ModernUO/Projects/UOContent.Tests/Tests/Mobiles/AI/ApproachTargetTests.cs
Kamron Batman a706ef1449
fix(ci): run test projects on CI; remove brittle OPL attribute tests (#2513)
## Problem

Three coupled issues, each hiding the next:

1. **CI passed despite failing tests, with no test logs.** ([example run](https://github.com/modernuo/ModernUO/actions/runs/28639143286/job/84931544255) — the `Test` step produced zero output and the job went green.)
2. **Two `EmitsLowerStatReqWhenPassed` tests** fail with `KeyNotFoundException: '1060435'`.
3. Once CI actually ran the tests, **~337 UOContent tests failed** with `FileNotFoundException: tiledata.mul was not found` — the test bootstrap force-loaded copyrighted client data that CI doesn't have.

## Root causes & fixes

### 1. CI ran zero tests (`fix(ci)`)
The `Test` step ran `dotnet test --no-restore`, but the `Build` step only restores/builds `Application` — never the test projects. Without a restore, the test projects have no `project.assets.json`, so `Microsoft.NET.Test.Sdk`'s targets aren't imported, they aren't recognized as test projects, and `dotnet test` runs the `VSTest` target against **zero** projects → no output, **exit 0**.

- Both jobs now run `dotnet test --logger trx --results-directory ./TestResults` (test projects restore and run) **plus a guard** that fails the job if no `.trx` is produced — a permanent backstop against silent zero-test passes.

### 2. Impossible OPL tests (`fix(ci)` + `test(opl)`)
#2501 deliberately emits `LowerStatReq` (`1060435`) **inline in each item**, not in `GetProperties`. A follow-up "fix" dropped the `lowerStatReq:` argument to make the tests compile but left the assertions expecting `1060435`.

- Removed the two impossible tests, then removed the **entire `Tests/PropertyList/` OPL attribute set** from #2501: these assert exact cliloc/value/order of OPL emission per item base — a one-time proof of the #2501 rewire, now a permanent tax on modding (any admin reorder/value change/added line reddens the build). The one non-trivial case (LowerStatReq) is what just broke, because the test was wrong. Inline emission stays covered by the `BaseArmor`/`BaseClothing` tests.

### 3. Tile-data-dependent tests crashed CI (`test(uocontent)`)
UOContent.Tests' collection-fixture constructor force-loaded `tiledata.mul` unconditionally. On CI (no client files) it threw, and xUnit failed **every test in the collection** with the same error — mostly collateral (packet/scheduler/spawner tests that don't need tile data).

- Mirror Server.Tests' graceful pattern: `TestServerInitializer` probes for `tiledata.mul` and only loads tile/multi data (and runs the tile-dependent configure steps) when present, exposing `TileDataLoaded` so the fixture no longer throws.
- Add a shared `TileDataRequirement.SkipIfMissing()` guard and apply it to exactly the **31** pathfinding/multi/AI tests that genuinely need real tile data (`[SkippableFact]`/`[SkippableTheory]`).

## Verification (all local)

| Scenario | Server.Tests | UOContent.Tests |
|---|---|---|
| **Client data absent (CI)** | 726 pass, 17 skip, **0 fail** | 469 pass, 32 skip, **0 fail** |
| **Client data present (dev)** | 726 pass, 0 skip, **0 fail** | 501 pass, 0 skip, **0 fail** |

- Full `dotnet test` exits **0**; TRX files produced; the no-test guard trips (exit 1) only when zero `.trx` are produced.
2026-07-02 22:35:37 -07:00

