using NUnit.Framework;
using ProjectM.Client;
using ProjectM.Simulation;
namespace ProjectM.Tests
{
///
/// Pure-logic coverage for the first-run onboarding step machine () — the
/// testable core of the client-only OnboardingSystem. No World/ECS needed: each case builds a
/// and asserts the deterministic advance rule, the mask helpers,
/// the scheme-aware prompts, and the pointer kinds.
///
public class OnboardingStepTests
{
static OnboardingStepMath.Snapshot Empty() => new OnboardingStepMath.Snapshot();
// ---- mask helpers (resume point + dormant detection) ----
[Test]
public void FirstIncomplete_EmptyMask_IsWelcome()
=> Assert.AreEqual(OnboardingStepMath.Welcome, OnboardingStepMath.FirstIncomplete(0));
[Test]
public void FirstIncomplete_SkipsCompletedPrefix()
{
int mask = (1 << OnboardingStepMath.Welcome) | (1 << OnboardingStepMath.Move) | (1 << OnboardingStepMath.Build);
Assert.AreEqual(OnboardingStepMath.Fabricator, OnboardingStepMath.FirstIncomplete(mask));
}
[Test]
public void AllComplete_TrueForFullMaskAndMigrationSentinel()
{
Assert.IsFalse(OnboardingStepMath.AllComplete(0));
int full = (1 << OnboardingStepMath.StepCount) - 1;
Assert.IsTrue(OnboardingStepMath.AllComplete(full));
Assert.IsTrue(OnboardingStepMath.AllComplete(int.MaxValue)); // the v1->v2 migration sentinel reads as done
}
// ---- per-step completion rules ----
[Test]
public void Welcome_AdvancesOnTimer()
{
var s = Empty(); s.StepElapsed = OnboardingStepMath.WelcomeSeconds - 0.1f;
Assert.IsFalse(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Welcome, s));
s.StepElapsed = OnboardingStepMath.WelcomeSeconds;
Assert.IsTrue(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Welcome, s));
}
[Test]
public void Move_AdvancesAfterThreshold()
{
var s = Empty(); s.MoveDistance = OnboardingStepMath.MoveThreshold - 0.1f;
Assert.IsFalse(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Move, s));
s.MoveDistance = OnboardingStepMath.MoveThreshold;
Assert.IsTrue(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Move, s));
}
[Test]
public void ReadyUp_AdvancesOnLocalReadyOrLaunch()
{
var s = Empty(); s.Lifecycle = RunLifecycle.Staging;
Assert.IsFalse(OnboardingStepMath.IsSatisfied(OnboardingStepMath.ReadyUp, s));
var ready = Empty(); ready.LocalReady = true;
Assert.IsTrue(OnboardingStepMath.IsSatisfied(OnboardingStepMath.ReadyUp, ready));
var launched = Empty(); launched.Lifecycle = RunLifecycle.Launching;
Assert.IsTrue(OnboardingStepMath.IsSatisfied(OnboardingStepMath.ReadyUp, launched));
}
[Test]
public void Build_AbsoluteTurretCount_AutoSuppressesAtBuiltBase()
{
var s = Empty(); s.TurretCount = 0;
Assert.IsFalse(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Build, s));
s.TurretCount = 1; // a join-client landing at an already-built base satisfies it on entry
Assert.IsTrue(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Build, s));
}
[Test]
public void Fabricator_SoftBeat_AdvancesOnBuildOrTimeout()
{
var none = Empty();
Assert.IsFalse(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Fabricator, none));
var built = Empty(); built.FabricatorCount = 1;
Assert.IsTrue(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Fabricator, built));
var timedOut = Empty(); timedOut.StepElapsed = OnboardingStepMath.FabricatorSoftSeconds;
Assert.IsTrue(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Fabricator, timedOut));
}
[Test]
public void Rooms_AdvancesInRoomAfterMinimumDwell()
{
var s = Empty();
Assert.IsFalse(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Rooms, s));
var onExpTooSoon = Empty(); onExpTooSoon.OnExpedition = true; onExpTooSoon.StepElapsed = OnboardingStepMath.RoomsSeconds - 0.1f;
Assert.IsFalse(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Rooms, onExpTooSoon)); // D2: don't advance the instant we teleport in
var dwelled = Empty(); dwelled.OnExpedition = true; dwelled.StepElapsed = OnboardingStepMath.RoomsSeconds;
Assert.IsTrue(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Rooms, dwelled)); // the mine prompt + node pointer showed IN the room
var elapsedAtBase = Empty(); elapsedAtBase.StepElapsed = OnboardingStepMath.RoomsSeconds + 5f;
Assert.IsFalse(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Rooms, elapsedAtBase)); // elapsed alone (still at base) must NOT satisfy
}
[Test]
public void Boon_AdvancesOnClearedObjectiveOrRewardLifecycle()
{
var s = Empty(); s.ObjectiveState = ExpeditionObjectiveState.Active;
Assert.IsFalse(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Boon, s));
s.ObjectiveState = ExpeditionObjectiveState.Cleared;
Assert.IsTrue(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Boon, s));
var reward = Empty(); reward.Lifecycle = RunLifecycle.RoomReward;
