ModernUO/Projects/UOContent.Tests/Tests/Engines/Pathing/Multi/HousePathRoutingTests.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

223 lines
7.5 KiB
C#

using Server.Tests.Terrain;
using System;
using Server.Engines.Pathing.Cache;
using Server.Items;
using Server.Mobiles;
using Server.PathAlgorithms;
using Xunit;
using Xunit.Abstractions;
using CalcMoves = Server.Movement.Movement;
namespace Server.Tests.Pathfinding;
[Collection("Sequential Pathfinding Tests")]
public class HousePathRoutingTests : IDisposable
{
private readonly ITestOutputHelper _output;
private readonly StepCacheStateScope _cacheState = new();
public HousePathRoutingTests(ITestOutputHelper output) => _output = output;
public void Dispose() => _cacheState.Dispose();
private const int MapId = 1;
[Fact]
public void PathAround_NeverTraversesAWallCell()
{
StepCache.Instance.Clear();
StepCache.Instance.MissPromotionThreshold = 1;
var map = Map.Maps[MapId];
Assert.NotNull(map);
// Open area with lateral room to flank a 7x7 house (verified reachable all 8 dirs).
const int hx = 1480, hy = 1620;
const int sx = 1480, sy = 1630;
const int gx = 1480, gy = 1610;
map.GetAverageZ(hx, hy, out _, out var hz, out _);
var multi = new TestMulti(TestMultis.GuildHouse);
multi.MoveToWorld(new Point3D(hx, hy, (sbyte)hz), map);
var wall = MultiArt.FindWallCell(multi);
Assert.True(wall.HasValue, "non-vacuity: house must have wall cells");
var walker = new WalkerStub();
map.GetAverageZ(sx, sy, out _, out var sz, out _);
var start = new Point3D(sx, sy, (sbyte)sz);
var goal = new Point3D(gx, gy, (sbyte)sz);
walker.MoveToWorld(start, map);
try
{
var path = BitmapAStarAlgorithm.Instance.Find(walker, map, start, goal);
Assert.NotNull(path); // non-vacuity: a route around must exist
Assert.NotEmpty(path);
// Walk the path; assert it never lands on the known wall cell.
var x = sx;
var y = sy;
foreach (var dir in path)
{
CalcMoves.Offset(dir, ref x, ref y);
Assert.False(x == wall.Value.X && y == wall.Value.Y,
$"path traversed wall cell ({wall.Value.X},{wall.Value.Y})");
}
_output.WriteLine($"around house: {path.Length} steps, avoided wall");
}
finally
{
walker.Delete();
multi.Delete();
}
}
[Fact]
public void Demolish_ReopensCoveredCells()
{
StepCache.Instance.Clear();
var map = Map.Maps[MapId];
Assert.NotNull(map);
const int hx = 1480, hy = 1620;
map.GetAverageZ(hx, hy, out _, out var hz, out _);
var multi = new TestMulti(TestMultis.GuildHouse);
multi.MoveToWorld(new Point3D(hx, hy, (sbyte)hz), map);
// Find a wall cell that is blocked purely by the multi — not by underlying static/land
// terrain. FindWallCell returns the first MCL-impassable cell, which may land over
// terrain that is itself impassable. Instead scan until we find one where the base
// terrain is passable so that after demolish the cell provably reopens.
var w = FindPureMultiWallCell(multi, map);
Assert.True(w.HasValue, "non-vacuity: house must have a wall cell over passable terrain");
var walker = new WalkerStub();
var cell = w.Value;
try
{
// Before demolish: every neighbour fails to step onto the wall cell (it is blocked).
var blockedBefore = NeighbourBlockedInto(map, walker, cell);
Assert.True(blockedBefore, "wall cell should block entry while the house stands");
multi.Delete();
// After demolish: the cell reverts to open ground; entry from a neighbour should now
// succeed in at least one direction.
StepCache.Instance.Clear();
var openAfter = !NeighbourBlockedInto(map, walker, cell);
Assert.True(openAfter, $"cell ({cell.X},{cell.Y}) should reopen after demolish");
_output.WriteLine($"demolish reopened ({cell.X},{cell.Y})");
}
finally
{
if (!multi.Deleted)
{
multi.Delete();
}
walker.Delete();
}
}
/// <summary>
/// Find the first MCL wall cell (Impassable &amp;&amp; !Surface) over terrain that is not
/// independently blocked by land or statics. Using this instead of
/// <see cref="MultiArt.FindWallCell"/> ensures the cell reopens after demolish.
/// </summary>
private static MultiArt.Cell? FindPureMultiWallCell(BaseMulti multi, Map map)
{
var mcl = multi.Components;
for (var lx = 0; lx < mcl.Width; lx++)
{
for (var ly = 0; ly < mcl.Height; ly++)
{
var hasWall = false;
var hasSurface = false;
foreach (var t in mcl.Tiles[lx][ly])
{
var data = TileData.ItemTable[t.ID & TileData.MaxItemValue];
if (data.Impassable && !data.Surface)
{
hasWall = true;
}
if (data.Surface)
{
hasSurface = true;
}
}
if (!hasWall || hasSurface)
{
continue;
}
var wx = multi.X + mcl.Min.X + lx;
var wy = multi.Y + mcl.Min.Y + ly;
// Check the underlying terrain is not independently impassable.
if (IsTerrainBlocked(map, wx, wy))
{
continue;
}
return new MultiArt.Cell(wx, wy);
}
}
return null;
}
/// <summary>
/// Returns true if land tile or any static tile (non-multi) at (x,y) is impassable.
/// </summary>
private static bool IsTerrainBlocked(Map map, int x, int y)
{
var lt = map.Tiles.GetLandTile(x, y);
if (!lt.Ignored)
{
var landData = TileData.LandTable[lt.ID & TileData.MaxLandValue];
if ((landData.Flags & TileFlag.Impassable) != 0)
{
return true;
}
}
foreach (var tile in map.Tiles.GetStaticTiles(x, y))
{
var data = TileData.ItemTable[tile.ID & TileData.MaxItemValue];
if (data.Impassable)
{
return true;
}
}
return false;
}
// True if EVERY in-range neighbour fails to step into target (target is blocked).
private static bool NeighbourBlockedInto(Map map, Mobile walker, MultiArt.Cell target)
{
for (var d = 0; d < 8; d++)
{
var nx = target.X;
var ny = target.Y;
CalcMoves.Offset((Direction)((d + 4) & 7), ref nx, ref ny);
if (nx < 0 || ny < 0 || nx >= map.Width || ny >= map.Height)
{
continue;
}
map.GetAverageZ(nx, ny, out _, out var nz, out _);
walker.MoveToWorld(new Point3D(nx, ny, (sbyte)nz), map);
if (CalcMoves.CheckMovement(walker, map, walker.Location, (Direction)d, out _))
{
var tx = nx;
var ty = ny;
CalcMoves.Offset((Direction)d, ref tx, ref ty);
if (tx == target.X && ty == target.Y)
{
return false; // an entry succeeded → not blocked
}
}
}
return true;
}
}