## 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
249 lines
7.3 KiB
C#
249 lines
7.3 KiB
C#
using Server.Items;
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using Xunit;
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namespace Server.Tests.Maps;
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/// <summary>
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/// Tests for CanSpawnMobile over tile flags, using tiles from the generated test kit.
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/// </summary>
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[Collection("Sequential Server Tests")]
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public class CanSpawnMobileTileDataTests
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{
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[Fact]
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public void CanSpawnMobile_FindsLowestValidSurface()
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{
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var map = Map.Felucca;
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const int x = 1200;
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const int y = 1200;
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TestMulti multi = null;
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try
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{
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// Create a multi with floors at Z=10 and Z=50
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// Need 16+ units between floors for mobile clearance
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multi = CreateTwoFloorMulti(map, new Point3D(x, y, 0), floor1Z: 10, floor2Z: 50);
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var result = map.CanSpawnMobile(x, y, 5, 60, false, false, out var spawnZ);
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Assert.True(result);
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// Should find the lowest floor (around Z=10 + tile height)
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Assert.True(spawnZ <= 20, $"Expected lowest floor around Z=10-15, got {spawnZ}");
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}
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finally
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{
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multi?.Delete();
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}
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}
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[Fact]
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public void CanSpawnMobile_ZRangeSelectsCorrectFloor()
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{
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var map = Map.Felucca;
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const int x = 1300;
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const int y = 1300;
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TestMulti multi = null;
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try
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{
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// Create a multi with floors at Z=10 and Z=50
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// Need 16+ units between floors for mobile clearance
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multi = CreateTwoFloorMulti(map, new Point3D(x, y, 0), floor1Z: 10, floor2Z: 50);
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// Request Z range that only includes the second floor
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var result = map.CanSpawnMobile(x, y, 45, 60, false, false, out var spawnZ);
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Assert.True(result);
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Assert.True(spawnZ >= 45 && spawnZ <= 60, $"Expected second floor around Z=50, got {spawnZ}");
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}
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finally
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{
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multi?.Delete();
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}
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}
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[Fact]
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public void CanSpawnMobile_LowCeilingBlocksSpawn()
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{
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var map = Map.Felucca;
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const int x = 1400;
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const int y = 1400;
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TestMulti multi = null;
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try
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{
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// Create a multi with floor at Z=20 and ceiling at Z=28 (only 8 units clearance)
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// Mobile height is 16, so this should block
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multi = CreateFloorWithCeilingMulti(map, new Point3D(x, y, 0), floorZ: 20, ceilingZ: 28);
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// The low ceiling should block spawning (need 16 units clearance for mobiles)
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var result = map.CanSpawnMobile(x, y, 15, 35, false, false, out _);
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Assert.False(result);
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}
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finally
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{
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multi?.Delete();
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}
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}
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[Fact]
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public void CanSpawnMobile_HighCeilingAllowsSpawn()
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{
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var map = Map.Felucca;
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const int x = 1450;
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const int y = 1450;
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TestMulti multi = null;
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try
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{
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// Create a multi with floor at Z=20 and ceiling at Z=50 (30 units clearance)
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multi = CreateFloorWithCeilingMulti(map, new Point3D(x, y, 0), floorZ: 20, ceilingZ: 50);
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var result = map.CanSpawnMobile(x, y, 15, 35, false, false, out _);
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Assert.True(result);
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}
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finally
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{
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multi?.Delete();
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}
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}
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[Fact]
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public void CanSpawnMobile_BlockerOutsideZRangeIgnored()
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{
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var map = Map.Felucca;
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const int x = 1475;
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const int y = 1475;
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TestMulti multi = null;
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try
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{
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// Create a multi with floor at Z=20 and a blocker at Z=100 (outside our search range)
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multi = CreateFloorWithCeilingMulti(map, new Point3D(x, y, 0), floorZ: 20, ceilingZ: 100);
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// The blocker at Z=100 shouldn't affect spawning in range 15-35
