ModernUO/Projects/UOContent.Tests/Tests/Engines/Harvest/FishingTests.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

144 lines
4.6 KiB
C#

using System;
using Server;
using Server.Engines.Harvest;
using Server.Items;
using Server.Mobiles;
using Server.Random;
using Server.Tests;
using Server.Tests.Terrain;
using Xunit;
namespace UOContent.Tests;
[Collection("Sequential UOContent Tests")]
public class FishingTests
{
[Theory]
[InlineData(32, 32, true)] // the middle of the sea: land 32 tiles away
[InlineData(13, 32, true)] // land 14 tiles west
[InlineData(12, 32, false)] // land 13 tiles west
[InlineData(50, 32, true)] // land 14 tiles east
[InlineData(51, 32, false)] // land 13 tiles east
[InlineData(13, 13, true)] // land 14 tiles away on the diagonal
[InlineData(13, 12, false)] // land 13 tiles north
public void FullValidation_NeedsLandAtLeast14TilesAway(int dx, int dy, bool deep)
{
var sea = Prefabs.DeepSea;
sea.AssertPresent();
Assert.Equal(deep, SpecialFishingNet.FullValidation(Map.Felucca, sea.Bounds.X + dx, sea.Bounds.Y + dy));
}
[Theory]
[InlineData(13, true)] // the edge of the map 14 tiles away
[InlineData(12, false)] // the edge of the map 13 tiles away
public void FullValidation_TreatsTheMapEdgeAsLand(int x, bool deep)
{
var sea = Prefabs.MapEdgeSea;
sea.AssertPresent();
Assert.Equal(deep, SpecialFishingNet.FullValidation(Map.Felucca, x, sea.Anchor.Y));
}
[Theory]
[InlineData(null, false)]
[InlineData(2.5, false)]
[InlineData(4.5, true)]
public void Give_SerpentGoesBackAfterFiveMinutesUnlessHitInTheLastTwo(double? hitAtMinutes, bool stays)
{
using var clock = new TimerWheelScope();
var previousHitsRate = Mobile.DefaultHitsRate;
var fisher = new PlayerMobile();
BaseCreature serpent = null;
try
{
// The rate RegenRates sets before AOS, so the hit is not healed before the serpent's five minutes are up.
Mobile.DefaultHitsRate = TimeSpan.FromSeconds(11.0);
Prefabs.DeepSea.AssertPresent();
fisher.MoveToWorld(Prefabs.DeepSea.Anchor, Map.Felucca);
var bottle = new MessageInABottle(Map.Felucca);
Fishing.System.Give(fisher, bottle, false);
serpent = Assert.IsAssignableFrom<BaseCreature>(bottle.RootParent);
serpent.AIObject?.AITimer.Stop();
serpent.Combatant = null;
var elapsed = TimeSpan.Zero;
if (hitAtMinutes is { } minutes)
{
elapsed = TimeSpan.FromMinutes(minutes);
TimerWheelScope.Advance(elapsed);
serpent.Damage(20, fisher);
Assert.Same(fisher, serpent.FindMostRecentDamager(false));
}
TimerWheelScope.Advance(TimeSpan.FromMinutes(4.9) - elapsed);
Assert.False(serpent.Deleted);
TimerWheelScope.Advance(TimeSpan.FromMinutes(0.2));
Assert.Equal(!stays, serpent.Deleted);
Assert.Equal(!stays, bottle.Deleted);
}
finally
{
serpent?.Delete();
fisher.Delete();
Mobile.DefaultHitsRate = previousHitsRate;
}
}
[Fact]
public void Construct_SOSChestCatchConsumesTheSOS()
{
var previousExpansion = Core.Expansion;
var previousGenerator = BuiltInRng.Generator;
var fisher = new PlayerMobile();
try
{
Core.Expansion = Expansion.UOR;
BuiltInRng.Generator = new System.Random(1);
fisher.Skills.Fishing.Base = 65.0;
fisher.AddItem(new Backpack());
Prefabs.DeepSea.AssertPresent();
fisher.MoveToWorld(Prefabs.DeepSea.Anchor, Map.Felucca);
var sos = AddSOS(fisher);
for (var i = 0; i < 200; i++)
{
var item = Fishing.System.Construct(typeof(Fish), fisher);
var isChest = item is WoodenChest or MetalGoldenChest;
item.Delete();
if (isChest)
{
Assert.True(sos.Deleted);
return;
}
Assert.False(sos.Deleted);
}
Assert.Fail("No SOS chest surfaced in 200 casts");
}
finally
{
fisher.Delete();
BuiltInRng.Generator = previousGenerator;
Core.Expansion = previousExpansion;
}
}
// Map.Internal skips FindLocation's search; the wreck is then where the fisher stands.
private static SOS AddSOS(Mobile fisher)
{
var sos = new SOS(Map.Internal, 1) { TargetMap = fisher.Map, TargetLocation = fisher.Location };
fisher.Backpack.DropItem(sos);
return sos;
}
}