Mod unit tests: map grid, walking rules, encounters, save round trip
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namespace Cthangover.Mods.Rpg.Tests
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{
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using System;
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using System.Collections.Generic;
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using Cthangover.Core.Mods.Testing;
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/// <summary>Walking rules and random battles: the terrain decisions the world makes on every step.</summary>
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public class RpgRulesTests
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{
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private static RpgTileset Tileset() => new()
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{
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ID = "test",
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Tiles = new List<RpgTileInfo>
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{
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new() { Index = 5, Solid = true },
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new() { Index = 9, Solid = false },
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},
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};
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[ModTest("rules/solid_tile_blocks_on_back_and_main_only")]
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static void SolidTileBlocksOnBackAndMainOnly(ModTestContext ctx)
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{
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var grid = new RpgMapGrid(3, 1);
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grid.SetTile(RpgLayer.Back, 0, 0, 5);
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grid.SetTile(RpgLayer.Main, 1, 0, 5);
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grid.SetTile(RpgLayer.Front, 2, 0, 5);
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ModAssert.False(RpgPassability.IsWalkable(grid, Tileset(), 0, 0), "solid on back");
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ModAssert.False(RpgPassability.IsWalkable(grid, Tileset(), 1, 0), "solid on main");
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ModAssert.True(RpgPassability.IsWalkable(grid, Tileset(), 2, 0), "front tiles are walked under");
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ModAssert.False(RpgPassability.IsWalkable(grid, Tileset(), 3, 0), "outside the map");
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}
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[ModTest("rules/collision_layer_overrides_tiles")]
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static void CollisionLayerOverridesTiles(ModTestContext ctx)
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{
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var grid = new RpgMapGrid(2, 1);
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grid.SetTile(RpgLayer.Main, 0, 0, 5);
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grid.SetCollision(0, 0, RpgCollision.Open);
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grid.SetCollision(1, 0, RpgCollision.Block);
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ModAssert.True(RpgPassability.IsWalkable(grid, Tileset(), 0, 0), "open beats a solid tile");
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ModAssert.False(RpgPassability.IsWalkable(grid, Tileset(), 1, 0), "block on empty ground");
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}
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[ModTest("rules/tileset_solid_lookup")]
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static void TilesetSolidLookup(ModTestContext ctx)
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{
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var tileset = Tileset();
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ModAssert.True(tileset.IsSolid(5), "listed solid");
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ModAssert.False(tileset.IsSolid(9), "listed walkable");
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ModAssert.False(tileset.IsSolid(1), "unlisted");
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ModAssert.False(tileset.IsSolid(-1), "empty cell");
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}
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[ModTest("rules/encounter_off_without_table")]
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static void EncounterOffWithoutTable(ModTestContext ctx)
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{
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var random = new Random(1);
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ModAssert.Null(RpgEncounterRoller.Roll(null, random), "no table");
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ModAssert.Null(RpgEncounterRoller.Roll(new RpgEncounterTable { Steps = 0, Groups = new() { "a" } }, random), "steps 0");
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ModAssert.Null(RpgEncounterRoller.Roll(new RpgEncounterTable { Steps = 1 }, random), "no groups");
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}
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[ModTest("rules/encounter_every_step_picks_a_group")]
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static void EncounterEveryStepPicksAGroup(ModTestContext ctx)
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{
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var table = new RpgEncounterTable { Steps = 1, Groups = new() { "slime", "wolf,slime" } };
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var random = new Random(7);
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var seen = new HashSet<string>();
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for (var i = 0; i < 50; i++)
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seen.Add(RpgEncounterRoller.Roll(table, random));
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ModAssert.Equal(2, seen.Count, "both groups are picked, never null");
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ModAssert.True(seen.Contains("wolf,slime"), "groups come back as written");
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}
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[ModTest("rules/encounter_rate_follows_steps")]
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static void EncounterRateFollowsSteps(ModTestContext ctx)
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{
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var table = new RpgEncounterTable { Steps = 10, Groups = new() { "slime" } };
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var random = new Random(3);
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var battles = 0;
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for (var i = 0; i < 10000; i++)
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{
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if (RpgEncounterRoller.Roll(table, random) != null)
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battles++;
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}
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ModAssert.True(battles > 800 && battles < 1200, $"about one battle in ten steps, got {battles}");
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}
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[ModTest("rules/directions")]
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static void Directions(ModTestContext ctx)
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{
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ModAssert.Equal(-1, RpgDirections.Delta(RpgDirection.Up).Y, "up is y-1");
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ModAssert.Equal(1, RpgDirections.Delta(RpgDirection.Right).X, "right is x+1");
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ModAssert.Equal("Up", RpgDirections.Opposite(RpgDirection.Down).ToString(), "opposite of down");
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ModAssert.Equal("Left", RpgDirections.Opposite(RpgDirection.Right).ToString(), "opposite of right");
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}
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}
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}
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