285 lines
8.7 KiB
C#

using System.Collections.Generic;
using Server.Engines.Pathing.Cache;
using Server.Mobiles;
using Xunit;
namespace Server.Tests.Mobiles.AI;
// AI movement tests drive the real BaseAI primitives against live map statics. The
// pathfinder uses non-reentrant static buffers, so we share the pathfinding sequential
// collection to avoid parallel interference.
[Collection("Sequential Pathfinding Tests")]
public class ApproachTargetTests
{
private sealed class FollowerStub : BaseCreature
{
// Serial ctor + DefaultMobileInit bypasses NPCSpeeds JSON (absent in tests).
public FollowerStub(Serial serial) : base(serial) => Body = 0xC9;
}
private sealed class TargetStub : Mobile
{
public TargetStub() => Body = 0xC9;
}
private static (FollowerStub bc, BaseAI ai) NewFollower(Map map, Point3D loc)
{
var bc = new FollowerStub(World.NewMobile);
bc.DefaultMobileInit();
bc.MoveToWorld(loc, map);
BaseAI ai = new AnimalAI(bc);
ai.AITimer?.Stop(); // we drive movement manually; no background timer
return (bc, ai);
}
// Drives the pet follow primitive once per tick; returns true once it reaches within
// arriveDist tiles. Uses InRange (Chebyshev) to match the game's own range semantics —
// a diagonal neighbor at Euclidean ~2.24 is "within 2" to the engine.
private static bool DriveFollow(BaseAI ai, Mobile bc, Mobile target, int arriveDist, int maxTicks)
{
for (var i = 0; i < maxTicks; i++)
{
ai.NextMove = 0;
ai.WalkMobileRange(target, 1, false, 1, 2);
if (bc.InRange(target, arriveDist))
{
return true;
}
}
return false;
}
private static ushort FirstImpassableItemId()
{
for (ushort id = 1; id < TileData.MaxItemValue; id++)
{
if (TileData.ItemTable[id].ImpassableSurface)
{
return id;
}
}
return 0;
}
[Fact]
public void OpenTerrain_ReachesTarget_WithoutPathfinding()
{
var map = Map.Maps[1];
Assert.NotNull(map);
map.GetAverageZ(1500, 1600, out _, out var z, out _);
var (bc, ai) = NewFollower(map, new Point3D(1500, 1600, (sbyte)z));
var target = new TargetStub();
target.MoveToWorld(new Point3D(1495, 1600, (sbyte)z), map); // 5 tiles west, open
StepCache.Instance.Clear();
var buildsBefore = StepCache.Instance.GetStats().BuildsTotal;
var arrived = DriveFollow(ai, bc, target, 2, 40);
var buildsAfter = StepCache.Instance.GetStats().BuildsTotal;
bc.Delete();
target.Delete();
Assert.True(arrived, "creature should reach an open-terrain target by stepping");
Assert.Equal(buildsBefore, buildsAfter); // greedy fast path: no chunk builds
}
[Fact]
public void BritainInnDesk_PetReachesMaster()
{
var map = Map.Maps[1];
Assert.NotNull(map);
// Exact in-game repro: pet south of the L-desk, master north of it.
var (bc, ai) = NewFollower(map, new Point3D(1493, 1614, 20));
var target = new TargetStub();
target.MoveToWorld(new Point3D(1494, 1605, 21), map);
StepCache.Instance.Clear();
// 200 ticks is generous for the ~17-step detour at one step per tick.
var arrived = DriveFollow(ai, bc, target, 2, 200);
bc.Delete();
target.Delete();
Assert.True(arrived, "pet must navigate around the L-desk to reach the master");
}
[Fact]
public void MoveTo_ReachesTargetAroundDesk()
{
var map = Map.Maps[1];
Assert.NotNull(map);
var (bc, ai) = NewFollower(map, new Point3D(1493, 1614, 20));
var target = new TargetStub();
target.MoveToWorld(new Point3D(1494, 1605, 21), map);
StepCache.Instance.Clear();
var arrived = false;
for (var i = 0; i < 200; i++)
{
ai.NextMove = 0;
ai.MoveTo(target, false, 1);
if (bc.InRange(target, 1))
{
arrived = true;
break;
}
}
bc.Delete();
