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.Collections.Generic;
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using Cthangover.Core.Mods.Testing;
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/// <summary>
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/// Map layers are hand-edited text: parsing must be forgiving and give a
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/// grid of exactly the declared size, and writing must read back the same.
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/// </summary>
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public class RpgMapGridTests
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{
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[ModTest("grid/parse_reads_rows_and_collision")]
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static void ParseReadsRowsAndCollision(ModTestContext ctx)
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{
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var map = new RpgMap
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{
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Width = 3,
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Height = 2,
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Layers = new RpgMapLayers
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{
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Back = new List<string> { "0 1 2", "3 . 5" },
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Main = new List<string> { ". 8" },
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Front = new List<string>(),
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},
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Collision = new List<string> { "#o.", ".x" },
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};
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var grid = RpgMapGrid.Parse(map);
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ModAssert.Equal(1, grid.GetTile(RpgLayer.Back, 1, 0), "back (1,0)");
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ModAssert.Equal(-1, grid.GetTile(RpgLayer.Back, 1, 1), "a dot is empty");
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ModAssert.Equal(8, grid.GetTile(RpgLayer.Main, 1, 0), "main (1,0)");
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ModAssert.Equal(-1, grid.GetTile(RpgLayer.Main, 2, 1), "a missing row is empty");
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ModAssert.Equal("#", grid.GetCollision(0, 0).ToString(), "block code");
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ModAssert.Equal("o", grid.GetCollision(1, 0).ToString(), "open code");
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ModAssert.Equal(".", grid.GetCollision(1, 1).ToString(), "an unknown code is auto");
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ModAssert.Equal("#", grid.GetCollision(5, 5).ToString(), "outside the map is blocked");
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}
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[ModTest("grid/parse_is_forgiving")]
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static void ParseIsForgiving(ModTestContext ctx)
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{
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var map = new RpgMap
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{
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Width = 2,
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Height = 1,
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Layers = new RpgMapLayers { Back = new List<string> { "7 abc 9 9" } },
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};
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var grid = RpgMapGrid.Parse(map);
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ModAssert.Equal(2, grid.Width, "width stays declared");
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ModAssert.Equal(7, grid.GetTile(RpgLayer.Back, 0, 0), "first cell");
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ModAssert.Equal(-1, grid.GetTile(RpgLayer.Back, 1, 0), "an unreadable token is empty");
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ModAssert.Equal(-1, grid.GetTile(RpgLayer.Back, 2, 0), "extra cells are cut off");
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}
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[ModTest("grid/write_reads_back")]
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static void WriteReadsBack(ModTestContext ctx)
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{
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var grid = new RpgMapGrid(3, 2);
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grid.SetTile(RpgLayer.Back, 0, 0, 12);
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grid.SetTile(RpgLayer.Main, 2, 1, 3);
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grid.SetTile(RpgLayer.Front, 1, 0, 0);
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grid.SetCollision(1, 1, RpgCollision.Block);
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var map = new RpgMap();
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grid.WriteTo(map);
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var back = RpgMapGrid.Parse(map);
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ModAssert.Equal(3, map.Width, "width written");
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ModAssert.Equal(2, map.Height, "height written");
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ModAssert.Equal("12 . .", map.Layers.Back[0], "indices are aligned to one width");
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ModAssert.Equal(12, back.GetTile(RpgLayer.Back, 0, 0), "back");
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ModAssert.Equal(3, back.GetTile(RpgLayer.Main, 2, 1), "main");
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ModAssert.Equal(0, back.GetTile(RpgLayer.Front, 1, 0), "front tile 0 is not empty");
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ModAssert.Equal("#", back.GetCollision(1, 1).ToString(), "collision");
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}
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[ModTest("grid/all_auto_collision_writes_no_rows")]
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static void AllAutoCollisionWritesNoRows(ModTestContext ctx)
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{
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var map = new RpgMap();
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new RpgMapGrid(4, 4).WriteTo(map);
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ModAssert.Equal(0, map.Collision.Count, "no collision rows");
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ModAssert.Equal(4, map.Layers.Main.Count, "layer rows are always written");
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}
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[ModTest("grid/resize_keeps_top_left")]
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static void ResizeKeepsTopLeft(ModTestContext ctx)
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{
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var grid = new RpgMapGrid(2, 2);
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grid.SetTile(RpgLayer.Back, 1, 1, 5);
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grid.SetCollision(0, 1, RpgCollision.Open);
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grid.Resize(4, 1);
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ModAssert.Equal(4, grid.Width, "new width");
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ModAssert.Equal(1, grid.Height, "new height");
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ModAssert.Equal(-1, grid.GetTile(RpgLayer.Back, 1, 1), "a cut row is gone");
