ModernUO/Projects/UOContent.Tests/Tests/Items/Jewels/T2AJewelGemCraftTests.cs
Kamron Batman 9a25054809
test: remove trivial, duplicate and content-value tests (#2721)
## 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.
2026-10-18 20:08:19 -07:00

106 lines
3.4 KiB
C#

using Server;
using Server.Engines.Craft;
using Server.Items;
using Server.Mobiles;
using Xunit;
namespace UOContent.Tests;
[Collection("Sequential UOContent Tests")]
public class T2AJewelGemCraftTests
{
// Y=500 keeps us inside Felucca bounds; X offset avoids other sequential tests.
private static PlayerMobile CreatePlayerMobile(Map map, Point3D location)
{
var m = new PlayerMobile(World.NewMobile);
m.DefaultMobileInit();
m.MoveToWorld(location, map);
m.AddItem(new Backpack());
return m;
}
// Builds a minimal tinkering ring recipe (2 iron ingots) without relying on
// DefTinkering.InitCraftList, which is gated on the feature flag at startup.
private static CraftItem MakeRingRecipe()
{
var item = new CraftItem(typeof(GoldRing), "ring", "gold ring");
item.AddRes(typeof(IronIngot), "iron ingot", 2, "You do not have enough ingots.");
return item;
}
// Ensures DefTinkering.CraftSystem is available (not called by the test fixture).
private static CraftSystem GetOrInitTinkeringSystem()
{
if (DefTinkering.CraftSystem == null)
{
DefTinkering.Initialize();
}
return DefTinkering.CraftSystem;
}
[Fact]
public void OnCraft_ConsumesEntireTargetedGemStack_AndNamesByCount()
{
var map = Map.Felucca;
var player = CreatePlayerMobile(map, new Point3D(4100, 500, 0));
var ring = new GoldRing();
try
{
var pack = player.Backpack;
pack.AddItem(new IronIngot(10));
pack.AddItem(new Diamond(50)); // a stack of 50 diamonds
var system = GetOrInitTinkeringSystem();
var context = system.GetContext(player);
context.PendingGemType = GemType.Diamond;
context.PendingGemCount = 50;
ring.OnCraft(1, false, player, system, typeof(IronIngot), null, MakeRingRecipe(), 0);
Assert.Equal(0, pack.GetAmount(typeof(Diamond))); // all 50 consumed
Assert.Equal(GemType.Diamond, ring.GemType);
Assert.Equal(50, ring.GemCount);
// pending state cleared so the next craft starts fresh
Assert.Equal(GemType.None, context.PendingGemType);
Assert.Equal(0, context.PendingGemCount);
}
finally
{
ring.Delete();
player.Delete();
}
}
[Fact]
public void OnCraft_WhenGemsUnavailableAtCraftTime_CraftsPlainPiece()
{
var map = Map.Felucca;
var player = CreatePlayerMobile(map, new Point3D(4140, 500, 0));
var ring = new GoldRing();
try
{
player.Backpack.AddItem(new IronIngot(10));
// deliberately do NOT add any diamonds
var system = GetOrInitTinkeringSystem();
var context = system.GetContext(player);
context.PendingGemType = GemType.Diamond;
context.PendingGemCount = 5;
ring.OnCraft(1, false, player, system, typeof(IronIngot), null, MakeRingRecipe(), 0);
Assert.Equal(GemType.None, ring.GemType);
Assert.Equal(0, ring.GemCount);
Assert.Equal(GemType.None, context.PendingGemType);
Assert.Equal(0, context.PendingGemCount);
}
finally
{
ring.Delete();
player.Delete();
}
}
}