ModernUO/Projects/Server.Tests/Tests/Maps/CanSpawnMobileTileDataTests.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

249 lines
7.3 KiB
C#

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