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