ModernUO/Projects/UOContent.Tests/Tests/Skills/DetectHiddenTests.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

151 lines
4.8 KiB
C#

using Server;
using Server.Mobiles;
using Server.SkillHandlers;
using Server.Tests;
using Xunit;
namespace UOContent.Tests;
[Collection("Sequential UOContent Tests")]
public class DetectHiddenTests
{
// All coordinates use Y=500 to stay well within Felucca's 7168x4096 boundary.
// X values are spread 200 tiles apart to avoid overlap with each other and
// with the Tracking tests that use coordinates around (1000-4000, 1000-4000).
/// <summary>
/// A detector with higher Detect Hidden than the stealther's Hiding should reveal them.
/// With PredictableRandom both rolls get the same offset, so detection succeeds
/// when detectSkill >= hiding.
/// </summary>
[Fact]
public void TryDetectStealther_Reveals_WhenDetectSkillExceedsHiding()
{
using var rng = new PredictableRandom(10);
DetectHidden.ClearDebounceCache();
var map = Map.Felucca;
var detector = CreatePlayerMobile(map, new Point3D(1000, 500, 0));
var stealther = CreatePlayerMobile(map, new Point3D(1001, 500, 0));
try
{
detector.Skills.DetectHidden.BaseFixedPoint = 600; // 60.0
stealther.Skills.Hiding.BaseFixedPoint = 500; // 50.0
stealther.Hidden = true;
var result = DetectHidden.TryDetectStealther(detector, stealther);
Assert.True(result);
Assert.False(stealther.Hidden);
}
finally
{
detector.Delete();
stealther.Delete();
DetectHidden.ClearDebounceCache();
}
}
/// <summary>
/// When detect skill exactly equals hiding, detection succeeds (ss >= ts).
/// </summary>
[Fact]
public void TryDetectStealther_Reveals_WhenSkillsAreEqual()
{
using var rng = new PredictableRandom(10);
DetectHidden.ClearDebounceCache();
var map = Map.Felucca;
var detector = CreatePlayerMobile(map, new Point3D(1200, 500, 0));
var stealther = CreatePlayerMobile(map, new Point3D(1201, 500, 0));
try
{
detector.Skills.DetectHidden.BaseFixedPoint = 500; // 50.0
stealther.Skills.Hiding.BaseFixedPoint = 500; // 50.0
stealther.Hidden = true;
var result = DetectHidden.TryDetectStealther(detector, stealther);
Assert.True(result);
Assert.False(stealther.Hidden);
}
finally
{
detector.Delete();
stealther.Delete();
DetectHidden.ClearDebounceCache();
}
}
/// <summary>
/// When hiding skill exceeds detect skill, detection fails.
/// </summary>
[Fact]
public void TryDetectStealther_DoesNotReveal_WhenHidingExceedsDetectSkill()
{
using var rng = new PredictableRandom(10);
DetectHidden.ClearDebounceCache();
var map = Map.Felucca;
var detector = CreatePlayerMobile(map, new Point3D(1400, 500, 0));
var stealther = CreatePlayerMobile(map, new Point3D(1401, 500, 0));
try
{
detector.Skills.DetectHidden.BaseFixedPoint = 500; // 50.0
stealther.Skills.Hiding.BaseFixedPoint = 600; // 60.0
stealther.Hidden = true;
var result = DetectHidden.TryDetectStealther(detector, stealther);
Assert.False(result);
Assert.True(stealther.Hidden);
}
finally
{
detector.Delete();
stealther.Delete();
DetectHidden.ClearDebounceCache();
}
}
/// <summary>
/// A detector with zero Detect Hidden skill should never passively detect anyone.
/// Uses Elf race since Humans get a 20.0 racial bonus (Jack of All Trades).
/// </summary>
[Fact]
public void TryDetectStealther_DoesNotReveal_WhenDetectorHasNoSkill()
{
using var rng = new PredictableRandom(10);
DetectHidden.ClearDebounceCache();
var map = Map.Felucca;
var detector = CreatePlayerMobile(map, new Point3D(1600, 500, 0));
var stealther = CreatePlayerMobile(map, new Point3D(1601, 500, 0));
try
{
detector.Race = Race.Elf;
detector.Skills.DetectHidden.BaseFixedPoint = 0; // 0.0
stealther.Skills.Hiding.BaseFixedPoint = 0; // 0.0
stealther.Hidden = true;
var result = DetectHidden.TryDetectStealther(detector, stealther);
Assert.False(result);
Assert.True(stealther.Hidden);
}
finally
{
detector.Delete();
stealther.Delete();
DetectHidden.ClearDebounceCache();
}
}
private static PlayerMobile CreatePlayerMobile(Map map, Point3D location)
{
var mobile = new PlayerMobile(World.NewMobile);
mobile.DefaultMobileInit();
mobile.MoveToWorld(location, map);
return mobile;
}
}