ModernUO/Projects/UOContent.Tests/Tests/Mobiles/AI/DetectHiddenTimerTests.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

85 lines
2.7 KiB
C#

using System;
using Server;
using Server.Mobiles;
using Server.Tests;
using Xunit;
namespace UOContent.Tests.Mobiles.AI;
[Collection("Sequential UOContent Tests")]
public class DetectHiddenTimerTests
{
private sealed class DetectingCreature : PetTestStub
{
public override bool PlayerRangeSensitive => false;
}
private sealed class DetectingAI : BaseAI
{
public int Detections { get; private set; }
public DetectingAI(BaseCreature creature) : base(creature)
{
}
public override bool Think() => true;
public override void DetectHidden() => Detections++;
}
[Theory]
[InlineData(0, 108000, 132000)]
[InlineData(1, 108000, 132000)]
[InlineData(100, 108000, 132000)]
[InlineData(250, 108000, 132000)]
[InlineData(251, 107100, 130900)]
[InlineData(1000, 27000, 33000)]
[InlineData(30000, 900, 1100)]
public void DetectHidden_SchedulesBoundedCooldown_AndWaitsBeforeRetry(
int intelligence, long minDelay, long maxDelay)
{
using var clock = new TimerWheelScope();
var creature = new DetectingCreature();
DetectingAI ai = null;
try
{
creature.Int = Math.Max(1, intelligence);
if (intelligence == 0)
{
creature.AddStatMod(new StatMod(StatType.Int, "DetectHiddenZeroInt", -1, TimeSpan.Zero));
}
Assert.Equal(intelligence, creature.Int);
creature.Skills.DetectHidden.Base = 100;
creature.MoveToWorld(new Point3D(1500, 1600, Map.Felucca.GetAverageZ(1500, 1600)), Map.Felucca);
creature.AIObject.AITimer.Stop();
ai = new DetectingAI(creature);
ai.AITimer.Activate();
AdvanceUntil(() => ai.Detections > 0, 1024);
Assert.Equal(1, ai.Detections);
Assert.InRange(ai._nextDetectHidden - Core.TickCount, minDelay, maxDelay);
Assert.True(ai.AITimer.Running);
// Stop one wheel step short of the cooldown: no retry may have fired yet.
TimerWheelScope.RunFor(ai._nextDetectHidden - TimerWheelScope.Step - Core.TickCount);
Assert.Equal(1, ai.Detections);
AdvanceUntil(() => ai.Detections > 1, 1024);
Assert.Equal(2, ai.Detections);
Assert.InRange(ai._nextDetectHidden - Core.TickCount, minDelay, maxDelay);
}
finally
{
ai?.AITimer.Stop();
creature.Delete();
}
}
private static void AdvanceUntil(Func<bool> condition, int milliseconds) =>
Assert.True(
TimerWheelScope.RunUntil(condition, milliseconds),
"The AI timer did not reach the expected detection."
);
}