Streamlines the two sprint mechanisms (the CurrentMoveSpeed guard carve-out and DoMoveImpl's follow-master 0.1 write) into one RunUO-parity model: - Order handlers own obedience speed, mirroring RunUO's OnCurrentOrderChanged and DoOrder* writes: issuing a movement order (Come/Follow/Guard/Attack) sets the active think clock, resting orders (Stay/None/Transfer) set passive, and the guard/follow peaceful branches write RunUO's AOS 0.1 sprint (guard's else-branch had the identical `if (Core.AOS) CurrentSpeed = 0.1` as follow). Pre-AOS guard returns run active. - CurrentMoveSpeed reverts to pure herding + classification — the bespoke 0.1 fuses to both clocks through the existing rule, so the sprint needs no special case and the obedience branch is deleted. - DoMoveImpl's per-step speed flip skips obeying pets (their handler owns the pace; per-step passive flips would fight it) and loses its 0.1 write. Combat still re-derives organically via warmode/combatant. Net pacing (Medium bucket): guard/follow AOS returns sprint 0.1 fused (RunUO parity, guard was previously move-clock-only), Come and friend-follow pace at activeMove (0.45, ~= the pre-#2591 feel), and the stale-Warmode active/ passive lottery is gone everywhere. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
235 lines
7.3 KiB
C#
235 lines
7.3 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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// Pins the pet-obedience pacing policy (issue #2593): a controlled pet executing a
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// master's movement order paces its steps on the think clock, not the wild-creature
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// move table; combat chases and herding keep their own pacing.
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[Collection("Sequential UOContent Tests")]
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public class PetPacingTests : IDisposable
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{
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private readonly List<Mobile> _created = new();
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private (PlayerMobile master, PetTestStub pet) Spawn(Point3D masterLoc, Point3D petLoc)
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{
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var pair = PetTestSetup.SpawnControlledPet(masterLoc, petLoc);
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_created.Add(pair.master);
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_created.Add(pair.pet);
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return pair;
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}
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public void Dispose()
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{
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foreach (var m in _created)
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{
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m?.Delete();
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}
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_created.Clear();
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}
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// Issuing an order sets the think clock organically (RunUO OnCurrentOrderChanged
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// parity): movement orders run active, resting orders run passive. The move clock
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// then resolves through the normal classification — no special-casing.
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[Fact]
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public void OrderIssue_SetsThinkClock()
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{
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var (master, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1001, 1000, 0));
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pet.SetMoveSpeed(0.3, 0.9);
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pet.SetCurrentSpeedToPassive();
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pet.ControlOrder = OrderType.Come;
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Assert.Equal(0.2, pet.CurrentSpeed);
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Assert.Equal(0.3, pet.CurrentMoveSpeed); // organic: verbatim active -> activeMove
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pet.ControlOrder = OrderType.Stay;
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Assert.Equal(0.4, pet.CurrentSpeed);
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Assert.Equal(0.9, pet.CurrentMoveSpeed);
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pet.ControlTarget = master;
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pet.ControlOrder = OrderType.Follow;
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Assert.Equal(0.2, pet.CurrentSpeed);
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pet.ControlOrder = OrderType.Guard;
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Assert.Equal(0.2, pet.CurrentSpeed);
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}
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// RunUO AOS parity: a pet following its master sprints — DoOrderFollow writes the
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// bespoke 0.1, which fuses to both clocks through the normal classification.
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[Fact]
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public void FollowMaster_ObeySprints()
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{
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var (master, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1001, 1000, 0));
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pet.SetMoveSpeed(0.3, 0.9);
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pet.AIObject.AITimer?.Stop();
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pet.ControlTarget = master;
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pet.ControlOrder = OrderType.Follow; // fixture era is EJ: Core.AOS is true
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pet.AIObject.Obey();
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Assert.Equal(0.1, pet.CurrentSpeed);
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Assert.Equal(0.1, pet.CurrentMoveSpeed);
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}
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// A guarding pet at its master's side stays organically active — never the
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// stale-warmode passive lottery, and no sprint while there is nowhere to go.
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[Fact]
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public void GuardAtMastersSide_IsActive()
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{
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var (_, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1001, 1000, 0));
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pet.SetMoveSpeed(0.3, 0.9);
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pet.AIObject.AITimer?.Stop();
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pet.SetCurrentSpeedToPassive();
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pet.ControlOrder = OrderType.Guard;
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pet.AIObject.Obey(); // nothing to guard against, master adjacent
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Assert.Equal(0.2, pet.CurrentSpeed);
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Assert.Equal(0.3, pet.CurrentMoveSpeed);
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}
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// Boundary guard: a pet chasing a combatant keeps the move table.
