ModernUO/Projects/Server.Tests/Tests/Maps/CanSpawnMobileTests.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

163 lines
5.2 KiB
C#

using Xunit;
namespace Server.Tests.Maps;
/// <summary>
/// Tests for CanSpawnMobile on the default ground.
/// For tests over tile flags, see CanSpawnMobileTileDataTests.
/// </summary>
[Collection("Sequential Server Tests")]
public class CanSpawnMobileTests
{
[Fact]
public void CanSpawnMobile_InternalMapReturnsFalse()
{
var result = Map.Internal.CanSpawnMobile(100, 100, -128, 127, false, false, out var spawnZ);
Assert.False(result);
Assert.Equal(0, spawnZ);
}
[Fact]
public void CanSpawnMobile_InvalidCoordinatesReturnsFalse()
{
var map = Map.Felucca;
Assert.False(map.CanSpawnMobile(-1, 100, -128, 127, false, false, out _));
Assert.False(map.CanSpawnMobile(100, -1, -128, 127, false, false, out _));
Assert.False(map.CanSpawnMobile(map.Width + 1, 100, -128, 127, false, false, out _));
Assert.False(map.CanSpawnMobile(100, map.Height + 1, -128, 127, false, false, out _));
}
// The synthetic map's default ground: land ID 0 at Z 0 with no flags, which CanSpawnMobile treats as
// walkable, not water.
private const int TestLandX = 1500;
private const int TestLandY = 1600;
[Fact]
public void CanSpawnMobile_EmptyLocationWithLandReturnsTrue()
{
var map = Map.Felucca;
// Test with full Z range to find land
var result = map.CanSpawnMobile(TestLandX, TestLandY, -128, 127, false, false, out _);
// Should find a valid spawn point (land surface)
Assert.True(result, $"Expected to find valid spawn point on land at ({TestLandX}, {TestLandY})");
}
[Fact]
public void CanSpawnMobile_ZRangeExcludingLandFails()
{
var map = Map.Felucca;
map.GetAverageZ(TestLandX, TestLandY, out _, out var avgZ, out _);
// Use a Z range that excludes the land surface (50+ units above land)
var result = map.CanSpawnMobile(TestLandX, TestLandY, avgZ + 50, avgZ + 100, false, false, out _);
Assert.False(result, $"Expected no spawn point above land at Z={avgZ}");
}
[Fact]
public void CanSpawnMobile_CantWalkSkipsLandSurface()
{
var map = Map.Felucca;
// cantWalk=true means the mob can only swim, so land shouldn't be valid
var result = map.CanSpawnMobile(TestLandX, TestLandY, -128, 127, false, true, out _);
Assert.False(result, "cantWalk=true should not find land as valid surface");
}
[Fact]
public void CanSpawnMobile_MobileBlocksSpawn()
{
var map = Map.Felucca;
// Use the same test coordinates
map.GetAverageZ(TestLandX, TestLandY, out _, out var landZ, out _);
Mobile blockingMobile = null;
try
{
// Create a mobile at the land surface
blockingMobile = new TestMobile();
blockingMobile.MoveToWorld(new Point3D(TestLandX, TestLandY, landZ), map);
// The mobile should block spawning at its location and Z
var result = map.CanSpawnMobile(TestLandX, TestLandY, landZ - 16, landZ + 16, false, false, out _);
// Land surface is blocked by mobile at the same Z
Assert.False(result, "Mobile should block spawn at same location");
}
finally
{
blockingMobile?.Delete();
}
}
[Fact]
public void CanSpawnMobile_HiddenGMDoesNotBlock()
{
var map = Map.Felucca;
// Use slightly different coordinates to avoid test interference
const int x = TestLandX + 10;
const int y = TestLandY + 10;
map.GetAverageZ(x, y, out _, out var landZ, out _);
Mobile gm = null;
try
{
// Create a hidden GM mobile
gm = new TestMobile
{
AccessLevel = AccessLevel.GameMaster,
Hidden = true
};
gm.MoveToWorld(new Point3D(x, y, landZ), map);
// Hidden GM should not block spawning
var result = map.CanSpawnMobile(x, y, landZ - 16, landZ + 16, false, false, out _);
Assert.True(result, "Hidden GM should not block spawn");
}
finally
{
gm?.Delete();
}
}
[Fact]
public void CanSpawnMobile_MobileAtDifferentZDoesNotBlock()
{
var map = Map.Felucca;
// Use slightly different coordinates to avoid test interference
const int x = TestLandX + 20;
const int y = TestLandY + 20;
map.GetAverageZ(x, y, out _, out var landZ, out _);
Mobile blockingMobile = null;
try
{
// Create a mobile at Z=landZ+50 (far above the land)
blockingMobile = new TestMobile();
blockingMobile.MoveToWorld(new Point3D(x, y, landZ + 50), map);
// Land should still be valid (mobile above doesn't block ground level)
var result = map.CanSpawnMobile(x, y, landZ - 16, landZ + 16, false, false, out _);
Assert.True(result, "Mobile at different Z should not block");
}
finally
{
blockingMobile?.Delete();
}
}
private class TestMobile : Mobile
{
public TestMobile()
{
AccessLevel = AccessLevel.Player;
Hidden = false;
}
}
}