acdream/tests/AcDream.Runtime.Tests/Gameplay/RuntimeActionStateTests.cs
Erik 20df9d155d refactor(runtime): own combat and magic intent
Move attack build/repeat state, combat-mode policy, authoritative auto-target transitions, and spell-cast intent beneath RuntimeActionState. Keep App as the input, world-query, DAT-policy, transport, and presentation adapter while preserving retail request and busy ordering. Add direct/graphical parity, reset, failure, and instance-isolation coverage.

Co-authored-by: Codex <noreply@openai.com>
2026-07-26 11:56:40 +02:00

152 lines
5.8 KiB
C#

using AcDream.Core.Combat;
using AcDream.Core.Items;
using AcDream.Core.Selection;
using AcDream.Runtime.Gameplay;
namespace AcDream.Runtime.Tests.Gameplay;
public sealed class RuntimeActionStateTests
{
[Fact]
public void ViewProjectsTheExactCanonicalChildrenAndRevisions()
{
using var inventory = NewInventoryTransactions();
using var actions = RuntimeActionTestFactory.Create(inventory);
actions.Selection.Select(
0x50000001u,
SelectionChangeSource.World);
actions.Combat.SetCombatMode(CombatMode.Missile);
actions.Combat.OnUpdateHealth(0x50000001u, 0.625f);
actions.Interaction.EnterUseItemOnTarget(0x70000001u);
RuntimeActionSnapshot snapshot = actions.View.Snapshot;
Assert.Equal(1, snapshot.SelectionRevision);
Assert.Equal(0x50000001u, snapshot.SelectedObjectId);
Assert.Equal(2, snapshot.CombatRevision);
Assert.Equal(CombatMode.Missile, snapshot.CombatMode);
Assert.Equal(1, snapshot.TrackedTargetHealthCount);
Assert.Equal(1, snapshot.InteractionRevision);
Assert.Equal(
InteractionModeKind.UseItemOnTarget,
snapshot.InteractionMode);
Assert.Equal(0x70000001u, snapshot.InteractionSourceObjectId);
Assert.True(
actions.View.TryGetHealth(0x50000001u, out float health));
Assert.Equal(0.625f, health);
}
[Fact]
public void ResetSessionConvergesEveryChildAfterObserverFailures()
{
using var inventory = NewInventoryTransactions();
var actions = RuntimeActionTestFactory.Create(inventory);
actions.Selection.Select(
0x50000001u,
SelectionChangeSource.World);
actions.Combat.SetCombatMode(CombatMode.Melee);
actions.Combat.OnUpdateHealth(0x50000001u, 0.25f);
actions.Interaction.EnterExamine();
actions.Selection.Changed += static _ =>
throw new InvalidOperationException("selection observer");
actions.Combat.CombatModeChanged += static _ =>
throw new InvalidOperationException("combat observer");
actions.Interaction.Changed += static _ =>
throw new InvalidOperationException("interaction observer");
Assert.Throws<AggregateException>(actions.ResetSession);
RuntimeActionOwnershipSnapshot snapshot =
actions.CaptureOwnership();
Assert.Equal(0u, snapshot.SelectedObjectId);
Assert.Equal(0u, snapshot.PreviousObjectId);
Assert.Equal(0u, snapshot.PreviousValidObjectId);
Assert.Equal(CombatMode.NonCombat, snapshot.CombatMode);
Assert.Equal(0, snapshot.TrackedTargetHealthCount);
Assert.Equal(InteractionMode.None, snapshot.InteractionMode);
Assert.Throws<AggregateException>(actions.Dispose);
}
[Fact]
public void DisposeIsTerminalAndConvergedAfterObserverFailures()
{
using var inventory = NewInventoryTransactions();
var actions = RuntimeActionTestFactory.Create(inventory);
actions.Selection.Select(
0x50000001u,
SelectionChangeSource.World);
actions.Combat.SetCombatMode(CombatMode.Magic);
actions.Combat.OnUpdateHealth(0x50000001u, 0.5f);
actions.Interaction.EnterUse();
actions.Selection.Changed += static _ =>
throw new InvalidOperationException("selection observer");
actions.Combat.CombatModeChanged += static _ =>
throw new InvalidOperationException("combat observer");
actions.Interaction.Changed += static _ =>
throw new InvalidOperationException("interaction observer");
Assert.Throws<AggregateException>(actions.Dispose);
RuntimeActionOwnershipSnapshot snapshot =
actions.CaptureOwnership();
Assert.True(snapshot.IsConverged);
actions.Dispose();
}
[Fact]
public void InstancesAreFullyIsolated()
{
using var firstInventory = NewInventoryTransactions();
using var secondInventory = NewInventoryTransactions();
using var first = RuntimeActionTestFactory.Create(firstInventory);
using var second = RuntimeActionTestFactory.Create(secondInventory);
first.Selection.Select(
0x50000001u,
SelectionChangeSource.World);
first.Combat.SetCombatMode(CombatMode.Missile);
first.Interaction.EnterUse();
Assert.Equal(
new RuntimeActionSnapshot(
0,
0u,
0u,
0u,
0,
CombatMode.NonCombat,
0,
0,
InteractionModeKind.None,
0u,
new RuntimeInteractionTransactionSnapshot(
IsDisposed: false,
Revision: 0,
LastUseSourceId: 0u,
LastUseTargetId: 0u,
AwaitingAppraisalId: 0u,
CurrentAppraisalId: 0u,
OutboundCount: 0,
HasPendingPickup: false,
PendingPickupToken: 0u,
DispatchFailureCount: 0),
new RuntimeCombatAttackSnapshot(
Revision: 0,
RequestedHeight: AttackHeight.Medium,
DesiredPower: 0.5f,
PowerBarLevel: 0f,
BuildInProgress: false,
RequestInProgress: false,
RequestedPower: 0f),
new RuntimeSpellCastSnapshot(
Revision: 0,
LastRequestedSpellId: 0u,
LastRequestedTargetId: 0u)),
second.View.Snapshot);
}
private static InventoryTransactionState NewInventoryTransactions() =>
new(new ClientObjectTable());
}