target.Delete();
Assert.True(arrived, "MoveTo chaser must reach the target around the desk");
}
[Fact]
public void MoveTo_CatchesTargetWalkingAway_OpenTerrain()
{
var map = Map.Maps[1];
Assert.NotNull(map);
map.GetAverageZ(1500, 1600, out _, out var z, out _);
var (bc, ai) = NewFollower(map, new Point3D(1500, 1600, (sbyte)z));
var target = new TargetStub();
target.MoveToWorld(new Point3D(1498, 1600, (sbyte)z), map);
StepCache.Instance.Clear();
var caught = false;
for (var i = 0; i < 60; i++)
{
ai.NextMove = 0;
ai.MoveTo(target, true, 1);
// Target walks west every other tick for its first several steps, then stops,
// so a same-speed chaser eventually closes the gap.
if (i % 2 == 0 && i < 16 && target.X > 1490)
{
target.MoveToWorld(new Point3D(target.X - 1, target.Y, target.Z), map);
}
if (bc.InRange(target, 1))
{
caught = true;
break;
}
}
bc.Delete();
target.Delete();
Assert.True(caught, "chaser must catch a target that walks away then stops");
}
[SkippableFact]
public void UnreachableTarget_GivesUp_AndIdles()
{
TileDataRequirement.SkipIfMissing();
var map = Map.Maps[1];
Assert.NotNull(map);
map.GetAverageZ(1500, 1601, out _, out var z, out _);
var (bc, ai) = NewFollower(map, new Point3D(1500, 1601, (sbyte)z));
var target = new TargetStub();
target.MoveToWorld(new Point3D(1500, 1596, (sbyte)z), map);
// Full impassable ring around the target cell -> no path to within range 1.
var id = FirstImpassableItemId();
Assert.NotEqual<ushort>(0, id);
var ring = new List<Item>();
for (var x = 1499; x <= 1501; x++)
{
for (var y = 1595; y <= 1597; y++)
{
if (x == 1500 && y == 1596)
{
continue; // leave the target's own cell
}
map.GetAverageZ(x, y, out _, out var rz, out _);
ring.Add(new Item(World.NewItem)
{
ItemID = id, Map = map, Location = new Point3D(x, y, (sbyte)rz)
});
}
}
StepCache.Instance.Clear();
// Run well past the stuck window so give-up engages.
for (var i = 0; i < 120; i++)
{
ai.NextMove = 0;
ai.MoveTo(target, false, 1);
}
// After giving up, the creature must idle (not oscillate) while the goal is still.
var idleStart = bc.Location;
var stayedIdle = true;
for (var i = 0; i < 20; i++)
{
ai.NextMove = 0;
ai.MoveTo(target, false, 1);
if (bc.Location != idleStart)
{
stayedIdle = false;
break;
}
}
var reached = bc.InRange(target, 1);
bc.Delete();
target.Delete();
foreach (var it in ring)
{
it.Delete();
}
Assert.False(reached, "walled-off target must not be reached");
Assert.True(stayedIdle, "after giving up, the creature must idle, not shuffle");
}
[SkippableFact]
public void WallBetween_RoutesAround_ReachesTarget()
{
TileDataRequirement.SkipIfMissing();
var map = Map.Maps[1];
Assert.NotNull(map);
map.GetAverageZ(1500, 1600, out _, out var z, out _);
var (bc, ai) = NewFollower(map, new Point3D(1500, 1600, (sbyte)z));
var target = new TargetStub();
target.MoveToWorld(new Point3D(1500, 1595, (sbyte)z), map); // 5 tiles north
// Impassable wall on Y=1598 from X=1497..1503: blocks the straight line; ends open.
var id = FirstImpassableItemId();
Assert.NotEqual<ushort>(0, id);
var wall = new List<Item>();
for (var x = 1497; x <= 1503; x++)
{
map.GetAverageZ(x, 1598, out _, out var wz, out _);
wall.Add(new Item(World.NewItem)
{
ItemID = id, Map = map, Location = new Point3D(x, 1598, (sbyte)wz)
});
}
StepCache.Instance.Clear();
var arrived = DriveFollow(ai, bc, target, 2, 200);
bc.Delete();
target.Delete();
foreach (var it in wall)
{
it.Delete();
}
Assert.True(arrived, "creature must route around the wall to reach the target");
}
}