First consumer of acdream's plugin automation surface, and the first slice of the VTank-class plugin milestone (docs/research/2026-07-29-vtank-plugin-automation-requirements.md). MossTank shows a panel with a Buff button; clicking it casts every self-buff the character is missing, skips what is already in force at an equal or higher tier, and refreshes what is nearly expired. The host/plugin line is the load-bearing decision here. The host publishes spell DATA -- family, tier, difficulty, mana, duration -- plus a cast primitive with a preflight gate. The plugin owns the POLICY. That is the architectural conclusion the requirements research reached: VTank's engine lived in plugin-land, built on Decal's primitives, and baking "best buff for skill X" into the host would start pulling the engine inward one convenience at a time. Why the plan is driven off the spellbook rather than off trained skills, which is the obvious reading of "buff every trained and specialised skill": the client cannot honestly make that mapping. The link between a spell and the stat it modifies arrives from the SERVER in the enchantment message and is absent from the client's own spell table. What the client does know is which spells the character has learned -- and a character only learns buffs for the skills they use, so the spellbook reaches the same set without inventing a mapping the client has no grounds for. Surface added, all BCL-only so Plugin.Abstractions keeps its zero project references: * ICharacterInfo, ISpellCatalog, IMagicCommands, grouped behind one IAutomationSurface so IPluginHost grows by one member rather than three. * IEvents.Tick. Automation is sequences, not single calls -- a buff pass casts several spells and must wait between them. Without a host tick a plugin would need its own timer thread re-entering the host off its update thread. * NoOpAutomationSurface for hosts with no live session, so a plugin keeps one code path and checks IsAvailable. Markup gained <button> and <label>; it previously supported only <meter>, with a comment promising the rest. Buttons bind onclick to an Action property and FAIL THE PANEL LOAD if it does not resolve -- a silently dead button is worse than a panel that refuses to load, because the user clicks and there is nothing to diagnose. Labels bind through a Func so a status line tracks its binding instead of freezing at build time. Enchantment reads use EnchantmentsInEffectSnapshot rather than the raw active set: retail leaves a weaker same-family enchantment in the registry while a stronger one is in force, and a plugin asking "am I buffed?" means in force. BuffPlan is a pure function of (known buffs, active enchantments) precisely so it can be tested without a session; 9 tests cover tier supersede, the family-0 no-stack bucket that must not be de-duplicated, expiry refresh, and plan stability across the rebuilds the tick loop performs. Solution builds clean; 14,421 tests pass on the standard hermetic lane filter, 0 failures. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
150 lines
4.9 KiB
C#
150 lines
4.9 KiB
C#
using AcDream.Plugin.Abstractions;
|
|
using AcDream.Plugins.MossTank;
|
|
|
|
namespace AcDream.Plugins.MossTank.Tests;
|
|
|
|
/// <summary>
|
|
/// The buff policy is the part of MossTank that decides what gets cast, so it
|
|
/// is the part worth pinning. It is a pure function of (known buffs, active
|
|
/// enchantments) precisely so these tests need no host and no session.
|
|
/// </summary>
|
|
public class BuffPlanTests
|
|
{
|
|
private const double Refresh = 60.0;
|
|
|
|
private static PluginSpellInfo Spell(
|
|
uint id, uint family, int tier, int mana = 10) =>
|
|
new(id, $"spell-{id}", family, tier, Difficulty: 100, ManaCost: mana,
|
|
DurationSeconds: 1800f, IsSelfTargeted: true, IsBeneficial: true);
|
|
|
|
private static PluginActiveEnchantment Active(
|
|
uint id, uint family, int tier, double seconds) =>
|
|
new(id, family, tier, seconds);
|
|
|
|
[Fact]
|
|
public void WithNothingActive_CastsTheStrongestTierPerFamily()
|
|
{
|
|
var known = new[]
|
|
{
|
|
Spell(1, family: 10, tier: 1),
|
|
Spell(2, family: 10, tier: 7),
|
|
Spell(3, family: 20, tier: 4),
|
|
};
|
|
|
|
var plan = BuffPlan.Build(known, Array.Empty<PluginActiveEnchantment>(), Refresh);
|
|
|
|
Assert.Equal(2, plan.Count);
|
|
Assert.Contains(plan, s => s.SpellId == 2); // tier 7 beat tier 1
|
|
Assert.Contains(plan, s => s.SpellId == 3);
|
|
Assert.DoesNotContain(plan, s => s.SpellId == 1);
|
|
}
|
|
|
|
[Fact]
|
|
public void SkipsFamiliesAlreadyInForceAtTheSameTier()
|
|
{
|
|
var known = new[] { Spell(2, family: 10, tier: 7) };
|
|
var active = new[] { Active(2, family: 10, tier: 7, seconds: 900) };
|
|
|
|
Assert.Empty(BuffPlan.Build(known, active, Refresh));
|
|
}
|
|
|
|
[Fact]
|
|
public void RecastsWhenAStrongerTierIsKnownThanTheOneInForce()
|
|
{
|
|
// The whole point of tracking tier rather than mere presence: a
|
|
// level-1 buff in force must not block casting the level-7 one.
