## Summary Many tests proved a specific change when it landed but don't need to run on every CI build forever. This removes **202 test methods and 9 files: 313 test cases, 2,247 → 1,934**. UOContent.Tests drops from about 14s to about 5s locally. Removed: - **Tautologies.** Asserting a constant, a constructor readback or a trivial getter, or testing BCL behavior. - **Exact duplicates** of a surviving test on the same code path. - **Obsolete regressions** whose failure can no longer be expressed. - **Game-content values** shard owners customize (era drop rates, loot and skill tables, single-creature tuning). Each customization would otherwise force a test fix. ## How it was decided 1. Every test was classified, with a reason, by a per-shard sweep over all 287 test files. 2. Each proposed deletion was then checked by a second, adversarial reviewer against the surviving tests and the production code. 3. Anything that was the only coverage of a separate code path was **kept**, even where it looked like a duplicate. Examples: the unsigned `SpanReader`/`SpanWriter` methods, the at-location versus bounds enumerators, null-map enumerables, the security filters, archive-journal state transitions. About 130 proposed deletions were rejected this way. Whole files removed: - `FishingTests`, apart from 3 tests: the map-edge scan, serpent cleanup, and SOS chest consumption. The SOS test now stops at the first chest instead of measuring a catch rate. The multi-million-cast rate simulations are gone. - `LordOaksTests` and `MeerEnragedTests` (single-creature tests). - `AutoArchiveHelperTests`, `JsonDiscoverableTypeAttributeTests`, `DecimalSerializationTests` and `EnumConversionTests` (tautologies, or tests of their own local helpers). - `NetworkStatsTests`. - `MigratedDataLoadTests` (a subset of `AllSpawnFilesLoadTests`). - `SpawnerFixtureCapture`: a capture tool, not a test, and its `version == 12` assert can no longer pass. The `.bin` fixtures it produced stay. ## Tests - Server.Tests: 811 pass. - UOContent.Tests: 1,123 pass. A follow-up PR, stacked on this one, fixes how the remaining tests behave: shared state, CI-vacuous tests, harness duplication.
545 lines
16 KiB
C#
545 lines
16 KiB
C#
using System;
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using System.Collections.Generic;
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using Server;
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using Server.Items;
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using Server.Mobiles;
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using Server.Tests;
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using Server.Tests.Mobiles.AI;
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using Xunit;
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namespace UOContent.Tests.Mobiles.AI;
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// Timer-wheel driven (the real AITimer thinks and moves) against live Trammel statics.
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[Collection("Sequential Pathfinding Tests")]
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public class FamiliarAITests : IDisposable
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{
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// NPCSpeeds is not configured in the fixture; pin the speeds.
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private sealed class Wolf : DarkWolfFamiliar
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{
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public override void GetSpeeds(out double a, out double p) { a = 0.1; p = 0.1; }
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}
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private sealed class Bat : VampireBatFamiliar
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{
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public override void GetSpeeds(out double a, out double p) { a = 0.1; p = 0.1; }
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}
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private sealed class Wisp : ShadowWispFamiliar
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{
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public override void GetSpeeds(out double a, out double p) { a = 0.1; p = 0.1; }
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}
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private sealed class Adder : DeathAdder
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{
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public override void GetSpeeds(out double a, out double p) { a = 0.1; p = 0.1; }
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}
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private sealed class Minion : HordeMinionFamiliar
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{
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public override void GetSpeeds(out double a, out double p) { a = 0.1; p = 0.1; }
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}
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private sealed class EnemyStub : Mobile
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{
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public EnemyStub()
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{
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Body = 0x190;
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Str = 100;
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}
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}
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private static readonly Map _map = Map.Maps[1];
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private readonly List<IEntity> _created = new();
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public FamiliarAITests()
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{
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TileDataRequirement.SkipIfMissing();
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Core._tickCount = 0;
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Timer.Init(0);
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}
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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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}
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private static Point3D At(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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return new Point3D(x, y, (sbyte)z);
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}
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private PlayerMobile Master(int x, int y)
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{
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var p = new PlayerMobile(World.NewMobile);
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p.DefaultMobileInit();
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p.Player = true;
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p.Body = 0x190;
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p.Str = p.Dex = p.Int = 100;
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p.AddItem(new Backpack());
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p.MoveToWorld(At(x, y), _map);
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_created.Add(p);
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return p;
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}
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private BaseFamiliar Familiar(int kind, PlayerMobile master, int x, int y)
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{
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BaseFamiliar f = kind switch
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{
