## Summary Many tests proved a specific change when it landed but don't need to run on every CI build forever. This removes **202 test methods and 9 files: 313 test cases, 2,247 → 1,934**. UOContent.Tests drops from about 14s to about 5s locally. Removed: - **Tautologies.** Asserting a constant, a constructor readback or a trivial getter, or testing BCL behavior. - **Exact duplicates** of a surviving test on the same code path. - **Obsolete regressions** whose failure can no longer be expressed. - **Game-content values** shard owners customize (era drop rates, loot and skill tables, single-creature tuning). Each customization would otherwise force a test fix. ## How it was decided 1. Every test was classified, with a reason, by a per-shard sweep over all 287 test files. 2. Each proposed deletion was then checked by a second, adversarial reviewer against the surviving tests and the production code. 3. Anything that was the only coverage of a separate code path was **kept**, even where it looked like a duplicate. Examples: the unsigned `SpanReader`/`SpanWriter` methods, the at-location versus bounds enumerators, null-map enumerables, the security filters, archive-journal state transitions. About 130 proposed deletions were rejected this way. Whole files removed: - `FishingTests`, apart from 3 tests: the map-edge scan, serpent cleanup, and SOS chest consumption. The SOS test now stops at the first chest instead of measuring a catch rate. The multi-million-cast rate simulations are gone. - `LordOaksTests` and `MeerEnragedTests` (single-creature tests). - `AutoArchiveHelperTests`, `JsonDiscoverableTypeAttributeTests`, `DecimalSerializationTests` and `EnumConversionTests` (tautologies, or tests of their own local helpers). - `NetworkStatsTests`. - `MigratedDataLoadTests` (a subset of `AllSpawnFilesLoadTests`). - `SpawnerFixtureCapture`: a capture tool, not a test, and its `version == 12` assert can no longer pass. The `.bin` fixtures it produced stay. ## Tests - Server.Tests: 811 pass. - UOContent.Tests: 1,123 pass. A follow-up PR, stacked on this one, fixes how the remaining tests behave: shared state, CI-vacuous tests, harness duplication.
53 lines
1.8 KiB
C#
53 lines
1.8 KiB
C#
using System.Collections.Generic;
|
|
using Server;
|
|
using Server.Mobiles;
|
|
using Xunit;
|
|
|
|
namespace UOContent.Tests.Mobiles.AI;
|
|
|
|
// Guard-following may pathfind, so this shares the pathfinding collection.
|
|
[Collection("Sequential Pathfinding Tests")]
|
|
public class GuardFollowTests
|
|
{
|
|
[Fact]
|
|
public void GuardFollow_StepsTowardMaster_AndRegistersMoveIntent()
|
|
{
|
|
var map = Map.Maps[1];
|
|
Assert.NotNull(map);
|
|
map.GetAverageZ(1500, 1600, out _, out var z, out _);
|
|
|
|
var master = new PlayerMobile(World.NewMobile);
|
|
master.DefaultMobileInit();
|
|
master.MoveToWorld(new Point3D(1494, 1600, (sbyte)z), map);
|
|
|
|
var pet = new PetTestStub();
|
|
pet.MoveToWorld(new Point3D(1500, 1600, (sbyte)z), map); // 6 tiles east, open terrain
|
|
pet.SetControlMaster(master);
|
|
|
|
var ai = pet.AIObject;
|
|
ai.AITimer?.Stop(); // drive manually
|
|
pet.ControlOrder = OrderType.Guard;
|
|
ai.AITimer?.Stop(); // the order change may restart the timer
|
|
|
|
var start = pet.Location;
|
|
ai.NextMove = 0;
|
|
ai.Obey();
|
|
|
|
var moved = pet.Location != start;
|
|
var hasIntent = ai.TryGetMoveWake(out _);
|
|
var currentSpeed = pet.CurrentSpeed;
|
|
var currentMoveSpeed = pet.CurrentMoveSpeed;
|
|
|
|
pet.Delete();
|
|
master.Delete();
|
|
|
|
Assert.True(moved, "a guarding pet beyond guard range must step toward its master");
|
|
// Without a move intent, guard-following only steps on the think grid.
|
|
Assert.True(hasIntent, "guard-following must register a move intent");
|
|
|
|
// The return is paced by FollowMoveSpeed; the think clock stays on the active value
|
|
// and the per-step speed flip must not undo either.
|
|
Assert.Equal(0.2, currentSpeed);
|
|
Assert.Equal(0.1, currentMoveSpeed);
|
|
}
|
|
}
|