Three whole categories of buff were missing, for two different reasons, and
both were my errors.
**Protections and weapon auras were silently dropped by the description
parser.** They are self-targeted and were sitting in the spellbook the whole
time, but retail words them differently and the pattern only accepted
"Increases the caster's X by N":
Fire Protection Self -> "Reduces damage the caster takes from Fire by 9%."
Armor Self -> "Increases the caster's natural armor by 20 points."
Aura of Blood Drinker -> "Increases a weapon's damage value by 2 points."
So the weapon and wand buffs do exist as self-cast "Aura of" lines and are now
cast. Each category has its own toggle, matching VTank's separate
BuffProfile_Prots and BuffProfile_Banes.
The underlying flaw mattered more than the two missing patterns: anything
unmatched was DISCARDED. It now falls into an Other bucket (off by default)
instead, so nothing self-targeted is lost without a word. A test caught a
second instance immediately -- regeneration spells say "Restores..." and were
vanishing the same way.
**Banes were excluded because I misread a flag.** I took IsSelfTargeted as
"can be cast on you". It means "needs no selection". Retail's own bane text
says exactly how they work:
"Increases a shield or piece of armor's resistance to slashing damage by
10%. Target yourself to cast this spell on all of your equipped armor."
So banes ARE cast on the person, and the catalogue now includes every
beneficial non-untargeted spell rather than only flagged self-casts, leaving
EvaluateGate to decide what a given target accepts. Before casting anything
without the self flag, MossTank selects the player -- and restores whatever
was selected before the pass, so targeting yourself does not quietly steal
the selection.
They are matched on retail's "Target yourself..." sentence rather than on the
word "Bane", so the classification comes from what the spell says it does.
Solution builds clean; 14,450 tests pass on the standard hermetic lane filter,
0 failures.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
330 lines
13 KiB
C#
330 lines
13 KiB
C#
using AcDream.Plugin.Abstractions;
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using AcDream.Plugins.MossTank;
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namespace AcDream.Plugins.MossTank.Tests;
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/// <summary>
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/// The buff policy decides what gets cast, so it is the part worth pinning. It
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/// is a pure function of (buff lines, character state) precisely so these tests
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/// need no host and no session.
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/// </summary>
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public class BuffPlanTests
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{
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private const uint LifeMagicSkill = 33u;
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private const uint CreatureEnchantmentSkill = 31u;
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private static readonly BuffSettings Default = new();
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private static PluginSpellInfo Spell(
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uint id, uint family, int tier, string description,
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int difficulty = 50, int mana = 10, uint school = CreatureEnchantmentSkill,
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float duration = 1800f) =>
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new(id, $"spell-{id}", family, tier, difficulty, mana, duration, school,
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description, IsSelfTargeted: true, IsBeneficial: true);
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private static PluginSkillInfo Skill(
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uint id, string name, PluginSkillTraining training, uint level = 300) =>
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new(id, name, training, level);
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private static PluginAttributeInfo Attribute(int kind, string name) =>
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new(kind, name, 200);
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private static List<BuffLine> Lines(params PluginSpellInfo[] spells) =>
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BuffProfile.Build(spells);
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// ── BuffProfile: deriving the target from retail's own description ────
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[Theory]
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[InlineData("Increases the caster's Life Magic skill by 10 points.",
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BuffTargetKind.Skill, "Life Magic")]
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[InlineData("Increases the caster's Strength by 10 points.",
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BuffTargetKind.Attribute, "Strength")]
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// The trap that would break any name-matching scheme: the spell line called
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// Willpower raises the attribute named Self.
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[InlineData("Increases the caster's Self by 10 points.",
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BuffTargetKind.Attribute, "Self")]
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// Retail's spell text and skill table disagree on this skill's name.
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[InlineData("Increases the caster's Assess Monster skill by 10 points.",
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BuffTargetKind.Skill, "Assess Creature")]
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public void ParsesBuffTargetFromDescription(
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string description, BuffTargetKind expectedKind, string expectedTarget)
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{
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Assert.True(BuffProfile.TryParseTarget(description, out var kind, out string target));
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Assert.Equal(expectedKind, kind);
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Assert.Equal(expectedTarget, target);
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}
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[Theory]
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// Protections are self-buffs, but retail words them as damage reduction --
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// the "Increases the caster's..." pattern alone silently dropped every one.
