Files
AdamuSw/tests/MUnique.OpenMU.Tests/Offline/BotResetHandlerTests.cs
sven-n d04cbecae3 Merge pull request #820 from nolt/feature-bots
(cherry picked from commit b10de0645a869485fbb5771a739abd06b5708c2d)
2026-07-23 11:38:08 +03:00

111 lines
4.7 KiB
C#

// <copyright file="BotResetHandlerTests.cs" company="MUnique">
// Licensed under the MIT License. See LICENSE file in the project root for full license information.
// </copyright>
namespace MUnique.OpenMU.Tests.Offline;
using MUnique.OpenMU.GameLogic;
using MUnique.OpenMU.GameLogic.Attributes;
using MUnique.OpenMU.GameLogic.Bots;
using MUnique.OpenMU.GameLogic.Resets;
/// <summary>
/// Tests for <see cref="BotResetHandler"/>.
/// </summary>
[TestFixture]
public class BotResetHandlerTests
{
private IGameContext _gameContext = null!;
/// <summary>
/// Sets up a fresh game context before each test.
/// </summary>
[SetUp]
public void SetUp()
{
this._gameContext = GameContextTestHelper.CreateGameContext();
}
/// <summary>
/// Without the reset feature the effective level is simply the character level.
/// </summary>
[Test]
public async ValueTask EffectiveLevelWithoutResetFeatureIsPlainLevelAsync()
{
var player = await PlayerTestHelper.CreateOfflineLevelingPlayerAsync(this._gameContext).ConfigureAwait(false);
player.Attributes![Stats.Level] = 123;
Assert.That(BotResetHandler.GetEffectiveLevel(player), Is.EqualTo(123));
}
/// <summary>
/// With the reset feature every reset counts as the configured level span. Uses the same plain
/// test context as <see cref="ResetCharacterActionTest"/>, where the added feature plugin is the
/// effective one (the offline helper's context discovers the real, disabled-by-default plugin).
/// </summary>
[Test]
public async ValueTask EffectiveLevelCountsResetsAsLevelSpansAsync()
{
var player = await PlayerTestHelper.CreatePlayerAsync().ConfigureAwait(false);
player.GameContext.FeaturePlugIns.AddPlugIn(new ResetFeaturePlugIn { Configuration = new ResetConfiguration { RequiredLevel = 400 } }, true);
player.Attributes![Stats.Level] = 50;
player.Attributes[Stats.Resets] = 3;
Assert.That(BotResetHandler.GetEffectiveLevel(player), Is.EqualTo((3 * 400) + 50));
}
/// <summary>
/// A due reset raises the reset count, drops the level and grants the configured points, without
/// consuming any costs when the bot doesn't pay them.
/// </summary>
[Test]
public async ValueTask TryResetPerformsResetAndSkipsCostsAsync()
{
var player = await PlayerTestHelper.CreateOfflineLevelingPlayerAsync(this._gameContext).ConfigureAwait(false);
var configuration = new ResetConfiguration
{
RequiredLevel = 400,
LevelAfterReset = 10,
RequiredMoney = 500,
MultiplyRequiredMoneyByResetCount = false,
PointsPerReset = 1000,
MultiplyPointsByResetCount = false,
ReplacePointsPerReset = true,
ResetStats = false,
MoveHome = false,
LogOut = false,
};
this._gameContext.FeaturePlugIns.AddPlugIn(new ResetFeaturePlugIn { Configuration = configuration }, true);
player.Attributes![Stats.Level] = 400;
player.Money = 100; // less than the required zen - must not matter for a non-paying bot
var performed = await BotResetHandler.TryResetAsync(player, configuration, payCosts: false).ConfigureAwait(false);
Assert.That(performed, Is.True);
Assert.That((int)player.Attributes[Stats.Resets], Is.EqualTo(1));
Assert.That((int)player.Attributes[Stats.Level], Is.EqualTo(10));
Assert.That(player.SelectedCharacter!.LevelUpPoints, Is.EqualTo(1000));
Assert.That(player.SelectedCharacter.Experience, Is.EqualTo(0));
Assert.That(player.Money, Is.EqualTo(100));
}
/// <summary>
/// A reset is not performed below the required level or beyond the reset limit.
/// </summary>
[Test]
public async ValueTask TryResetRespectsLevelAndLimitAsync()
{
var player = await PlayerTestHelper.CreateOfflineLevelingPlayerAsync(this._gameContext).ConfigureAwait(false);
var configuration = new ResetConfiguration { RequiredLevel = 400, ResetLimit = 2, MoveHome = false, LogOut = false };
this._gameContext.FeaturePlugIns.AddPlugIn(new ResetFeaturePlugIn { Configuration = configuration }, true);
player.Attributes![Stats.Level] = 399;
Assert.That(await BotResetHandler.TryResetAsync(player, configuration, payCosts: false).ConfigureAwait(false), Is.False);
player.Attributes[Stats.Level] = 400;
player.Attributes[Stats.Resets] = 2;
Assert.That(await BotResetHandler.TryResetAsync(player, configuration, payCosts: false).ConfigureAwait(false), Is.False);
Assert.That((int)player.Attributes[Stats.Resets], Is.EqualTo(2));
}
}