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