## 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.
263 lines
7.9 KiB
C#
263 lines
7.9 KiB
C#
using Server.Items;
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using Xunit;
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namespace Server.Tests.Maps;
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/// <summary>
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/// Tests for CanFitItem which allows Surface+Impassable tiles (tables, furniture) as valid surfaces.
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/// </summary>
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[Collection("Sequential Server Tests")]
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public class CanFitItemTests
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{
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private void SkipIfNoTileData()
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{
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Skip.If(!ServerFixture.TileDataLoaded, "TileData not loaded - client files required");
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}
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[Fact]
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public void CanFitItem_InternalMapReturnsFalse()
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{
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var result = Map.Internal.CanFitItem(100, 100, 0, 1);
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Assert.False(result);
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}
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[Fact]
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public void CanFitItem_InvalidCoordinatesReturnsFalse()
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{
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var map = Map.Felucca;
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Assert.False(map.CanFitItem(-1, 100, 0, 1));
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Assert.False(map.CanFitItem(100, -1, 0, 1));
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Assert.False(map.CanFitItem(map.Width + 1, 100, 0, 1));
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Assert.False(map.CanFitItem(100, map.Height + 1, 0, 1));
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}
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private const int TestLandX = 1500;
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private const int TestLandY = 1600;
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[Fact]
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public void CanFitItem_LandSurfaceReturnsTrue()
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{
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var map = Map.Felucca;
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var avgZ = map.GetAverageZ(TestLandX, TestLandY);
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var result = map.CanFitItem(TestLandX, TestLandY, avgZ, 1);
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Assert.True(result, $"Expected land at Z={avgZ} to be valid surface for items");
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}
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[Fact]
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public void CanFitItem_AboveLandWithNoSurfaceReturnsFalse()
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{
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var map = Map.Felucca;
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var avgZ = map.GetAverageZ(TestLandX, TestLandY);
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// Try to place item 50 units above land with no surface there
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var result = map.CanFitItem(TestLandX, TestLandY, avgZ + 50, 1);
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Assert.False(result, "No surface 50 units above land");
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}
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[SkippableFact]
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public void CanFitItem_SurfaceImpassableMultiIsValidSurface()
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{
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SkipIfNoTileData();
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Skip.If(ServerFixture.SurfaceImpassableTileId == 0, "No Surface+Impassable tile found in TileData");
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var map = Map.Felucca;
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const int x = 1700;
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const int y = 1700;
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TestMulti multi = null;
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try
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{
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// Get the actual tile height from TileData
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var tileData = TileData.ItemTable[ServerFixture.SurfaceImpassableTileId];
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var tileHeight = tileData.CalcHeight;
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const int tileZ = 10;
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// Create a multi with a Surface+Impassable tile (like a table) at Z=10
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multi = CreateSurfaceImpassableMulti(map, new Point3D(x, y, 0), surfaceZ: tileZ);
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// CanFitItem should treat Surface+Impassable as a valid surface
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var surfaceTop = tileZ + tileHeight;
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var result = map.CanFitItem(x, y, surfaceTop, 1);
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Assert.True(result, $"Surface+Impassable tile should be valid surface for items at Z={surfaceTop}");
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}
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finally
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{
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multi?.Delete();
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}
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}
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[SkippableFact]
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public void CanFitItem_CanFitDoesNotAllowSurfaceImpassable()
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{
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SkipIfNoTileData();
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Skip.If(ServerFixture.SurfaceImpassableTileId == 0, "No Surface+Impassable tile found in TileData");
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var map = Map.Felucca;
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const int x = 1750;
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const int y = 1750;
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TestMulti multi = null;
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try
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{
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// Get the actual tile height from TileData
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var tileData = TileData.ItemTable[ServerFixture.SurfaceImpassableTileId];
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var tileHeight = tileData.CalcHeight;
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const int tileZ = 10;
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// Create a multi with a Surface+Impassable tile at Z=10
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multi = CreateSurfaceImpassableMulti(map, new Point3D(x, y, 0), surfaceZ: tileZ);
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var surfaceTop = tileZ + tileHeight;
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// Regular CanFit should NOT treat Surface+Impassable as valid (for comparison)
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var canFitResult = map.CanFit(x, y, surfaceTop, 1, requireSurface: true);
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// This test documents the difference between CanFit and CanFitItem
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// CanFit requires surface && !impassable
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Assert.False(canFitResult, "CanFit should NOT allow Surface+Impassable as valid surface");
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}
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finally
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{
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multi?.Delete();
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}
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}