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0 => new Wolf(),
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1 => new Bat(),
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2 => new Wisp(),
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3 => new Adder(),
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_ => new Minion()
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};
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Assert.True(BaseCreature.Summon(f, master, At(x, y), -1, TimeSpan.FromHours(1)));
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_created.Add(f);
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return f;
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}
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private EnemyStub Enemy(int x, int y)
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{
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var e = new EnemyStub();
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e.MoveToWorld(At(x, y), _map);
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_created.Add(e);
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return e;
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}
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// 8ms lockstep keeps the wheel and Core.TickCount in sync.
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private static void RunFor(long ms)
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{
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var deadline = Core._tickCount + ms;
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while (Core._tickCount - deadline < 0)
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{
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Core._tickCount += 8;
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Timer.Slice(Core._tickCount);
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}
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}
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private static bool RunUntil(Func<bool> condition, long maxMs)
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{
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var deadline = Core._tickCount + maxMs;
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while (Core._tickCount - deadline < 0)
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{
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if (condition())
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{
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return true;
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}
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Core._tickCount += 8;
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Timer.Slice(Core._tickCount);
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}
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return condition();
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}
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[SkippableFact]
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public void Follows_WithoutBacktracking()
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{
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var p = Master(1500, 1600);
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var f = Familiar(0, p, 1500, 1600);
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RunFor(400); // past the activation spread
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p.MoveToWorld(At(1494, 1600), _map);
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var best = f.GetDistanceToSqrt(p);
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var regressed = false;
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var arrived = RunUntil(
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() =>
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{
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var d = f.GetDistanceToSqrt(p);
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if (d > best + 0.01)
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{
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regressed = true;
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}
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best = Math.Min(best, d);
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return f.InRange(p, 1);
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},
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3000
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);
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Assert.True(arrived, "familiar must reach range 1 of its master");
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Assert.False(regressed, "familiar must never step away from the master while following");
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Assert.Equal(OrderType.Come, f.ControlOrder);
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Assert.Equal(Point3D.Zero, f.Home);
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}
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[SkippableFact]
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public void Orders_AreInert()
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{
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var p = Master(1500, 1600);
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var f = Familiar(0, p, 1500, 1600);
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RunFor(400);
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f.IssueOrder(OrderType.Stay, p);
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Assert.Equal(Point3D.Zero, f.Home);
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Assert.Equal(0.1, f.CurrentSpeed);
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p.MoveToWorld(At(1495, 1600), _map);
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Assert.True(RunUntil(() => f.InRange(p, 1), 3000), "a familiar under a Stay order still follows");
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}
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[SkippableTheory]
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[InlineData(0, true)] // dark wolf
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[InlineData(1, true)] // vampire bat
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[InlineData(2, false)] // shadow wisp
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[InlineData(3, false)] // death adder
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[InlineData(4, true)] // horde minion
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public void AssistsMastersTarget_OnlyIfCombatCapable(int kind, bool assists)
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{
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var p = Master(1500, 1600);
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var f = Familiar(kind, p, 1501, 1600);
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var e = Enemy(1495, 1600);
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RunFor(400);
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p.Warmode = true;
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p.Combatant = e;
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if (assists)
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{
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Assert.True(
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RunUntil(() => f.Combatant == e && f.InRange(e, f.RangeFight), 4000),
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"a combat familiar must engage the caster's target"
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);
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Assert.True(f.Warmode);
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Assert.Equal(OrderType.Come, f.ControlOrder);
