Files
kronic 516aacee18 Tests: equipment EditMode coverage (DR-027)
ItemDatabaseBlobTests (inline-mod round-trip on the 2nd item — the nested-BlobArray regression guard); EquipSystemTests (equip sets ability+mod+moves item; unequip reverses + restores DefaultAbility; equip-over swaps; full-bag swap rejected with no loss; non-equippable/absent/unresolvable no-op; strip leaves foreign SourceIds untouched). 236/236 EditMode pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 11:09:39 -07:00

286 lines
14 KiB
C#

using NUnit.Framework;
using ProjectM.Server;
using ProjectM.Simulation;
using Unity.Collections;
using Unity.Core;
using Unity.Entities;
using Unity.NetCode;
namespace ProjectM.Tests
{
/// <summary>
/// Plain-Entities EditMode tests for the server-only <see cref="EquipSystem"/>. Seeds a player
/// (GhostOwner + PlayerTag + InventorySlot + EquipmentSlot[4 rows] + StatModifier + AbilityRef +
/// DefaultAbility), an inline-built ItemDatabase singleton, a mock connection, and an Equip/Unequip RPC.
/// Pins: weapon-equip sets AbilityRef + adds the slot-tagged mod + moves the item bag->slot; unequip reverses
/// and restores DefaultAbility; equip-over-occupied swaps the old item back; a full-bag swap is rejected with
/// no item loss; non-equippable / absent / unresolvable-connection requests no-op (request still consumed);
/// the unequip strip removes ONLY the slot sentinel, leaving foreign-SourceId mods (pickup 0u, upgrade) intact.
/// </summary>
public class EquipSystemTests
{
const ushort WeaponA = 100, WeaponB = 101, GearArmor = 110, Ore = 2;
BlobAssetReference<ItemDatabaseBlob> _blob;
[TearDown]
public void TearDown()
{
if (_blob.IsCreated) _blob.Dispose();
_blob = default;
}
static ItemModSpec NoMod() => new ItemModSpec { Target = 255 };
static ItemDefBlob Mk(ushort id, byte slot, byte ability, ItemModSpec m0)
{
int stackMax = slot <= EquipSlotId.Tool ? 1 : 999;
return new ItemDefBlob
{
ItemId = id, Category = 0, Tier = 0, StackMax = stackMax,
EquipSlot = slot, GrantedAbilityId = ability,
Mod0 = m0, Mod1 = NoMod(), Mod2 = NoMod(), Mod3 = NoMod(),
};
}
(World world, SimulationSystemGroup group) MakeWorld(string name)
{
var world = new World(name);
var group = world.GetOrCreateSystemManaged<SimulationSystemGroup>();
group.AddSystemToUpdateList(world.GetOrCreateSystem<EquipSystem>());
group.SortSystems();
world.SetTime(new TimeData(elapsedTime: 0f, deltaTime: 1f / 60f));
var em = world.EntityManager;
var builder = new BlobBuilder(Allocator.Temp);
ref var root = ref builder.ConstructRoot<ItemDatabaseBlob>();
var arr = builder.Allocate(ref root.Items, 4);
arr[0] = Mk(WeaponA, EquipSlotId.Weapon, (byte)AbilityId.FastLight, new ItemModSpec { Target = (byte)StatTarget.Damage, Op = (byte)ModOp.Flat, Value = 5f });
arr[1] = Mk(WeaponB, EquipSlotId.Weapon, (byte)AbilityId.SlowHeavy, new ItemModSpec { Target = (byte)StatTarget.Damage, Op = (byte)ModOp.Flat, Value = 9f });
arr[2] = Mk(GearArmor, EquipSlotId.Armor, 0, new ItemModSpec { Target = (byte)StatTarget.MoveSpeed, Op = (byte)ModOp.PercentAdd, Value = 0.1f });
arr[3] = Mk(Ore, EquipSlotId.None, 0, NoMod());
_blob = builder.CreateBlobAssetReference<ItemDatabaseBlob>(Allocator.Persistent);
builder.Dispose();
var dbE = em.CreateEntity(typeof(ItemDatabase));
em.SetComponentData(dbE, new ItemDatabase { Value = _blob });
return (world, group);
}
static Entity MakeConnection(EntityManager em, int networkId)
{
var e = em.CreateEntity();
em.AddComponentData(e, new NetworkId { Value = networkId });
return e;
}
static Entity MakePlayer(EntityManager em, int networkId, params (ushort id, int count)[] bagItems)
{
var e = em.CreateEntity();
em.AddComponentData(e, new GhostOwner { NetworkId = networkId });
em.AddComponent<PlayerTag>(e);