|
|
var known = new[] { Spell(2, family: 10, tier: 7) };
|
|
var active = new[] { Active(1, family: 10, tier: 1, seconds: 900) };
|
|
|
|
var plan = BuffPlan.Build(known, active, Refresh);
|
|
|
|
Assert.Single(plan);
|
|
Assert.Equal(2u, plan[0].SpellId);
|
|
}
|
|
|
|
[Fact]
|
|
public void RefreshesABuffThatIsAboutToExpire()
|
|
{
|
|
var known = new[] { Spell(2, family: 10, tier: 7) };
|
|
var active = new[] { Active(2, family: 10, tier: 7, seconds: 5) };
|
|
|
|
var plan = BuffPlan.Build(known, active, Refresh);
|
|
|
|
Assert.Single(plan);
|
|
Assert.Equal(2u, plan[0].SpellId);
|
|
}
|
|
|
|
[Fact]
|
|
public void TreatsFamilyZeroSpellsIndividually()
|
|
{
|
|
// Family 0 is retail's "does not stack" bucket. Collapsing it by family
|
|
// would silently drop every such buff but one, and they are unrelated
|
|
// spells that all need casting.
|
|
var known = new[]
|
|
{
|
|
Spell(101, family: 0, tier: 1),
|
|
Spell(102, family: 0, tier: 1),
|
|
Spell(103, family: 0, tier: 1),
|
|
};
|
|
|
|
var plan = BuffPlan.Build(known, Array.Empty<PluginActiveEnchantment>(), Refresh);
|
|
|
|
Assert.Equal(3, plan.Count);
|
|
}
|
|
|
|
[Fact]
|
|
public void SkipsAnIndividuallyActiveFamilyZeroSpell()
|
|
{
|
|
var known = new[] { Spell(101, family: 0, tier: 1), Spell(102, family: 0, tier: 1) };
|
|
var active = new[] { Active(101, family: 0, tier: 1, seconds: 900) };
|
|
|
|
var plan = BuffPlan.Build(known, active, Refresh);
|
|
|
|
Assert.Single(plan);
|
|
Assert.Equal(102u, plan[0].SpellId);
|
|
}
|
|
|
|
[Fact]
|
|
public void OrdersCheapestFirstSoAPartialPassLandsMoreBuffs()
|
|
{
|
|
var known = new[]
|
|
{
|
|
Spell(1, family: 10, tier: 1, mana: 500),
|
|
Spell(2, family: 20, tier: 1, mana: 5),
|
|
Spell(3, family: 30, tier: 1, mana: 50),
|
|
};
|
|
|
|
var plan = BuffPlan.Build(known, Array.Empty<PluginActiveEnchantment>(), Refresh);
|
|
|
|
Assert.Equal(new uint[] { 2, 3, 1 }, plan.Select(s => s.SpellId).ToArray());
|
|
}
|
|
|
|
[Fact]
|
|
public void IsStableAcrossRepeatedBuilds()
|
|
{
|
|
// The tick loop rebuilds the plan every pass; an unstable order would
|
|
// make it re-cast the same spell while starving another.
|
|
var known = new[]
|
|
{
|
|
Spell(1, family: 10, tier: 1, mana: 20),
|
|
Spell(2, family: 20, tier: 1, mana: 20),
|
|
Spell(3, family: 30, tier: 1, mana: 20),
|
|
};
|
|
|
|
var first = BuffPlan.Build(known, Array.Empty<PluginActiveEnchantment>(), Refresh);
|
|
var second = BuffPlan.Build(known, Array.Empty<PluginActiveEnchantment>(), Refresh);
|
|
|
|
Assert.Equal(
|
|
first.Select(s => s.SpellId).ToArray(),
|
|
second.Select(s => s.SpellId).ToArray());
|
|
}
|
|
|
|
[Fact]
|
|
public void EmptySpellbookProducesNoPlan()
|
|
{
|
|
Assert.Empty(BuffPlan.Build(
|
|
Array.Empty<PluginSpellInfo>(),
|
|
Array.Empty<PluginActiveEnchantment>(),
|
|
Refresh));
|
|
}
|
|
}
|