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}
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else
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{
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RunFor(2000);
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Assert.Null(f.Combatant);
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Assert.False(f.Warmode);
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Assert.True(f.InRange(p, 1), "a non-combat familiar stays with the caster");
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}
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}
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[SkippableFact]
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public void DropsTarget_WhenMasterHides()
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{
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var p = Master(1500, 1600);
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var f = Familiar(0, p, 1501, 1600);
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var e = Enemy(1495, 1600);
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RunFor(400);
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p.Warmode = true;
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p.Combatant = e;
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Assert.True(RunUntil(() => f.Combatant == e, 2000));
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p.Hidden = true;
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Assert.True(RunUntil(() => f.Combatant == null && f.Hidden, 1000));
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}
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[SkippableFact]
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public void Leash_NeverEngagesATargetFarFromTheMaster()
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{
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var p = Master(1500, 1600);
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var f = Familiar(0, p, 1501, 1600);
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var e = Enemy(1500 - f.RangePerception - 4, 1600); // beyond the leash
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RunFor(400);
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p.Warmode = true;
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p.Combatant = e;
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RunFor(4000);
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Assert.Null(f.Combatant);
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Assert.True(f.InRange(p, 1), "assist must not carry the familiar past the leash");
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}
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[SkippableFact]
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public void Retaliates_IfCombatCapable_AndStaysOnComeOrder()
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{
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var p = Master(1500, 1600);
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var wolf = Familiar(0, p, 1501, 1600);
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var wisp = Familiar(2, p, 1499, 1600);
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var e = Enemy(1503, 1600);
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RunFor(400);
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// Combatant setter → DoHarmful → AggressiveAction with ChangingCombatant: the path that
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// issues a stand-down pet an Attack order.
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e.Combatant = wolf;
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Assert.True(RunUntil(() => wolf.Combatant == e, 1000), "a combat familiar fights back");
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Assert.Equal(OrderType.Come, wolf.ControlOrder);
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e.Combatant = wisp;
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RunFor(1000);
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Assert.Null(wisp.Combatant);
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Assert.False(wisp.Warmode);
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}
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[SkippableFact]
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public void KeepUp_SnapsWhenFarOnOpenGround()
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{
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var p = Master(1500, 1600);
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var f = Familiar(0, p, 1500, 1600);
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RunFor(400);
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p.MoveToWorld(At(1500 - BaseFamiliar.KeepUpRange - 2, 1600), _map);
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RunFor(300); // one think with a greedy step
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Assert.True(f.InRange(p, 1), "familiar must snap adjacent to a master 12 tiles away on open ground");
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}
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[SkippableFact]
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public void KeepUp_DoesNotSnapWhileRouting()
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{
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// Britain inn L-desk: master north, familiar south; ~17-step detour.
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var p = Master(1494, 1605);
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var f = Familiar(0, p, 1493, 1614);
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p.MoveToWorld(new Point3D(1494, 1605, 21), _map);
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f.MoveToWorld(new Point3D(1493, 1614, 20), _map);
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Server.Engines.Pathing.Cache.StepCache.Instance.Clear();
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// Observed from the first tick so an early snap cannot hide behind "arrived".
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var teleported = false;
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var last = f.Location;
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var arrived = RunUntil(
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() =>
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{
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if (f.Location != last && !f.InRange(last, 1))
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{
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teleported = true;
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}
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last = f.Location;
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return f.InRange(p, 1);
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},
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8000
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);
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Assert.True(arrived, "familiar walks the detour");
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Assert.False(teleported, "a working detour must not be short-circuited by a snap");
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}
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[SkippableFact]
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public void KeepUp_SnapsAfterGiveUp()
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{
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var p = Master(1500, 1596);
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var f = Familiar(0, p, 1500, 1602);
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// 5x5 ring, open 3x3 interior: a landing tile exists, no route reaches it.