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var result = map.CanSpawnMobile(x, y, 15, 35, false, false, out _);
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Assert.True(result);
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}
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finally
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{
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multi?.Delete();
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}
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}
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[Fact]
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public void CanSpawnMobile_WaterSurfaceForSwimmingMob()
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{
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var map = Map.Felucca;
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const int x = 1550;
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const int y = 1550;
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TestMulti multi = null;
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try
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{
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// Create a multi with a water tile at Z=0
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multi = CreateWaterMulti(map, new Point3D(x, y, 0), waterZ: 0);
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// canSwim=true should find the water surface
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var result = map.CanSpawnMobile(x, y, -10, 10, true, false, out _);
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Assert.True(result);
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}
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finally
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{
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multi?.Delete();
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}
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}
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[Fact]
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public void CanSpawnMobile_WorldItemSurfaceWorks()
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{
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var map = Map.Felucca;
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const int x = 1650;
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const int y = 1650;
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Item surfaceItem = null;
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try
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{
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// Create a non-movable item that acts as a surface using a real surface tile ID
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surfaceItem = new Item(ServerFixture.SurfaceTileId)
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{
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Movable = false
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};
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surfaceItem.MoveToWorld(new Point3D(x, y, 10), map);
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var result = map.CanSpawnMobile(x, y, 5, 30, false, false, out _);
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// Should find either land at Z=0 or the item surface, whichever is lowest
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Assert.True(result);
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}
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finally
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{
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surfaceItem?.Delete();
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}
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}
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private TestMulti CreateFloorMulti(Map map, Point3D location, int floorZ)
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{
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var multi = new TestMulti(CreateFloorComponents(floorZ));
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multi.MoveToWorld(location, map);
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return multi;
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}
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private TestMulti CreateTwoFloorMulti(Map map, Point3D location, int floor1Z, int floor2Z)
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{
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var multi = new TestMulti(CreateTwoFloorComponents(floor1Z, floor2Z));
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multi.MoveToWorld(location, map);
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return multi;
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}
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private TestMulti CreateFloorWithCeilingMulti(Map map, Point3D location, int floorZ, int ceilingZ)
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{
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var multi = new TestMulti(CreateFloorWithCeilingComponents(floorZ, ceilingZ));
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multi.MoveToWorld(location, map);
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return multi;
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}
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private TestMulti CreateWaterMulti(Map map, Point3D location, int waterZ)
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{
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var multi = new TestMulti(CreateWaterComponents(waterZ));
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multi.MoveToWorld(location, map);
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return multi;
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}
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private MultiComponentList CreateFloorComponents(int floorZ)
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{
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return new MultiComponentList(
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[
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new MultiTileEntry(ServerFixture.SurfaceTileId, 0, 0, (short)floorZ, TileFlag.Surface)
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]);
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}
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private MultiComponentList CreateTwoFloorComponents(int floor1Z, int floor2Z)
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{
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return new MultiComponentList(
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[
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new MultiTileEntry(ServerFixture.SurfaceTileId, 0, 0, (short)floor1Z, TileFlag.Surface),
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new MultiTileEntry(ServerFixture.SurfaceTileId, 0, 0, (short)floor2Z, TileFlag.Surface)
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]);
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}
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private MultiComponentList CreateFloorWithCeilingComponents(int floorZ, int ceilingZ)
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{
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return new MultiComponentList(
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[
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new MultiTileEntry(ServerFixture.SurfaceTileId, 0, 0, (short)floorZ, TileFlag.Surface),
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new MultiTileEntry(ServerFixture.ImpassableTileId, 0, 0, (short)ceilingZ, TileFlag.Impassable)
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]);
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}
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private MultiComponentList CreateWaterComponents(int waterZ)
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{
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return new MultiComponentList(
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[
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new MultiTileEntry(ServerFixture.WetTileId, 0, 0, (short)waterZ, TileFlag.Wet)
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]);
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}
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}
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