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[SkippableFact]
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public void CanFitItem_NonMovableWorldItemSurfaceWorks()
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{
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SkipIfNoTileData();
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var map = Map.Felucca;
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const int x = 1800;
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const int y = 1800;
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Item surfaceItem = null;
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try
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{
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// Create a non-movable surface item (like a placed table)
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surfaceItem = new Item(ServerFixture.SurfaceTileId)
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{
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Movable = false
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};
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surfaceItem.MoveToWorld(new Point3D(x, y, 10), map);
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var itemTop = 10 + surfaceItem.ItemData.CalcHeight;
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var result = map.CanFitItem(x, y, itemTop, 1);
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Assert.True(result, $"Non-movable surface item should be valid surface at Z={itemTop}");
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}
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finally
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{
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surfaceItem?.Delete();
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}
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}
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[SkippableFact]
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public void CanFitItem_MovableWorldItemNotValidSurface()
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{
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SkipIfNoTileData();
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var map = Map.Felucca;
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const int x = 1850;
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const int y = 1850;
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Item movableItem = null;
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try
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{
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// Create a movable surface item
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movableItem = new Item(ServerFixture.SurfaceTileId)
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{
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Movable = true
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};
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movableItem.MoveToWorld(new Point3D(x, y, 10), map);
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var itemTop = 10 + movableItem.ItemData.CalcHeight;
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// Try placing at item top - should fail unless there's land there too
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var avgZ = map.GetAverageZ(x, y);
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// If avgZ != itemTop, there's no other surface, so it should fail
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if (avgZ != itemTop)
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{
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var result = map.CanFitItem(x, y, itemTop, 1);
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Assert.False(result, "Movable item should not count as valid surface");
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}
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}
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finally
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{
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movableItem?.Delete();
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}
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}
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[SkippableFact]
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public void CanFitItem_ImpassableTileBlocksPlacement()
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{
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SkipIfNoTileData();
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var map = Map.Felucca;
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const int x = 1900;
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const int y = 1900;
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TestMulti multi = null;
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try
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{
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// Create a multi with an impassable blocker at Z=10
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multi = CreateImpassableMulti(map, new Point3D(x, y, 0), blockerZ: 10);
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// Try to place item at Z=10 (inside the blocker)
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var result = map.CanFitItem(x, y, 10, 5);
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Assert.False(result, "Should not be able to place item inside impassable tile");
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}
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finally
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{
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multi?.Delete();
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}
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}
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private TestMulti CreateSurfaceImpassableMulti(Map map, Point3D location, int surfaceZ)
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{
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// Use SurfaceImpassableTileId - a tile that has both Surface and Impassable flags
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var multi = new TestMulti(new MultiComponentList(
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[
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new MultiTileEntry(
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ServerFixture.SurfaceImpassableTileId,
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0, 0, (short)surfaceZ,
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TileFlag.Surface | TileFlag.Impassable
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)
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]));
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multi.MoveToWorld(location, map);
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return multi;
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}
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private TestMulti CreateImpassableMulti(Map map, Point3D location, int blockerZ)
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{
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var multi = new TestMulti(new MultiComponentList(
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[
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new MultiTileEntry(
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ServerFixture.ImpassableTileId,
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0, 0, (short)blockerZ,
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TileFlag.Impassable
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)
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]));
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multi.MoveToWorld(location, map);
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return multi;
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}
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private class TestMulti : BaseMulti
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{
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private readonly MultiComponentList _components;
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public TestMulti(MultiComponentList components) : base(0x1)
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{
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_components = components ?? MultiComponentList.Empty;
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}
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public override MultiComponentList Components => _components;
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}
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}
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