Dev tool: switch player class (Warrior/Ranger) at runtime for testing
Editor-only class swap via the existing scalar dev-RPC family (new DebugOp.SetClass): F1/F2 keybind (ClassSwitchHotkeySystem), DebugOverlay '- Class -' buttons, and DebugCommandSendSystem.SetWarrior/SetRanger/SetClass statics. Server (DebugCommandReceiveSystem) swaps class in place on the spawned player: strips+re-seeds the ClassTraits StatModifier seeds, swaps the AbilityRef Fire slot, resets the ability cooldown, and heals a LIVING player to the new max (dead players skip the heal so respawn isn't raced). Server-authoritative + prediction-correct (same buffer-mutation path as GrantUpgrade); wire type unchanged so the RpcCollection hash is unaffected. ClassTraits gains a shared Seeds core (spawn + swap can't drift), ClassSeedCount, IsClassSeed, a DynamicBuffer AppendSeeds overload, and Reapply. +3 EditMode tests (exact-count round-trip, value-equality fold, boundary/foreign-mod preservation); 351/351 green; Warrior<->Ranger round-trip Play-validated (server+client agree). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -61,5 +61,88 @@ namespace ProjectM.Tests
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Assert.Greater(StatMath.Apply(0f, StatTarget.AutoTargetRange, mods), 0f, "Ranger has a wider auto-assist (the co-op hook).");
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Assert.AreEqual(10f, StatMath.Apply(10f, StatTarget.MeleeDamage, mods), 0.001f, "Ranger melee is unbuffed (weaker than the Warrior).");
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}
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static int CountClassSeeds(DynamicBuffer<StatModifier> mods)
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{
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int n = 0;
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for (int i = 0; i < mods.Length; i++)
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if (ClassTraits.IsClassSeed(mods[i].SourceId)) n++;
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return n;
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}
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static bool ContainsSource(DynamicBuffer<StatModifier> mods, uint sourceId)
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{
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for (int i = 0; i < mods.Length; i++)
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if (mods[i].SourceId == sourceId) return true;
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return false;
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}
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[Test]
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public void AppendSeeds_EmitsExactlyClassSeedCount_AllInClassRange()
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{
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foreach (var classId in new[] { ClassTraits.WarriorClass, ClassTraits.RangerClass })
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{
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using var world = new World("ClassTraitsCount");
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var em = world.EntityManager;
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var e = em.CreateEntity();
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em.AddBuffer<StatModifier>(e);
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ClassTraits.AppendSeeds(classId, em.GetBuffer<StatModifier>(e));
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var seeded = em.GetBuffer<StatModifier>(e);
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Assert.AreEqual(ClassTraits.ClassSeedCount, seeded.Length, "AppendSeeds emits exactly ClassSeedCount seeds.");
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for (int i = 0; i < seeded.Length; i++)
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Assert.IsTrue(ClassTraits.IsClassSeed(seeded[i].SourceId), "every emitted seed SourceId is inside the class range.");
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}
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}
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[Test]
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public void Reapply_RoundTrip_StaysAtClassSeedCount_AndFoldsLikeFreshSpawn()
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{
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using var world = new World("ClassTraitsReapply");
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var em = world.EntityManager;
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var e = em.CreateEntity();
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em.AddBuffer<StatModifier>(e);
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// Seed Warrior, swap to Ranger, then back to Warrior.
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ClassTraits.Reapply(ClassTraits.WarriorClass, em.GetBuffer<StatModifier>(e));
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Assert.AreEqual(ClassTraits.ClassSeedCount, CountClassSeeds(em.GetBuffer<StatModifier>(e)), "Warrior seeds the class-seed count.");
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ClassTraits.Reapply(ClassTraits.RangerClass, em.GetBuffer<StatModifier>(e));
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Assert.AreEqual(ClassTraits.ClassSeedCount, CountClassSeeds(em.GetBuffer<StatModifier>(e)), "Ranger leaves exactly the class-seed count (old seeds stripped).");
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Assert.Greater(StatMath.Apply(5f, StatTarget.MoveSpeed, em.GetBuffer<StatModifier>(e)), 5f, "Ranger moves faster after the swap.");
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ClassTraits.Reapply(ClassTraits.WarriorClass, em.GetBuffer<StatModifier>(e));
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var back = em.GetBuffer<StatModifier>(e);
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Assert.AreEqual(ClassTraits.ClassSeedCount, CountClassSeeds(back), "Warrior again: no accumulation across swaps.");
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// Value-equality vs a fresh-spawned Warrior buffer (the ECB overload) — catches same-target PercentMult
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// doubling or a strip-order regression that a count-only assert would miss.
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using var refWorld = new World("ClassTraitsWarriorRef");
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var fresh = SeededBuffer(refWorld, ClassTraits.WarriorClass);
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Assert.AreEqual(StatMath.Apply(100f, StatTarget.MaxHealth, fresh), StatMath.Apply(100f, StatTarget.MaxHealth, back), 1e-4f, "MaxHealth folds identically to a fresh Warrior.");
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Assert.AreEqual(StatMath.Apply(5f, StatTarget.MoveSpeed, fresh), StatMath.Apply(5f, StatTarget.MoveSpeed, back), 1e-4f, "MoveSpeed folds identically to a fresh Warrior.");
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}
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[Test]
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public void Reapply_StripsOnlyClassSeeds_PreservesForeignAndBoundaryMods()
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{
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using var world = new World("ClassTraitsForeign");
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var em = world.EntityManager;
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var e = em.CreateEntity();
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var seed = em.AddBuffer<StatModifier>(e);
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// A debug-upgrade mod + a boundary mod at ClassSourceId + ClassSeedCount (first id OUTSIDE the class range).
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uint boundary = Tuning.ClassSourceId + (uint)ClassTraits.ClassSeedCount;
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Assert.IsFalse(ClassTraits.IsClassSeed(boundary), "ClassSourceId + ClassSeedCount is just outside the class-seed range.");
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seed.Add(new StatModifier { Target = (byte)StatTarget.Damage, Op = (byte)ModOp.PercentAdd, Value = 0.25f, SourceId = 0x00DEB061u });
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seed.Add(new StatModifier { Target = (byte)StatTarget.MaxHealth, Op = (byte)ModOp.Flat, Value = 10f, SourceId = boundary });
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ClassTraits.Reapply(ClassTraits.RangerClass, em.GetBuffer<StatModifier>(e));
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var after = em.GetBuffer<StatModifier>(e);
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Assert.AreEqual(ClassTraits.ClassSeedCount, CountClassSeeds(after), "exactly the class-seed count of class seeds present.");
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Assert.AreEqual(ClassTraits.ClassSeedCount + 2, after.Length, "both foreign mods survive Reapply.");
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Assert.IsTrue(ContainsSource(after, 0x00DEB061u), "the debug damage upgrade survives.");
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Assert.IsTrue(ContainsSource(after, boundary), "the boundary mod at ClassSourceId+ClassSeedCount survives.");
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}
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}
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}
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