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[InlineData("Reduces damage the caster takes from Fire by 9%.",
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BuffTargetKind.Protection)]
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[InlineData("Increases the caster's natural armor by 20 points.",
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BuffTargetKind.Protection)]
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// The self-cast weapon/caster auras: Blood Drinker, Heart Seeker, and kin.
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[InlineData("Increases a weapon's damage value by 2 points.", BuffTargetKind.Aura)]
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[InlineData("Improves a weapon's speed by 10 points.", BuffTargetKind.Aura)]
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[InlineData("Increases the Melee Defense skill modifier of a weapon or magic caster by 3%.",
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BuffTargetKind.Aura)]
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[InlineData("Increases the elemental damage bonus of an elemental magic caster by 1%.",
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BuffTargetKind.Aura)]
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public void ClassifiesProtectionsAndAuras(string description, BuffTargetKind expected)
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{
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BuffProfile.Classify(description, out BuffTargetKind kind, out _);
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Assert.Equal(expected, kind);
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}
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[Fact]
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public void ProtectionsAndAurasAreCastWhenEnabledAndSkippedWhenNot()
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{
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var lines = Lines(
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Spell(1, 109, 1, "Reduces damage the caster takes from Fire by 9%."),
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Spell(2, 154, 1, "Increases a weapon's damage value by 2 points."));
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var all = BuffPlan.Build(lines, Array.Empty<PluginSkillInfo>(),
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Array.Empty<PluginAttributeInfo>(), Array.Empty<PluginActiveEnchantment>(), Default);
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Assert.Equal(2, all.Count);
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var none = BuffPlan.Build(lines, Array.Empty<PluginSkillInfo>(),
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Array.Empty<PluginAttributeInfo>(), Array.Empty<PluginActiveEnchantment>(),
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new BuffSettings { BuffProtections = false, BuffAuras = false });
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Assert.Empty(none);
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}
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[Fact]
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public void BanesAreClassifiedFromRetailsTargetYourselfInstruction()
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{
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// Banes carry no self-targeted flag, but retail's own text says how they
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// are cast. Filtering on the flag is what hid every one of them.
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const string bane =
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"Increases a shield or piece of armor's resistance to slashing damage by 10%. "
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+ "Target yourself to cast this spell on all of your equipped armor.";
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BuffProfile.Classify(bane, out BuffTargetKind kind, out _);
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Assert.Equal(BuffTargetKind.Bane, kind);
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}
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[Fact]
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public void BanesAreCastWhenEnabledAndSkippedWhenNot()
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{
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var bane = new PluginSpellInfo(
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1, "Blade Bane I", Family: 174, Tier: 1, Difficulty: 50, ManaCost: 10,
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DurationSeconds: 1800f, School: CreatureEnchantmentSkill,
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Description: "Increases a shield or piece of armor's resistance to slashing "
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+ "damage by 10%. Target yourself to cast this spell on all of your equipped armor.",
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IsSelfTargeted: false, IsBeneficial: true);
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var lines = BuffProfile.Build(new[] { bane });
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Assert.Single(BuffPlan.Build(lines, Array.Empty<PluginSkillInfo>(),
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Array.Empty<PluginAttributeInfo>(), Array.Empty<PluginActiveEnchantment>(), Default));
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Assert.Empty(BuffPlan.Build(lines, Array.Empty<PluginSkillInfo>(),
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Array.Empty<PluginAttributeInfo>(), Array.Empty<PluginActiveEnchantment>(),
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new BuffSettings { BuffBanes = false }));
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}
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[Fact]
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public void UnrecognisedSelfBuffsFallIntoOtherAndAreOffByDefault()
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{
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var lines = Lines(
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Spell(1, 93, 1, "Restores 10 points of the caster's Health over 20 seconds."));
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Assert.Equal(BuffTargetKind.Other, lines[0].Kind);
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Assert.Empty(BuffPlan.Build(lines, Array.Empty<PluginSkillInfo>(),
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Array.Empty<PluginAttributeInfo>(), Array.Empty<PluginActiveEnchantment>(), Default));
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Assert.Single(BuffPlan.Build(lines, Array.Empty<PluginSkillInfo>(),
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Array.Empty<PluginAttributeInfo>(), Array.Empty<PluginActiveEnchantment>(),
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new BuffSettings { BuffOther = true }));
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}
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[Fact]
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public void IgnoresSpellsWhoseDescriptionSaysNothingAboutAStat()
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{
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// A vital transfer describes a drain, not a buff.
