ModernUO/Projects/UOContent.Tests/Tests/Mobiles/AI/ApproachTargetTests.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

253 lines
8 KiB
C#

using Server.Tests.Terrain;
using System;
using System.Collections.Generic;
using Server.Engines.Pathing.Cache;
using Server.Mobiles;
using Xunit;
namespace Server.Tests.Mobiles.AI;
// AI movement tests drive the real BaseAI primitives against live map statics. The
// pathfinder uses non-reentrant static buffers, so we share the pathfinding sequential
// collection to avoid parallel interference.
[Collection("Sequential Pathfinding Tests")]
public class ApproachTargetTests : IDisposable
{
private readonly List<IEntity> _created = [];
public void Dispose()
{
for (var i = _created.Count - 1; i >= 0; i--)
{
_created[i].Delete();
}
_created.Clear();
}
private (BareCreatureStub bc, BaseAI ai) NewFollower(Map map, Point3D loc)
{
var bc = new BareCreatureStub(World.NewMobile);
bc.DefaultMobileInit();
bc.MoveToWorld(loc, map);
_created.Add(bc);
BaseAI ai = new AnimalAI(bc);
ai.AITimer?.Stop(); // we drive movement manually; no background timer
return (bc, ai);
}
private WalkerStub NewTarget(Map map, Point3D loc)
{
var target = new WalkerStub();
target.MoveToWorld(loc, map);
_created.Add(target);
return target;
}
private void PlaceBlocker(Map map, ushort itemId, int x, int y)
{
map.GetAverageZ(x, y, out _, out var z, out _);
_created.Add(new Item(World.NewItem) { ItemID = itemId, Map = map, Location = new Point3D(x, y, (sbyte)z) });
}
// Drives the pet follow primitive once per tick; returns true once it reaches within
// arriveDist tiles. Uses InRange (Chebyshev) to match the game's own range semantics —
// a diagonal neighbor at Euclidean ~2.24 is "within 2" to the engine.
private static bool DriveFollow(BaseAI ai, Mobile bc, Mobile target, int arriveDist, int maxTicks)
{
for (var i = 0; i < maxTicks; i++)
{
ai.NextMove = 0;
ai.WalkMobileRange(target, 1, 1, 2);
if (bc.InRange(target, arriveDist))
{
return true;
}
}
return false;
}
[Fact]
public void OpenTerrain_ReachesTarget_WithoutPathfinding()
{
var map = Map.Maps[1];
Assert.NotNull(map);
map.GetAverageZ(1500, 1600, out _, out var z, out _);
var (bc, ai) = NewFollower(map, new Point3D(1500, 1600, (sbyte)z));
var target = NewTarget(map, new Point3D(1495, 1600, (sbyte)z)); // 5 tiles west, open
StepCache.Instance.Clear();
var buildsBefore = StepCache.Instance.GetStats().BuildsTotal;
var arrived = DriveFollow(ai, bc, target, 2, 40);
var buildsAfter = StepCache.Instance.GetStats().BuildsTotal;
Assert.True(arrived, "creature should reach an open-terrain target by stepping");
Assert.Equal(buildsBefore, buildsAfter); // greedy fast path: no chunk builds
}
// An upstairs room with an L-shaped counter: the pet is south of it, the master north.
[Fact]
public void InnCounter_PetReachesMaster()
{
var inn = Prefabs.InnUpstairs;
inn.AssertPresent();
var map = Map.Maps[1];
Assert.NotNull(map);
var (bc, ai) = NewFollower(map, inn.Anchor);
var target = NewTarget(map, inn.Target);
// The straight line north runs into the counter, so arriving means the pet went round it.
var belowCounter = new Point3D(inn.Anchor.X, inn.Target.Y + 6, inn.Anchor.Z);
Assert.False(Server.Movement.Movement.CheckMovement(bc, map, belowCounter, Direction.North, out _));
StepCache.Instance.Clear();
// 200 ticks is generous for the ~20-step detour at one step per tick.