Assert.IsTrue(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Boon, reward));
var route = Empty(); route.Lifecycle = RunLifecycle.RouteSelect;
Assert.IsTrue(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Boon, route));
}
[Test]
public void Return_AdvancesOnComingHomeAfterExpeditionOrTimeout()
{
var onExp = Empty(); onExp.WasOnExpedition = true; onExp.OnExpedition = true;
Assert.IsFalse(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Return, onExp)); // still out on expedition
var neverLeftBase = Empty(); neverLeftBase.OnExpedition = false; // at base but never observed on expedition this step
Assert.IsFalse(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Return, neverLeftBase)); // D3: a start-at-base Return must NOT instantly satisfy
var cameHome = Empty(); cameHome.WasOnExpedition = true; cameHome.OnExpedition = false;
Assert.IsTrue(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Return, cameHome)); // was on expedition, now home
var timedOut = Empty(); timedOut.StepElapsed = OnboardingStepMath.ReturnMaxSeconds;
Assert.IsTrue(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Return, timedOut)); // D3 soft backstop (never a 1-tick edge)
}
[Test]
public void Defend_WaitsForSiegeEndButTimesOutWithoutOne()
{
var mid = Empty(); mid.SawSiege = true; mid.Phase = CyclePhase.Siege;
Assert.IsFalse(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Defend, mid));
var survived = Empty(); survived.SawSiege = true; survived.Phase = CyclePhase.Calm;
Assert.IsTrue(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Defend, survived));
var noSiege = Empty(); noSiege.StepElapsed = OnboardingStepMath.DefendNoSiegeSeconds;
Assert.IsTrue(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Defend, noSiege));
}
[Test]
public void Done_LingersThenCompletes()
{
var s = Empty(); s.StepElapsed = OnboardingStepMath.DoneSeconds - 0.1f;
Assert.IsFalse(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Done, s));
s.StepElapsed = OnboardingStepMath.DoneSeconds;
Assert.IsTrue(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Done, s));
}
// ---- prompts (scheme-aware, never empty) ----
[Test]
public void Prompts_NonEmptyForEveryStep()
{
for (byte i = 0; i < OnboardingStepMath.StepCount; i++)
{
Assert.IsNotEmpty(OnboardingStepMath.Prompt(i, false), "kbm step " + i);
Assert.IsNotEmpty(OnboardingStepMath.Prompt(i, true), "pad step " + i);
}
}
[Test]
public void Prompts_AreSchemeAware()
{
StringAssert.Contains("WASD", OnboardingStepMath.Prompt(OnboardingStepMath.Move, false));
StringAssert.Contains("Tab", OnboardingStepMath.Prompt(OnboardingStepMath.Build, false));
StringAssert.Contains("Y", OnboardingStepMath.Prompt(OnboardingStepMath.Build, true));
}
// ---- pointer kinds ----
[Test]
public void PointerKinds_OnlyTheRoomsStepPoints()
{
Assert.AreEqual(OnboardingStepMath.PointerOreNode, OnboardingStepMath.PointerKind(OnboardingStepMath.Rooms));
Assert.AreEqual(OnboardingStepMath.PointerNone, OnboardingStepMath.PointerKind(OnboardingStepMath.ReadyUp));
Assert.AreEqual(OnboardingStepMath.PointerNone, OnboardingStepMath.PointerKind(OnboardingStepMath.Return));
Assert.AreEqual(OnboardingStepMath.PointerNone, OnboardingStepMath.PointerKind(OnboardingStepMath.Move));
Assert.AreEqual(OnboardingStepMath.PointerNone, OnboardingStepMath.PointerKind(OnboardingStepMath.Defend));
}
}
///
/// Public-surface coverage of the onboarding settings fields + their interaction with the dormant check
/// (the v1->v2 migration itself runs through the private SettingsService.Migrate at load — its EFFECT is
/// pinned here via the all-done sentinel + Defaults/Clamped, and end-to-end in the Play smoke).
///
public class OnboardingSettingsTests
{
[Test]
public void Defaults_TutorialOn_MaskEmpty()
{
var d = GameSettings.Defaults();
Assert.AreEqual(1, d.TutorialHints);
Assert.AreEqual(0, d.OnboardingMask);
Assert.AreEqual(GameSettings.CurrentVersion, d.Version);
}
[Test]
public void Clamped_NormalizesHints_PreservesMask()
{
var s = GameSettings.Defaults();
s.TutorialHints = 5; // out of the 0/1 range
s.OnboardingMask = 0x55; // an arbitrary bitmask must survive untouched
var c = s.Clamped();
Assert.AreEqual(1, c.TutorialHints);
Assert.AreEqual(0x55, c.OnboardingMask);
}
[Test]
public void Defaults_ForceEachLaunch_Off()
=> Assert.AreEqual(0, GameSettings.Defaults().ForceOnboardingEachLaunch);
[Test]
public void Clamped_NormalizesForceEachLaunchToBool()
{
var s = GameSettings.Defaults();
s.ForceOnboardingEachLaunch = 7; // any non-zero collapses to the 0/1 dev flag
Assert.AreEqual(1, s.Clamped().ForceOnboardingEachLaunch);
s.ForceOnboardingEachLaunch = 0;
Assert.AreEqual(0, s.Clamped().ForceOnboardingEachLaunch);
}
}
}