master = caster;
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summon.MoveToWorld(new Point3D(x, 1600, caster.Map.GetAverageZ(x, 1600)), caster.Map);
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summon.AIObject.AITimer.Stop();
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return summon;
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}
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private static bool Acquire(BaseCreature creature)
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{
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creature.NextReacquireTime = Core.TickCount - 1;
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return creature.AIObject.AcquireFocusMob(creature.RangePerception, creature.FightMode, false, false, true);
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}
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[Fact]
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public void PreAosFeluccaVortexPrefersAnyoneOverItsCaster()
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{
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Core.Expansion = Expansion.UOR;
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// The caster outranks the bystander on the vortex's int-over-distance ranking.
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var caster = Player(Map.Felucca, 1500, 100);
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var bystander = Player(Map.Felucca, 1496, 10);
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var vortex = Summon(new EnergyVortex(), caster, 1499);
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Assert.True(Acquire(vortex));
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Assert.Same(bystander, vortex.FocusMob);
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}
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[Theory]
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[InlineData(Expansion.UOR, 1)] // Trammel
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[InlineData(Expansion.AOS, 0)] // Felucca
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public void VortexSparesItsCasterOutsidePreAosFelucca(Expansion expansion, int mapIndex)
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{
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Core.Expansion = expansion;
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var caster = Player(Map.Maps[mapIndex], 1500, 100);
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var vortex = Summon(new EnergyVortex(), caster, 1499);
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Assert.False(Acquire(vortex));
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Assert.Null(vortex.FocusMob);
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}
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[Fact]
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public void MasterlessSummonDoesNotBreakAcquisition()
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{
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Core.Expansion = Expansion.AOS;
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var player = Player(Map.Felucca, 1500, 100);
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var hunter = new PetTestStub();
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_created.Add(hunter);
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hunter.MoveToWorld(new Point3D(1499, 1600, player.Z), player.Map);
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hunter.AIObject.AITimer.Stop();
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var masterless = new PetTestStub { Summoned = true };
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_created.Add(masterless);
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masterless.MoveToWorld(new Point3D(1498, 1600, player.Z), player.Map);
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masterless.AIObject.AITimer.Stop();
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Assert.True(Acquire(hunter));
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}
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public void Dispose()
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{
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Core.Expansion = _previous;
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foreach (var mobile in _created)
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{
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mobile.Delete();
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}
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}
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}
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