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

239 lines
8.2 KiB
C#

using System;
using System.Collections.Generic;
using Server;
using Server.Mobiles;
using Xunit;
namespace UOContent.Tests.Mobiles.AI;
[Collection("Sequential UOContent Tests")]
public class GuardFriendlyFireTests : IDisposable
{
private readonly List<Mobile> _created = [];
// AI_Mage stands in for a shipped caster: MageAI's combat loop has its own reacquire path.
private sealed class MagePet : BaseCreature
{
public MagePet() : base(AIType.AI_Mage, FightMode.Closest, 10, 1) => Body = 0xC8;
public override void GetSpeeds(out double activeSpeed, out double passiveSpeed)
{
activeSpeed = 0.2;
passiveSpeed = 0.4;
}
}
private (PlayerMobile owner, PetTestStub pet) Spawn()
{
var z = Map.Felucca.GetAverageZ(1500, 1600);
// The constructed PlayerMobile, not PetTestSetup's deserialization-shaped one: the harmful
// checks read PermaFlags, which only the full constructor allocates.
var owner = new PlayerMobile();
owner.MoveToWorld(new Point3D(1500, 1600, z), Map.Felucca);
_created.Add(owner);
var pet = OtherPet(owner, new Point3D(1499, 1600, z));
pet.IssueOrder(OrderType.Guard, owner);
pet.AIObject.AITimer.Stop();
return (owner, pet);
}
private PetTestStub OtherPet(PlayerMobile owner, Point3D location)
{
var pet = new PetTestStub();
pet.MoveToWorld(location, owner.Map);
pet.SetControlMaster(owner);
pet.AIObject.AITimer.Stop();
_created.Add(pet);
return pet;
}
[Fact]
public void GuardFallbackDoesNotAcquireItsOwner()
{
var (owner, pet) = Spawn();
Assert.Null(pet.ControlTarget); // speech dispatch clears this; guard must not fall through to wild acquisition.
Assert.True(pet.CanSee(owner));
Assert.True(pet.InLOS(owner));
pet.NextReacquireTime = Core.TickCount - 1;
Assert.False(pet.AIObject.AcquireFocusMob(pet.RangePerception, pet.FightMode, false, false, true));
Assert.Null(pet.FocusMob);
Assert.Null(pet.Combatant);
}
[Fact]
public void GuardDropsStaleCombatAgainstAnotherPetOfItsOwner()
{
var (owner, pet) = Spawn();
var sibling = OtherPet(owner, new Point3D(1498, 1600, owner.Z));
pet.IssueOrder(OrderType.Attack, owner, sibling);
Assert.Same(sibling, pet.Combatant);
pet.IssueOrder(OrderType.Guard, owner);
pet.AIObject.DoOrderGuard();
Assert.Null(pet.Combatant);
Assert.Null(pet.FocusMob);
Assert.Equal(OrderType.Guard, pet.ControlOrder);
}
[Fact]
public void GuardDoesNotRetaliateAgainstOwnerFriendlyDamage()
{
var (owner, pet) = Spawn();
pet.AggressiveAction(owner, false);
Assert.Null(pet.Combatant);
Assert.Equal(OrderType.Guard, pet.ControlOrder);
}
[Fact]
public void GuardDoesNotRetaliateAgainstSiblingFriendlyDamage()
{
var (owner, pet) = Spawn();
var sibling = OtherPet(owner, new Point3D(1498, 1600, owner.Z));
pet.AggressiveAction(sibling, false);
Assert.Null(pet.Combatant);
}
[Fact]
public void GuardReacquiresAnEnemyAttackingItsOwner()
{
var (owner, pet) = Spawn();
var enemy = new PetTestStub();
_created.Add(enemy);
enemy.MoveToWorld(new Point3D(1498, 1600, owner.Z), owner.Map);
enemy.AIObject.AITimer.Stop();
enemy.Combatant = owner;
Assert.Same(owner, enemy.Combatant);
Assert.True(pet.AIObject.AcquireFocusMob(10, pet.FightMode, false, false, true));
Assert.Same(enemy, pet.FocusMob);
}
[Fact]
public void GuardStillDefendsAgainstAnotherPlayersPet()
{
var (owner, pet) = Spawn();
var enemyOwner = new PlayerMobile();
_created.Add(enemyOwner);
enemyOwner.MoveToWorld(new Point3D(1497, 1600, owner.Z), owner.Map);
var enemy = OtherPet(enemyOwner, new Point3D(1498, 1600, owner.Z));
enemy.IssueOrder(OrderType.Attack, enemyOwner, owner);
