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

95 lines
2.8 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 SummonAcquireRulesTests : IDisposable
{
private readonly List<Mobile> _created = [];
private readonly Expansion _previous = Core.Expansion;
private PlayerMobile Player(Map map, int x, int intel)
{
var player = new PlayerMobile { Player = true, RawInt = intel };
player.MoveToWorld(new Point3D(x, 1600, map.GetAverageZ(x, 1600)), map);
_created.Add(player);
return player;
}
private BaseCreature Summon(BaseCreature summon, Mobile caster, int x)
{
_created.Add(summon);
summon.Summoned = true;
summon.Master = caster;
summon.MoveToWorld(new Point3D(x, 1600, caster.Map.GetAverageZ(x, 1600)), caster.Map);
summon.AIObject.AITimer.Stop();
return summon;
}
private static bool Acquire(BaseCreature creature)
{
creature.NextReacquireTime = Core.TickCount - 1;
return creature.AIObject.AcquireFocusMob(creature.RangePerception, creature.FightMode, false, false, true);
}
[Fact]
public void PreAosFeluccaVortexPrefersAnyoneOverItsCaster()
{
Core.Expansion = Expansion.UOR;
// The caster outranks the bystander on the vortex's int-over-distance ranking.
var caster = Player(Map.Felucca, 1500, 100);
var bystander = Player(Map.Felucca, 1496, 10);
var vortex = Summon(new EnergyVortex(), caster, 1499);
Assert.True(Acquire(vortex));
Assert.Same(bystander, vortex.FocusMob);
}
[Theory]
[InlineData(Expansion.UOR, 1)] // Trammel
[InlineData(Expansion.AOS, 0)] // Felucca
public void VortexSparesItsCasterOutsidePreAosFelucca(Expansion expansion, int mapIndex)
{
Core.Expansion = expansion;
var caster = Player(Map.Maps[mapIndex], 1500, 100);
var vortex = Summon(new EnergyVortex(), caster, 1499);
Assert.False(Acquire(vortex));
Assert.Null(vortex.FocusMob);
}
[Fact]
public void MasterlessSummonDoesNotBreakAcquisition()
{
Core.Expansion = Expansion.AOS;
var player = Player(Map.Felucca, 1500, 100);
var hunter = new PetTestStub();
_created.Add(hunter);
hunter.MoveToWorld(new Point3D(1499, 1600, player.Z), player.Map);
hunter.AIObject.AITimer.Stop();
var masterless = new PetTestStub { Summoned = true };
_created.Add(masterless);
masterless.MoveToWorld(new Point3D(1498, 1600, player.Z), player.Map);
masterless.AIObject.AITimer.Stop();
Assert.True(Acquire(hunter));
}
public void Dispose()
{
Core.Expansion = _previous;
foreach (var mobile in _created)
{
mobile.Delete();
}
}
}