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ModAssert.Equal(-1, grid.GetTile(RpgLayer.Back, 3, 0), "new cells are empty");
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grid.Resize(2, 2);
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ModAssert.Equal(".", grid.GetCollision(0, 1).ToString(), "a row cut once does not come back");
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}
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[ModTest("grid/clone_is_independent")]
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static void CloneIsIndependent(ModTestContext ctx)
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{
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var grid = new RpgMapGrid(2, 2);
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grid.SetTile(RpgLayer.Main, 0, 0, 4);
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var copy = grid.Clone();
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copy.SetTile(RpgLayer.Main, 0, 0, 9);
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copy.SetCollision(1, 1, RpgCollision.Block);
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ModAssert.Equal(4, grid.GetTile(RpgLayer.Main, 0, 0), "original tile");
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ModAssert.Equal(".", grid.GetCollision(1, 1).ToString(), "original collision");
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}
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}
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}
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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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@@ -0,0 +1,76 @@
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namespace Cthangover.Mods.Rpg.Tests
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{
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using System.Text.Json;
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using Cthangover.Core.Mods.Testing;
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using Cthangover.Core.Settings;
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/// <summary>The saved position and the map file format survive a JSON round trip.</summary>
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public class RpgStateTests
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{
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[ModTest("state/save_and_load_round_trip")]
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static void SaveAndLoadRoundTrip(ModTestContext ctx)
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{
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var state = RpgState.Instance;
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var before = state.Data;
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try
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{
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state.Place("rpg_forest", 4, 7, RpgDirection.Left);
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var slot = new ModSlot();
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var saveable = new RpgSaveable();
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saveable.OnSave(slot);
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var json = JsonSerializer.Serialize(slot);
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var restored = JsonSerializer.Deserialize<ModSlot>(json);
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state.Reset();
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ModAssert.True(saveable.OnLoad(restored, out var error), error);
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ModAssert.Equal("rpg_forest", state.Data.Map, "map");
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ModAssert.Equal(4, state.Data.X, "x");
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ModAssert.Equal(7, state.Data.Y, "y");
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ModAssert.Equal("Left", state.Data.Dir.ToString(), "facing");
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}
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finally
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{
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state.Data = before;
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}
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}
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[ModTest("state/load_without_data_goes_to_spawn")]
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static void LoadWithoutDataGoesToSpawn(ModTestContext ctx)
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{
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var state = RpgState.Instance;
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var before = state.Data;
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try
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{
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state.Place("rpg_forest", 1, 1, RpgDirection.Up);
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ModAssert.True(new RpgSaveable().OnLoad(new ModSlot(), out _), "an empty slot is accepted");
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ModAssert.Null(state.Data.Map, "no map: the next entry uses the spawn");
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}
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finally
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{
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state.Data = before;
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}
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}
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[ModTest("state/map_file_round_trip")]
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static void MapFileRoundTrip(ModTestContext ctx)
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{
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var json = @"{""Id"":""m"",""Tileset"":""village"",""Width"":2,""Height"":1,
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""Spawn"":{""X"":1,""Y"":0,""Dir"":""left""},
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""Events"":[{""Id"":""door"",""X"":0,""Y"":0,""Trigger"":""touch"",""Teleport"":{""Map"":""x"",""X"":3,""Y"":4,""Dir"":""Up""}}],
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""Encounters"":{""Steps"":20,""Groups"":[""slime""]}}";
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var map = JsonSerializer.Deserialize<RpgMap>(json, Cthangover.Core.Utils.JsonOptionsProvider.ReadOptions);
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var again = JsonSerializer.Deserialize<RpgMap>(JsonSerializer.Serialize(map), Cthangover.Core.Utils.JsonOptionsProvider.ReadOptions);
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ModAssert.Equal("m", again.ID, "id");
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ModAssert.Equal("Left", again.Spawn.Dir.ToString(), "spawn facing, read in any case");
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ModAssert.Equal("Touch", again.Events[0].Trigger.ToString(), "trigger");
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ModAssert.Equal("x", again.Events[0].Teleport.Map, "teleport map");
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ModAssert.Equal(4, again.Events[0].Teleport.Y, "teleport y");
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ModAssert.False(again.Events[0].IsSolid, "an invisible event does not block");
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ModAssert.Equal(20, again.Encounters.Steps, "encounter steps");
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ModAssert.Equal(2, again.Zoom, "zoom default");
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}
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}
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}
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