var arrived = DriveFollow(ai, bc, target, 2, 200);
Assert.True(arrived, "pet must navigate around the L-shaped counter to reach the master");
}
[Fact]
public void MoveTo_ReachesTargetAroundCounter()
{
var inn = Prefabs.InnUpstairs;
inn.AssertPresent();
var map = Map.Maps[1];
Assert.NotNull(map);
var (bc, ai) = NewFollower(map, inn.Anchor);
var target = NewTarget(map, inn.Target);
StepCache.Instance.Clear();
var arrived = false;
for (var i = 0; i < 200; i++)
{
ai.NextMove = 0;
ai.MoveTo(target, 1);
if (bc.InRange(target, 1))
{
arrived = true;
break;
}
}
Assert.True(arrived, "MoveTo chaser must reach the target around the counter");
}
[Fact]
public void MoveTo_CatchesTargetWalkingAway_OpenTerrain()
{
var map = Map.Maps[1];
Assert.NotNull(map);
map.GetAverageZ(1500, 1600, out _, out var z, out _);
var (bc, ai) = NewFollower(map, new Point3D(1500, 1600, (sbyte)z));
var target = NewTarget(map, new Point3D(1498, 1600, (sbyte)z));
StepCache.Instance.Clear();
var caught = false;
for (var i = 0; i < 60; i++)
{
ai.NextMove = 0;
ai.MoveTo(target, 1);
// Target walks west every other tick for its first several steps, then stops,
// so a same-speed chaser eventually closes the gap.
if (i % 2 == 0 && i < 16 && target.X > 1490)
{
target.MoveToWorld(new Point3D(target.X - 1, target.Y, target.Z), map);
}
if (bc.InRange(target, 1))
{
caught = true;
break;
}
}
Assert.True(caught, "chaser must catch a target that walks away then stops");
}
[Fact]
public void UnreachableTarget_GivesUp_AndIdles()
{
var map = Map.Maps[1];
Assert.NotNull(map);
map.GetAverageZ(1500, 1601, out _, out var z, out _);
var (bc, ai) = NewFollower(map, new Point3D(1500, 1601, (sbyte)z));
var target = NewTarget(map, new Point3D(1500, 1596, (sbyte)z));
// Full impassable ring around the target cell -> no path to within range 1.
const ushort id = TestTiles.Counter;
for (var x = 1499; x <= 1501; x++)
{
for (var y = 1595; y <= 1597; y++)
{
if (x == 1500 && y == 1596)
{
continue; // leave the target's own cell
}
PlaceBlocker(map, id, x, y);
}
}
StepCache.Instance.Clear();
// Run well past the stuck window so give-up engages.
for (var i = 0; i < 120; i++)
{
ai.NextMove = 0;
ai.MoveTo(target, 1);
}
// After giving up, the creature must idle (not oscillate) while the goal is still.
var idleStart = bc.Location;
var stayedIdle = true;
for (var i = 0; i < 20; i++)
{
ai.NextMove = 0;
ai.MoveTo(target, 1);
if (bc.Location != idleStart)
{
stayedIdle = false;
break;
}
}
Assert.False(bc.InRange(target, 1), "walled-off target must not be reached");
Assert.True(stayedIdle, "after giving up, the creature must idle, not shuffle");
}
[Fact]
public void WallBetween_RoutesAround_ReachesTarget()
{
var map = Map.Maps[1];
Assert.NotNull(map);
map.GetAverageZ(1500, 1600, out _, out var z, out _);
var (bc, ai) = NewFollower(map, new Point3D(1500, 1600, (sbyte)z));
var target = NewTarget(map, new Point3D(1500, 1595, (sbyte)z)); // 5 tiles north
// Impassable wall on Y=1598 from X=1497..1503: blocks the straight line; ends open.
const ushort id = TestTiles.Counter;
for (var x = 1497; x <= 1503; x++)
{
PlaceBlocker(map, id, x, 1598);
}
StepCache.Instance.Clear();
var arrived = DriveFollow(ai, bc, target, 2, 200);
Assert.True(arrived, "creature must route around the wall to reach the target");
}
}