ModernUO/Projects/UOContent.Tests/Tests/Items/TreasureChests/TreasureMapChestGuardianTests.cs
Kamron Batman 54c0040ac8
test: run tile-dependent tests on synthetic terrain instead of client files (#2725)
## 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
2026-10-18 22:07:40 -07:00

137 lines
4.1 KiB
C#

using System;
using System.Collections.Generic;
using System.Reflection;
using Server;
using Server.Items;
using Server.Mobiles;
using Server.Tests;
using Xunit;
namespace UOContent.Tests;
[Collection("Sequential UOContent Tests")]
public class TreasureMapChestGuardianTests
{
// A treasure.cfg chest site with room to dig the chest up and spawn its guardians.
private const int SiteX = 2643;
private const int SiteY = 851;
// The guardian list starts null and is created by the first guardian added. A level 0 chest
// stays shut to players until its guardians are dead.
[Fact]
public void AddToGuardians_OnNewChest_KeepsLevelZeroChestShut()
{
var map = Map.Felucca;
var location = new Point3D(5000, 610, 0);
var player = CreatePlayerMobile(map, location);
var guardian = new Mobile(World.NewMobile);
guardian.DefaultMobileInit();
var chest = new TreasureMapChest(0);
try
{
Assert.Null(chest.Guardians);
chest.AddToGuardians(guardian);
Assert.Same(guardian, Assert.Single(chest.Guardians));
Assert.True(chest.CheckLocked(player));
guardian.Delete();
Assert.False(chest.CheckLocked(player));
}
finally
{
chest.Delete();
guardian.Delete();
player.Delete();
}
}
// Drives the real dig, one DigTimer tick per call, until the chest surfaces and its guardians
// spawn. Levels 0 and 2+ spawn guardians; level 1 spawns none.
[Theory]
[InlineData(0)]
[InlineData(2)]
public void Dig_AddsSpawnedGuardiansToTheChest(int level)
{
var map = Map.Felucca;
var site = new Point3D(SiteX, SiteY, map.GetAverageZ(SiteX, SiteY));
var player = CreatePlayerMobile(map, new Point3D(site.X + 1, site.Y, site.Z));
var treasureMap = new TreasureMap(level, map);
try
{
Assert.True(map.CanFit(site.X, site.Y, site.Z, 16, true));
Assert.True(player.BeginAction<TreasureMap>());
var timerType = typeof(TreasureMap).GetNestedType("DigTimer", BindingFlags.NonPublic)!;
var onTick = timerType.GetMethod("OnTick", BindingFlags.NonPublic | BindingFlags.Instance)!;
var digTimer = Activator.CreateInstance(timerType, player, treasureMap, site, map);
for (var i = 0; i < 30 && !treasureMap.Completed; i++)
{
onTick.Invoke(digTimer, BindingFlags.DoNotWrapExceptions, null, null, null);
}
var chest = FindChest(map, site);
Assert.True(treasureMap.Completed);
Assert.NotNull(chest);
Assert.NotNull(chest.Guardians);
Assert.NotEmpty(chest.Guardians);
}
finally
{
Cleanup(map, site);
treasureMap.Delete();
player.Delete();
}
}
private static TreasureMapChest FindChest(Map map, Point3D site)
{
foreach (var chest in map.GetItemsInRange<TreasureMapChest>(site, 0))
{
return chest;
}
return null;
}
// Sweeps the site rather than trusting references, so a dig that throws partway still leaves
// nothing behind for the next case: the chest, both dirt piles and any guardian spawned so far.
private static void Cleanup(Map map, Point3D site)
{
var leftovers = new List<IEntity>();
foreach (var m in map.GetMobilesInRange<BaseCreature>(site, 3))
{
leftovers.Add(m);
}
foreach (var item in map.GetItemsInRange<TreasureMapChest>(site, 1))
{
leftovers.Add(item);
}
foreach (var item in map.GetItemsInRange<TreasureChestDirt>(site, 1))
{
leftovers.Add(item);
}
foreach (var entity in leftovers)
{
entity.Delete();
}
}
private static PlayerMobile CreatePlayerMobile(Map map, Point3D location)
{
var mobile = new PlayerMobile(World.NewMobile);
mobile.DefaultMobileInit();
mobile.MoveToWorld(location, map);
return mobile;
}
}