## 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
231 lines
7 KiB
C#
231 lines
7 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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[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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// The synthetic map's default ground: land ID 0 at Z 0 with no flags, a surface with nothing above it.
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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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[Fact]
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public void CanFitItem_SurfaceImpassableMultiIsValidSurface()
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{
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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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[Fact]
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public void CanFitItem_CanFitDoesNotAllowSurfaceImpassable()
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{
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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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[Fact]
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public void CanFitItem_NonMovableWorldItemSurfaceWorks()
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{
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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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[Fact]
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public void CanFitItem_MovableWorldItemNotValidSurface()
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{
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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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// Raised well clear of the land so the movable item's top is the only candidate surface there
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var itemZ = map.GetAverageZ(x, y) + 20;
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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, itemZ), map);
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var itemTop = itemZ + movableItem.ItemData.CalcHeight;
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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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finally
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{
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movableItem?.Delete();
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}
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}
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[Fact]
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public void CanFitItem_ImpassableTileBlocksPlacement()
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{
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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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}
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