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Assert.False(BuffProfile.TryParseTarget(
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"Drains one-half of the caster's Stamina and gives 90% of that to his/her Mana.",
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out _, out _));
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}
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[Fact]
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public void ExcludesInstantaneousSpellsFromBuffLines()
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{
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// Vital transfers have no duration and share families across unrelated
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// lines, so treating them as buffs would be wrong twice over.
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var instant = Spell(1, family: 89, tier: 1,
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"Increases the caster's Strength by 10 points.", duration: 0f);
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Assert.Empty(BuffProfile.Build(new[] { instant }));
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}
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// ── BuffPlan: what actually gets cast ────────────────────────────────
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[Fact]
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public void BuffsTrainedSkillsAndSkipsUntrainedOnes()
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{
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var lines = Lines(
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Spell(1, 47, 1, "Increases the caster's Life Magic skill by 10 points."),
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Spell(2, 71, 1, "Increases the caster's Leadership skill by 10 points."));
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var plan = BuffPlan.Build(
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lines,
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new[]
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{
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Skill(LifeMagicSkill, "Life Magic", PluginSkillTraining.Specialized),
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Skill(35, "Leadership", PluginSkillTraining.Untrained),
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},
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Array.Empty<PluginAttributeInfo>(),
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Array.Empty<PluginActiveEnchantment>(),
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Default);
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Assert.Single(plan);
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Assert.Equal(1u, plan[0].SpellId);
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}
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[Fact]
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public void BuffsEveryAttribute()
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{
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var lines = Lines(
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Spell(1, 1, 1, "Increases the caster's Strength by 10 points."),
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Spell(2, 11, 1, "Increases the caster's Self by 10 points."));
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var plan = BuffPlan.Build(
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lines,
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Array.Empty<PluginSkillInfo>(),
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new[] { Attribute(0, "Strength"), Attribute(5, "Self") },
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Array.Empty<PluginActiveEnchantment>(),
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Default);
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Assert.Equal(2, plan.Count);
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}
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[Fact]
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public void PicksTheStrongestTierTheCastingSkillCanCarry()
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{
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// Skill 300; tiers at difficulty 400 and 200. With the default excess
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// of 10, only the 200 tier is reliable.
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var lines = Lines(
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Spell(1, 47, 7, "Increases the caster's Life Magic skill by 10 points.",
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difficulty: 400, school: LifeMagicSkill),
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Spell(2, 47, 4, "Increases the caster's Life Magic skill by 10 points.",
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difficulty: 200, school: LifeMagicSkill));
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var plan = BuffPlan.Build(
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lines,
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new[] { Skill(LifeMagicSkill, "Life Magic", PluginSkillTraining.Trained, 300) },
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Array.Empty<PluginAttributeInfo>(),
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Array.Empty<PluginActiveEnchantment>(),
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Default);
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Assert.Single(plan);
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Assert.Equal(2u, plan[0].SpellId);
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}
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[Fact]
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public void SkipsAFamilyAlreadyInForceAtAnEqualTierWithTimeLeft()
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{
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var lines = Lines(
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Spell(1, 47, 4, "Increases the caster's Life Magic skill by 10 points.",
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difficulty: 100, school: LifeMagicSkill));
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var plan = BuffPlan.Build(
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lines,
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new[] { Skill(LifeMagicSkill, "Life Magic", PluginSkillTraining.Trained) },
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Array.Empty<PluginAttributeInfo>(),
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new[] { new PluginActiveEnchantment(1, 47, 4, 900) },
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Default);
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Assert.Empty(plan);
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}
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[Fact]
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public void RecastsWhenTheBuffInForceIsWeaker()
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{