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[Fact]
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public void CombatChasingPet_KeepsMoveTable()
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{
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var (_, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1001, 1000, 0));
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var target = new PetTestStub();
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target.MoveToWorld(new Point3D(1003, 1000, 0), Map.Felucca);
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_created.Add(target);
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pet.SetMoveSpeed(0.3, 0.9);
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pet.ControlOrder = OrderType.Guard;
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pet.Combatant = target;
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pet.SetCurrentSpeedToActive();
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Assert.Equal(0.3, pet.CurrentMoveSpeed);
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}
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// Boundary guard: herding overrides obedience pacing.
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[Fact]
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public void HerdedObeyingPet_KeepsHerdingPace()
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{
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var (_, pet) = Spawn(new Point3D(1000, 1000, 0), new Point3D(1001, 1000, 0));
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pet.SetMoveSpeed(0.45, 0.9);
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pet.SetCurrentSpeedToPassive();
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pet.TargetLocation = new Point2D(1010, 1010);
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Assert.Equal(0.3, pet.CurrentMoveSpeed); // fixed herding pace
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}
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private sealed class ThinkProbe : PetTestStub
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{
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public int Thinks;
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public override void OnThink()
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{
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Thinks++;
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base.OnThink();
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}
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}
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private (PlayerMobile master, ThinkProbe pet) SpawnProbe()
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{
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var master = new PlayerMobile(World.NewMobile);
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master.DefaultMobileInit();
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master.MoveToWorld(new Point3D(1000, 1000, 0), Map.Felucca);
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_created.Add(master);
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var pet = new ThinkProbe();
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pet.MoveToWorld(new Point3D(1001, 1000, 0), Map.Felucca);
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pet.SetControlMaster(master);
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_created.Add(pet);
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return (master, pet);
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}
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// Advances simulated time in 8ms lockstep with the wheel, like the real event loop,
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// so wake schedules and Core.TickCount stay in sync.
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private static void RunFor(long ms)
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{
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var deadline = Core._tickCount + ms;
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while (Core._tickCount < deadline)
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{
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Core._tickCount += 8;
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Timer.Slice(Core._tickCount);
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}
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}
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private static bool RunUntil(Func<bool> condition, long maxMs)
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{
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var deadline = Core._tickCount + maxMs;
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while (Core._tickCount < deadline)
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{
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if (condition())
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{
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return true;
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}
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Core._tickCount += 8;
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Timer.Slice(Core._tickCount);
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}
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return condition();
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}
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// Runs past the random spawn-stagger delay to a known think-tick anchor: returns
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// right after a think fires, with the next one a full passive cadence (0.4s) away.
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private ThinkProbe SettledProbe(out PlayerMobile master)
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{
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Core._tickCount = 0;
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Timer.Init(0);
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var (m, pet) = SpawnProbe();
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master = m;
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pet.ForceIdle = true; // no wandering; pure cadence
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pet.ControlOrder = OrderType.Stay;
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var settled = RunUntil(() => pet.Thinks >= 2, 8000);
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Assert.True(settled, "the AI must reach a steady think cadence");
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return pet;
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}
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[Fact]
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public void OrderChange_WakesStaleThinkTimer()
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{
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var pet = SettledProbe(out var master);
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var thinksBefore = pet.Thinks;
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// Mid-wait on the passive cadence: the next think is ~200ms out.
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RunFor(200);
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Assert.Equal(thinksBefore, pet.Thinks);
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// The player issues a command; the pet must not wait out the stale wake.
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pet.ControlTarget = master;
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pet.ControlOrder = OrderType.Follow;
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RunFor(80);
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Assert.True(pet.Thinks > thinksBefore, "a fresh order must wake the AI promptly");
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}
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[Fact]
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public void SpeedUp_ReschedulesPendingWake()
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{
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var pet = SettledProbe(out _);
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var thinksBefore = pet.Thinks;
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// Mid-wait on the passive cadence: the next think is ~200ms out.
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RunFor(200);
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Assert.Equal(thinksBefore, pet.Thinks);
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// The pet is sped up (e.g. a buff): the next think must move up to the new
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// 0.1s cadence instead of waiting out the stale 0.4s deadline.
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pet.CurrentSpeed = 0.1;
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RunFor(120);
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Assert.True(pet.Thinks > thinksBefore, "a speed-up must reschedule the pending wake");
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}
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}
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