## 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
518 lines
15 KiB
C#
518 lines
15 KiB
C#
using Server.Tests.Terrain;
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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 Xunit;
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using static Server.Tests.TimerWheelScope;
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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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private readonly TimerWheelScope _clock;
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public FamiliarAITests()
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{
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_clock = new TimerWheelScope();
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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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_clock.Dispose();
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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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[Fact]
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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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[Fact]
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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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[Theory]
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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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[Fact]
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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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[Fact]
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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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[Fact]
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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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[Fact]
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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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[Fact]
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public void KeepUp_DoesNotSnapWhileRouting()
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{
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// An upstairs room with an L-shaped counter: master north, familiar south; ~20-step detour.
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var inn = Prefabs.InnUpstairs;
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inn.AssertPresent();
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var p = Master(inn.Target.X, inn.Target.Y);
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var f = Familiar(0, p, inn.Anchor.X, inn.Anchor.Y);
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p.MoveToWorld(inn.Target, _map);
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f.MoveToWorld(inn.Anchor, _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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[Fact]
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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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const ushort id = TestTiles.Counter;
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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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[Fact]
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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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[Fact]
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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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[Fact]
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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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[Fact]
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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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[Fact]
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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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[Fact]
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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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[Fact]
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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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[Fact]
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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),
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"familiar defends the caster from a live aggressor"
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);
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}
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[Fact]
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public void DropsATarget_ThatNoLongerFightsAnyone()
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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);
|
|
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");
|
|
}
|
|
|
|
[Fact]
|
|
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");
|
|
}
|
|
}
|