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var id = ApproachTargetTests.FirstImpassableItemId();
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Assert.NotEqual<ushort>(0, id);
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for (var x = 1498; x <= 1502; x++)
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{
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for (var y = 1594; y <= 1598; y++)
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{
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if (x is > 1498 and < 1502 && y is > 1594 and < 1598)
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{
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continue;
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}
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_map.GetAverageZ(x, y, out _, out var rz, out _);
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_created.Add(new Item(World.NewItem) { ItemID = id, Map = _map, Location = new Point3D(x, y, (sbyte)rz) });
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}
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}
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Server.Engines.Pathing.Cache.StepCache.Instance.Clear();
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RunFor(400);
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Assert.True(
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RunUntil(() => f.InRange(p, 1), 15000),
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"after giving up on an unreachable master the familiar snaps to it"
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);
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}
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[SkippableFact]
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public void MirrorsHidden_EvenWhileWalking()
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{
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var p = Master(1500, 1600);
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var f = Familiar(0, p, 1500, 1600);
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RunFor(400);
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p.Hidden = true;
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p.MoveToWorld(At(1495, 1600), _map);
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Assert.True(RunUntil(() => f.Hidden, 500));
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var stayedHidden = true;
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var arrived = RunUntil(
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() =>
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{
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stayedHidden &= f.Hidden;
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return f.InRange(p, 1);
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},
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3000
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);
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Assert.True(arrived);
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Assert.True(stayedHidden, "steps must not strip the mirror");
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p.Hidden = false;
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Assert.True(RunUntil(() => !f.Hidden, 500));
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}
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[SkippableFact]
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public void Herding_TargetLocation_WinsAndClears()
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{
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var p = Master(1500, 1600);
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var f = Familiar(4, p, 1500, 1600);
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RunFor(400);
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var goal = new Point2D(1500, 1594);
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f.TargetLocation = goal;
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Assert.True(RunUntil(() => f.TargetLocation == null, 6000), "familiar walks to the herding target");
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Assert.True(f.InRange(goal, 1));
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}
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[SkippableFact]
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public void NonCombatFamiliar_RefusesAnyCombatant()
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{
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var p = Master(1500, 1600);
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var wisp = Familiar(2, p, 1501, 1600);
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var e = Enemy(1502, 1600);
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wisp.Combatant = e;
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Assert.Null(wisp.Combatant);
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}
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[SkippableFact]
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public void HiddenCaster_FamiliarRefusesRetaliation()
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{
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var p = Master(1500, 1600);
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var wolf = Familiar(0, p, 1501, 1600);
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var e = Enemy(1502, 1600);
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RunFor(400);
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p.Hidden = true;
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Assert.True(RunUntil(() => wolf.Hidden, 500));
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e.Combatant = wolf;
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// Synchronous: the veto is at the setter.
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Assert.Null(wolf.Combatant);
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Assert.False(wolf.Warmode);
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RunFor(500);
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Assert.Null(wolf.Combatant);
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Assert.True(wolf.Hidden);
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}
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[SkippableFact]
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public void LeftBehind_StandsDown()
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{
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var p = Master(1500, 1600);
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var wolf = Familiar(0, p, 1501, 1600);
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var e = Enemy(1495, 1600);
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RunFor(400);
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p.Warmode = true;
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p.Combatant = e;
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Assert.True(RunUntil(() => wolf.Combatant == e, 2000));
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p.MoveToWorld(new Point3D(1500, 1600, p.Z), Map.Felucca);
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Assert.True(RunUntil(() => wolf.Combatant == null && !wolf.Warmode, 500));
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}
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[SkippableFact]
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public void Herding_OutranksCombat_AndStandsDown()
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{
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var p = Master(1500, 1600);
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var f = Familiar(4, p, 1501, 1600);
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var e = Enemy(1502, 1600);
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RunFor(400);
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p.Warmode = true;
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p.Combatant = e;
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Assert.True(RunUntil(() => f.Combatant == e, 2000));
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// Caster visible and fighting: only herding clears this.
