using AcDream.Core.Combat; using AcDream.Core.Physics; using Xunit; namespace AcDream.Core.Tests.Combat; public sealed class CombatAnimationPlannerTests { [Theory] [InlineData(0x10000058u, CombatAnimationKind.MeleeSwing)] // ThrustMed [InlineData(0x1000005Bu, CombatAnimationKind.MeleeSwing)] // SlashHigh [InlineData(0x1000017Du, CombatAnimationKind.MeleeSwing)] // OffhandDoubleThrustMed [InlineData(0x1000018Eu, CombatAnimationKind.MeleeSwing)] // PunchFastLow [InlineData(0x10000061u, CombatAnimationKind.MissileAttack)] // Shoot [InlineData(0x100000D4u, CombatAnimationKind.MissileAttack)] // Reload [InlineData(0x10000062u, CombatAnimationKind.CreatureAttack)] // AttackHigh1 [InlineData(0x1000018Bu, CombatAnimationKind.CreatureAttack)] // AttackLow6 [InlineData(0x400000D3u, CombatAnimationKind.SpellCast)] // CastSpell [InlineData(0x400000E0u, CombatAnimationKind.SpellCast)] // UseMagicStaff [InlineData(0x10000051u, CombatAnimationKind.HitReaction)] // Twitch1 [InlineData(0x10000055u, CombatAnimationKind.HitReaction)] // StaggerBackward [InlineData(0x40000011u, CombatAnimationKind.Death)] // Dead [InlineData(0x8000003Eu, CombatAnimationKind.CombatStance)] // SwordCombat [InlineData(0x80000043u, CombatAnimationKind.CombatStance)] // SlingCombat [InlineData(0x80000044u, CombatAnimationKind.CombatStance)] // 2HandedSwordCombat public void ClassifyMotionCommand_RecognisesRetailCombatCommands( uint command, CombatAnimationKind expected) { Assert.Equal(expected, CombatAnimationPlanner.ClassifyMotionCommand(command)); } [Theory] [InlineData(0x0170, 0x10000170u)] // OffhandSlashHigh [InlineData(0x017D, 0x1000017Du)] // OffhandDoubleThrustMed [InlineData(0x018B, 0x1000018Bu)] // AttackLow6 [InlineData(0x018E, 0x1000018Eu)] // PunchFastLow public void MotionCommandResolver_UsesNamedRetailLateCombatCommands( ushort wireCommand, uint expectedFullCommand) { Assert.Equal(expectedFullCommand, MotionCommandResolver.ReconstructFullCommand(wireCommand)); } [Fact] public void PlanFromWireCommand_Swing_IsActionOverlay() { var plan = CombatAnimationPlanner.PlanFromWireCommand(0x0058, speedMod: 1.25f); Assert.Equal(CombatAnimationKind.MeleeSwing, plan.Kind); Assert.Equal(AnimationCommandRouteKind.Action, plan.RouteKind); Assert.Equal(0x10000058u, plan.MotionCommand); Assert.Equal(1.25f, plan.SpeedMod); Assert.True(plan.HasMotion); } [Fact] public void PlanFromWireCommand_Dead_IsPersistentSubState() { var plan = CombatAnimationPlanner.PlanFromWireCommand(0x0011); Assert.Equal(CombatAnimationKind.Death, plan.Kind); Assert.Equal(AnimationCommandRouteKind.SubState, plan.RouteKind); Assert.Equal(MotionCommand.Dead, plan.MotionCommand); } [Fact] public void PlanFromWireCommand_Unknown_IsNone() { var plan = CombatAnimationPlanner.PlanFromWireCommand(0xFFFF); Assert.Equal(CombatAnimationPlan.None, plan); Assert.False(plan.HasMotion); } [Theory] [InlineData(CombatAnimationEvent.CombatCommenceAttack)] [InlineData(CombatAnimationEvent.AttackDone)] [InlineData(CombatAnimationEvent.AttackerNotification)] [InlineData(CombatAnimationEvent.DefenderNotification)] [InlineData(CombatAnimationEvent.EvasionAttackerNotification)] [InlineData(CombatAnimationEvent.EvasionDefenderNotification)] [InlineData(CombatAnimationEvent.VictimNotification)] [InlineData(CombatAnimationEvent.KillerNotification)] public void PlanForEvent_DoesNotInventAnimations(CombatAnimationEvent combatEvent) { Assert.Equal(CombatAnimationPlan.None, CombatAnimationPlanner.PlanForEvent(combatEvent)); } }