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var lines = Lines(
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Spell(2, 47, 7, "Increases the caster's Life Magic skill by 10 points.",
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difficulty: 100, school: LifeMagicSkill));
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var plan = BuffPlan.Build(
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lines,
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new[] { Skill(LifeMagicSkill, "Life Magic", PluginSkillTraining.Trained) },
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Array.Empty<PluginAttributeInfo>(),
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new[] { new PluginActiveEnchantment(1, 47, 2, 900) },
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Default);
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Assert.Single(plan);
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}
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[Fact]
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public void RefreshesBelowVirindiTanksFiveMinuteThreshold()
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{
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var lines = Lines(
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Spell(1, 47, 4, "Increases the caster's Life Magic skill by 10 points.",
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difficulty: 100, school: LifeMagicSkill));
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var skills = new[] { Skill(LifeMagicSkill, "Life Magic", PluginSkillTraining.Trained) };
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var comfortable = BuffPlan.Build(lines, skills, Array.Empty<PluginAttributeInfo>(),
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new[] { new PluginActiveEnchantment(1, 47, 4, 301) }, Default);
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var expiring = BuffPlan.Build(lines, skills, Array.Empty<PluginAttributeInfo>(),
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new[] { new PluginActiveEnchantment(1, 47, 4, 299) }, Default);
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Assert.Empty(comfortable);
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Assert.Single(expiring);
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}
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[Fact]
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public void OrdersCheapestFirstSoAPartialPassLandsMoreBuffs()
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{
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var lines = Lines(
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Spell(1, 1, 1, "Increases the caster's Strength by 10 points.", mana: 500),
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Spell(2, 3, 1, "Increases the caster's Endurance by 10 points.", mana: 5),
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Spell(3, 5, 1, "Increases the caster's Quickness by 10 points.", mana: 50));
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var plan = BuffPlan.Build(
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lines, Array.Empty<PluginSkillInfo>(),
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new[] { Attribute(0, "Strength"), Attribute(1, "Endurance"), Attribute(2, "Quickness") },
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Array.Empty<PluginActiveEnchantment>(), Default);
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Assert.Equal(new uint[] { 2, 3, 1 }, plan.Select(s => s.SpellId).ToArray());
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}
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[Fact]
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public void ForceQueuesBuffsThatAreAlreadyInForce()
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{
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// Virindi Tank's Force Buff recasts everything rather than only what
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// has lapsed, which is what the Buff button does.
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var lines = Lines(
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Spell(1, 47, 4, "Increases the caster's Life Magic skill by 10 points.",
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difficulty: 100, school: LifeMagicSkill));
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var skills = new[] { Skill(LifeMagicSkill, "Life Magic", PluginSkillTraining.Trained) };
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var active = new[] { new PluginActiveEnchantment(1, 47, 4, 1800) };
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Assert.Empty(BuffPlan.Build(lines, skills, Array.Empty<PluginAttributeInfo>(),
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active, Default));
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Assert.Single(BuffPlan.Build(lines, skills, Array.Empty<PluginAttributeInfo>(),
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active, Default, force: true));
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}
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[Fact]
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public void ForceStillRespectsSkillAndTrainingFilters()
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{
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// Forcing means "ignore what is already up", not "ignore the settings".
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var lines = Lines(
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Spell(1, 71, 1, "Increases the caster's Leadership skill by 10 points."));
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var plan = BuffPlan.Build(
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lines,
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new[] { Skill(35, "Leadership", PluginSkillTraining.Untrained) },
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Array.Empty<PluginAttributeInfo>(),
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Array.Empty<PluginActiveEnchantment>(),
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Default, force: true);
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Assert.Empty(plan);
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}
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[Fact]
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public void EmptySpellbookProducesNoPlan()
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{
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Assert.Empty(BuffPlan.Build(
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Array.Empty<BuffLine>(), Array.Empty<PluginSkillInfo>(),
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Array.Empty<PluginAttributeInfo>(), Array.Empty<PluginActiveEnchantment>(),
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Default));
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}
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}
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