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AdamuSw/tests/MUnique.OpenMU.Tests/BotSkillRepertoireTest.cs
sven-n e910845383 Merge pull request #841 from nolt/bot-behaviour
Make the server-side bots hold up as a population

(cherry picked from commit 88535b63a958fee9803d5fc3a4bdac5a3318d221)
2026-07-23 11:38:09 +03:00

127 lines
4.9 KiB
C#

// <copyright file="BotSkillRepertoireTest.cs" company="MUnique">
// Licensed under the MIT License. See LICENSE file in the project root for full license information.
// </copyright>
namespace MUnique.OpenMU.Tests;
using MUnique.OpenMU.DataModel.Configuration;
using MUnique.OpenMU.GameLogic.Bots;
using NUnit.Framework;
/// <summary>
/// Tests for the skills a bot may learn - the gate which decides what it owns to fight with.
/// </summary>
[TestFixture]
public class BotSkillRepertoireTest
{
/// <summary>
/// Tests that the castle siege skills are refused. They carry the highest damage numbers of their
/// classes, so a "strongest first" rule walks straight into them, and the game activates them
/// nowhere but the siege map.
/// </summary>
/// <param name="skillNumber">The number of the castle siege skill.</param>
[TestCase((short)44)] // Crescent Moon Slash
[TestCase((short)45)] // Lance
[TestCase((short)46)] // Starfall
[TestCase((short)57)] // Spiral Slash
[TestCase((short)73)] // Mana Rays
[TestCase((short)74)] // Fire Blast
[TestCase((short)269)] // Charge
public void CastleSiegeSkillIsNotLearned(short skillNumber)
{
var skill = CreateAttackSkill(skillNumber, attackDamage: 120);
Assert.That(BotProgression.IsBotLearnableSkill(skill), Is.False);
}
/// <summary>
/// Tests that the skills of the siege roles stay out as well. Stun is the one that matters: it is an
/// area skill with no damage and a single hit, which is exactly what Twisting Slash looks like, so
/// nothing but its number tells the two apart.
/// </summary>
[Test]
public void SiegeRoleSkillIsNotLearned()
{
var stun = CreateAttackSkill(67, attackDamage: 0, skillType: SkillType.AreaSkillAutomaticHits);
Assert.That(BotProgression.IsBotLearnableSkill(stun), Is.False);
}
/// <summary>
/// Tests that a skill which carries no flat damage bonus but strikes several times is learned. The
/// Rage Fighter's whole arsenal is built that way - its damage comes from the weapon - so judging by
/// <see cref="Skill.AttackDamage"/> alone left the class with nothing to fight with.
/// </summary>
[Test]
public void MultiHitSkillWithoutFlatDamageIsLearned()
{
var killingBlow = CreateAttackSkill(260, attackDamage: 0, hits: 4);
Assert.That(BotProgression.IsBotLearnableSkill(killingBlow), Is.True);
}
/// <summary>
/// Tests that an area skill is learned even without a flat damage bonus: its worth is the number of
/// monsters it catches, not a bonus per hit.
/// </summary>
[Test]
public void AreaSkillWithoutFlatDamageIsLearned()
{
var twistingSlash = CreateAttackSkill(41, attackDamage: 0, skillType: SkillType.AreaSkillAutomaticHits);
Assert.That(BotProgression.IsBotLearnableSkill(twistingSlash), Is.True);
}
/// <summary>
/// Tests that a single-hit skill without a damage bonus stays out: it is worth no more than a plain
/// attack while costing mana. These are the combo swings, which the combo handler drives separately.
/// </summary>
[Test]
public void PlainSingleHitSkillWithoutDamageIsNotLearned()
{
var lunge = CreateAttackSkill(20, attackDamage: 0);
Assert.That(BotProgression.IsBotLearnableSkill(lunge), Is.False);
}
/// <summary>
/// Tests that an ordinary attack skill is still learned.
/// </summary>
[Test]
public void OrdinaryAttackSkillIsLearned()
{
var evilSpirit = CreateAttackSkill(9, attackDamage: 45);
Assert.That(BotProgression.IsBotLearnableSkill(evilSpirit), Is.True);
}
/// <summary>
/// Tests that a pet's skill is recognized as one. Plasma Storm belongs to the Fenrir, but its damage
/// attribute is derived from the character's own stats, so it looks strong on a character riding
/// nothing - and being the longest ranged skill most classes own, it won the tie-break for the whole
/// population until the pet was checked for.
/// </summary>
[Test]
public void PetSkillIsRecognizedAsOne()
{
var plasmaStorm = CreateAttackSkill(76, attackDamage: 60, damageType: DamageType.Fenrir);
var strikeOfDestruction = CreateAttackSkill(232, attackDamage: 110);
Assert.That(BotProgression.RequiresPet(plasmaStorm), Is.True);
Assert.That(BotProgression.RequiresPet(strikeOfDestruction), Is.False);
}
private static Skill CreateAttackSkill(short number, int attackDamage, byte hits = 1, SkillType skillType = SkillType.DirectHit, DamageType damageType = DamageType.Physical)
{
return new Skill
{
Number = number,
AttackDamage = attackDamage,
NumberOfHitsPerAttack = hits,
SkillType = skillType,
DamageType = damageType,
Range = 6,
};
}
}