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var goal = new Point2D(1500, 1594);
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f.TargetLocation = goal;
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var distBefore = f.GetDistanceToSqrt(goal);
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RunFor(300);
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Assert.Null(f.Combatant);
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Assert.False(f.Warmode);
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Assert.NotNull(f.TargetLocation);
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Assert.True(f.GetDistanceToSqrt(goal) < distBefore, "the fetch makes progress while combat is set aside");
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Assert.Same(e, p.Combatant);
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}
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[SkippableFact]
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public void AssistsAgainstWhatTheCastersPetIsFighting()
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{
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var p = Master(1500, 1600);
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var f = Familiar(0, p, 1501, 1600);
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var e = Enemy(1496, 1600);
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var pet = new PetTestStub();
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pet.MoveToWorld(At(1497, 1600), _map);
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pet.SetControlMaster(p);
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_created.Add(pet);
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RunFor(400);
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// The pet attacks; the caster is credited indirectly without a Combatant.
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pet.Combatant = e;
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p.DoHarmful(e, true);
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e.Combatant = pet;
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Assert.Null(p.Combatant);
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Assert.True(
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RunUntil(() => f.Combatant == e && f.InRange(e, f.RangeFight), 4000),
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"familiar joins the fight the caster's pet is in"
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);
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}
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[SkippableFact]
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public void DefendsAnAttackedCaster_WhoseOwnCombatantExpired()
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{
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var p = Master(1500, 1600);
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var f = Familiar(0, p, 1501, 1600);
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var e = Enemy(1496, 1600);
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RunFor(400);
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e.Combatant = p;
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p.Combatant = null; // expired
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Assert.Null(p.Combatant);
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Assert.True(
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RunUntil(() => f.Combatant == e && f.InRange(e, f.RangeFight), 4000),
|
|
"familiar defends the caster from a live aggressor"
|
|
);
|
|
}
|
|
|
|
[SkippableFact]
|
|
public void DropsATarget_ThatNoLongerFightsAnyone()
|
|
{
|
|
var p = Master(1500, 1600);
|
|
var f = Familiar(0, p, 1501, 1600);
|
|
var e = Enemy(1495, 1600);
|
|
RunFor(400);
|
|
p.Warmode = true;
|
|
p.Combatant = e;
|
|
Assert.True(RunUntil(() => f.Combatant == e, 2000));
|
|
|
|
// Caster stops, target disengages.
|
|
p.Combatant = null;
|
|
p.Warmode = false;
|
|
e.Combatant = null;
|
|
|
|
Assert.True(RunUntil(() => f.Combatant == null && f.InRange(p, 1), 4000), "familiar disengages and returns");
|
|
}
|
|
|
|
[SkippableFact]
|
|
public void AssistEnd_LeavesNoStaleMoveIntent()
|
|
{
|
|
var p = Master(1500, 1600);
|
|
var f = Familiar(0, p, 1501, 1600);
|
|
var e = Enemy(1495, 1600);
|
|
RunFor(400);
|
|
p.Warmode = true;
|
|
p.Combatant = e;
|
|
Assert.True(RunUntil(() => f.Combatant == e, 2000));
|
|
|
|
// Assist ends with the familiar already beside the caster (MoveTo's arrival return).
|
|
f.MoveToWorld(At(1501, 1600), _map);
|
|
p.Combatant = null;
|
|
p.Warmode = false;
|
|
e.Combatant = null;
|
|
Assert.True(RunUntil(() => f.Combatant == null, 500));
|
|
|
|
Assert.False(f.AIObject.TryGetMoveWake(out _), "no pursuit may survive the stand-down");
|
|
}
|
|
}
|