Assert.True(pet.AIObject.AcquireFocusMob(10, pet.FightMode, false, false, true));
Assert.Same(enemy, pet.FocusMob);
}
[Fact]
public void GuardIgnoresSiblingInOwnersAggressorHistory()
{
var (owner, pet) = Spawn();
var sibling = OtherPet(owner, new Point3D(1498, 1600, owner.Z));
owner.AggressiveAction(sibling, false);
Assert.Contains(owner.Aggressors, entry => entry.Attacker == sibling);
Assert.False(pet.AIObject.AcquireFocusMob(10, pet.FightMode, false, false, true));
Assert.Null(pet.FocusMob);
}
[Fact]
public void GuardIgnoresOwnControlledSummonAttackingOwner()
{
var (owner, pet) = Spawn();
var summon = OtherPet(owner, new Point3D(1498, 1600, owner.Z));
summon.Summoned = true;
summon.Master = owner;
summon.Combatant = owner;
Assert.Same(owner, summon.Combatant);
pet.AggressiveAction(summon, false);
Assert.Null(pet.Combatant);
Assert.False(pet.AIObject.AcquireFocusMob(10, pet.FightMode, false, false, true));
Assert.Null(pet.FocusMob);
}
[Fact]
public void GuardDefendsAgainstOwnUncontrolledSummonAttackingOwner()
{
var (owner, pet) = Spawn();
var vortex = new PetTestStub { Summoned = true, Master = owner };
_created.Add(vortex);
vortex.MoveToWorld(new Point3D(1498, 1600, owner.Z), owner.Map);
vortex.AIObject.AITimer.Stop();
vortex.Combatant = owner;
Assert.Same(owner, vortex.Combatant);
Assert.True(pet.AIObject.AcquireFocusMob(10, pet.FightMode, false, false, true));
Assert.Same(vortex, pet.FocusMob);
}
[Fact]
public void FriendlyDamageDoesNotInterruptGuardCombat()
{
var (owner, pet) = Spawn();
var enemy = new PetTestStub();
_created.Add(enemy);
enemy.MoveToWorld(new Point3D(1496, 1600, owner.Z), owner.Map);
enemy.AIObject.AITimer.Stop();
pet.Combatant = enemy;
pet.AggressiveAction(owner, false);
Assert.Same(enemy, pet.Combatant);
}
[Fact]
public void ExplicitAttackStillAcquiresTheCommandedTarget()
{
var (owner, pet) = Spawn();
var sibling = OtherPet(owner, new Point3D(1498, 1600, owner.Z));
pet.IssueOrder(OrderType.Attack, owner, sibling);
Assert.True(pet.AIObject.AcquireFocusMob(10, pet.FightMode, false, false, true));
Assert.Same(sibling, pet.FocusMob);
}
[Fact]
public void BardProvocationStillOverridesGuard()
{
var (owner, pet) = Spawn();
pet.BardProvoked = true;
pet.BardTarget = owner;
Assert.True(pet.AIObject.AcquireFocusMob(10, pet.FightMode, false, false, true));
Assert.Same(owner, pet.FocusMob);
}
[Theory]
[InlineData(OrderType.Follow)]
[InlineData(OrderType.Come)]
[InlineData(OrderType.Stay)]
public void NonCombatOrdersDoNotAcquireTheirFriendlyTarget(OrderType order)
{
var (owner, pet) = Spawn();
pet.IssueOrder(order, owner, owner);
Assert.False(pet.AIObject.AcquireFocusMob(10, pet.FightMode, false, false, true));
Assert.Null(pet.FocusMob);
}
[Fact]
public void GuardingMageDoesNotTurnOnOwnerWhenEnemyDisappears()
{
var (owner, _) = Spawn();
var mage = new MagePet();
_created.Add(mage);
mage.MoveToWorld(new Point3D(1498, 1600, owner.Z), owner.Map);
mage.SetControlMaster(owner);
mage.IssueOrder(OrderType.Guard, owner);
mage.AIObject.AITimer.Stop();
var enemy = new PetTestStub();
_created.Add(enemy);
enemy.MoveToWorld(new Point3D(1497, 1600, owner.Z), owner.Map);
enemy.AIObject.AITimer.Stop();
mage.Combatant = enemy;
enemy.Hidden = true;
mage.NextReacquireTime = Core.TickCount - 1;
Assert.IsType<MageAI>(mage.AIObject);
mage.AIObject.DoActionCombat();
Assert.NotSame(owner, mage.Combatant);
Assert.Null(mage.FocusMob);
mage.AIObject.DoOrderGuard();
Assert.Null(mage.Combatant);
}
public void Dispose()
{
foreach (var mobile in _created)
{
mobile.Delete();
}
}
}