acdream/tests/AcDream.Runtime.Tests/Gameplay/RuntimeCombatModeStateTests.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

121 lines
4 KiB
C#

using AcDream.Core.Combat;
using AcDream.Core.Items;
using AcDream.Runtime.Gameplay;
namespace AcDream.Runtime.Tests.Gameplay;
public sealed class RuntimeCombatModeStateTests
{
[Fact]
public void OutsideWorld_IsCompleteNoOp()
{
var combat = new CombatState();
var operations = new Operations { IsInWorld = false };
var state = new RuntimeCombatModeState(combat, operations);
RuntimeCombatModeRequestResult result = state.Toggle();
Assert.Equal(RuntimeCombatModeRequestStatus.Inactive, result.Status);
Assert.Empty(operations.Trace);
Assert.Equal(CombatMode.NonCombat, combat.CurrentMode);
}
[Fact]
public void PeaceWithBow_OrdersIntentSendThenLocalState()
{
var combat = new CombatState();
var operations = new Operations();
operations.Equipment.Add(new ClientObject
{
ObjectId = 1u,
CurrentlyEquippedLocation = EquipMask.MissileWeapon,
Type = ItemType.MissileWeapon,
CombatUse = 2,
});
combat.CombatModeChanged += mode =>
operations.Trace.Add($"state:{mode}");
var state = new RuntimeCombatModeState(combat, operations);
RuntimeCombatModeRequestResult result = state.Toggle();
Assert.Equal(RuntimeCombatModeRequestStatus.Sent, result.Status);
Assert.Equal(CombatMode.Missile, result.Mode);
Assert.Equal(
["intent", "equipment", "send:Missile", "state:Missile"],
operations.Trace);
}
[Fact]
public void ActiveCombat_LeavesWithoutEquipmentQuery()
{
var combat = new CombatState();
combat.SetCombatMode(CombatMode.Magic);
var operations = new Operations();
var state = new RuntimeCombatModeState(combat, operations);
RuntimeCombatModeRequestResult result = state.Toggle();
Assert.Equal(RuntimeCombatModeRequestStatus.Sent, result.Status);
Assert.Equal(CombatMode.NonCombat, result.Mode);
Assert.DoesNotContain("equipment", operations.Trace);
}
[Fact]
public void IncompatibleHeldItem_RejectsAfterExplicitIntent()
{
var combat = new CombatState();
var operations = new Operations();
operations.Equipment.Add(new ClientObject
{
ObjectId = 1u,
Name = "Torch",
CurrentlyEquippedLocation = EquipMask.Held,
Type = ItemType.Misc,
});
var state = new RuntimeCombatModeState(combat, operations);
RuntimeCombatModeRequestResult result = state.Toggle();
Assert.Equal(RuntimeCombatModeRequestStatus.Rejected, result.Status);
Assert.Equal(
"You can't enter combat mode while wielding the Torch",
result.Notice);
Assert.Equal(["intent", "equipment"], operations.Trace);
}
[Fact]
public void TransportFailure_DoesNotPublishLocalMode()
{
var combat = new CombatState();
var operations = new Operations { ThrowOnSend = true };
var state = new RuntimeCombatModeState(combat, operations);
Assert.Throws<InvalidOperationException>(() => state.Toggle());
Assert.Equal(CombatMode.NonCombat, combat.CurrentMode);
Assert.Equal(["intent", "equipment", "send:Melee"], operations.Trace);
}
private sealed class Operations : IRuntimeCombatModeOperations
{
public bool IsInWorld { get; init; } = true;
public bool ThrowOnSend { get; init; }
public List<ClientObject> Equipment { get; } = [];
public List<string> Trace { get; } = [];
public IReadOnlyList<ClientObject> GetOrderedEquipment()
{
Trace.Add("equipment");
return Equipment;
}
public void NotifyExplicitCombatModeRequest() => Trace.Add("intent");
public void SendChangeCombatMode(CombatMode mode)
{
Trace.Add($"send:{mode}");
if (ThrowOnSend)
throw new InvalidOperationException("transport");
}
}
}