em.AddComponentData(e, new AbilityRef { Id = (byte)AbilityId.Primary });
em.AddComponentData(e, new DefaultAbility { Id = (byte)AbilityId.Primary });
var bag = em.AddBuffer<InventorySlot>(e);
foreach (var it in bagItems) bag.Add(new InventorySlot { ItemId = it.id, Count = it.count });
var slots = em.AddBuffer<EquipmentSlot>(e);
for (int s = 0; s < EquipSlotId.Count; s++) slots.Add(new EquipmentSlot { ItemId = 0 });
em.AddBuffer<StatModifier>(e);
return e;
}
static void MakeEquip(EntityManager em, ushort itemId, Entity conn)
{
var e = em.CreateEntity();
em.AddComponentData(e, new EquipRequest { ItemId = itemId });
em.AddComponentData(e, new ReceiveRpcCommandRequest { SourceConnection = conn });
}
static void MakeUnequip(EntityManager em, byte slot, Entity conn)
{
var e = em.CreateEntity();
em.AddComponentData(e, new UnequipRequest { Slot = slot });
em.AddComponentData(e, new ReceiveRpcCommandRequest { SourceConnection = conn });
}
static byte Ability(EntityManager em, Entity p) => em.GetComponentData<AbilityRef>(p).Id;
static ushort Slot(EntityManager em, Entity p, byte slot) => em.GetBuffer<EquipmentSlot>(p)[slot].ItemId;
static int Bag(EntityManager em, Entity p, ushort id) => InventoryMath.CountOf(em.GetBuffer<InventorySlot>(p), id);
static int RequestsLeft(EntityManager em) { using var q = em.CreateEntityQuery(typeof(ReceiveRpcCommandRequest)); return q.CalculateEntityCount(); }
static int SlotModCount(EntityManager em, Entity p, byte slot)
{
var mods = em.GetBuffer<StatModifier>(p);
uint sid = Tuning.EquipSourceIdBase + (uint)slot;
int c = 0;
for (int i = 0; i < mods.Length; i++) if (mods[i].SourceId == sid) c++;
return c;
}
static int ModCountBySource(EntityManager em, Entity p, uint sourceId)
{
var mods = em.GetBuffer<StatModifier>(p);
int c = 0;
for (int i = 0; i < mods.Length; i++) if (mods[i].SourceId == sourceId) c++;
return c;
}
[Test]
public void Equip_Weapon_Sets_Ability_Adds_Mod_Moves_Item()
{
var (world, group) = MakeWorld("EquipWeapon");
using (world)
{
var em = world.EntityManager;
var conn = MakeConnection(em, 1);
var player = MakePlayer(em, 1, (WeaponA, 1));
MakeEquip(em, WeaponA, conn);
group.Update();
Assert.AreEqual((byte)AbilityId.FastLight, Ability(em, player), "The weapon grants its ability into AbilityRef.");
Assert.AreEqual(WeaponA, Slot(em, player, EquipSlotId.Weapon), "The weapon occupies the Weapon slot.");
Assert.AreEqual(0, Bag(em, player, WeaponA), "The weapon left the bag.");
Assert.AreEqual(1, SlotModCount(em, player, EquipSlotId.Weapon), "The weapon's mod is tagged the weapon-slot sentinel.");
Assert.AreEqual(0, RequestsLeft(em), "The request is consumed.");
}
}
[Test]
public void Unequip_Weapon_Restores_Default_Strips_Mods_Returns_Item()
{
var (world, group) = MakeWorld("UnequipWeapon");
using (world)
{
var em = world.EntityManager;
var conn = MakeConnection(em, 1);
var player = MakePlayer(em, 1, (WeaponA, 1));
MakeEquip(em, WeaponA, conn);
group.Update();
MakeUnequip(em, EquipSlotId.Weapon, conn);
group.Update();
Assert.AreEqual((byte)AbilityId.Primary, Ability(em, player), "Unequip restores the DefaultAbility.");
Assert.AreEqual(0, Slot(em, player, EquipSlotId.Weapon), "The Weapon slot is empty.");
Assert.AreEqual(1, Bag(em, player, WeaponA), "The weapon is back in the bag.");
Assert.AreEqual(0, SlotModCount(em, player, EquipSlotId.Weapon), "The weapon's mod is stripped.");
}
}
[Test]
public void Equip_Over_Occupied_Swaps_Old_Item_Back()
{
var (world, group) = MakeWorld("EquipSwap");
using (world)
{
var em = world.EntityManager;
var conn = MakeConnection(em, 1);
var player = MakePlayer(em, 1, (WeaponA, 1), (WeaponB, 1));
MakeEquip(em, WeaponA, conn);
group.Update();
MakeEquip(em, WeaponB, conn);
group.Update();
Assert.AreEqual(WeaponB, Slot(em, player, EquipSlotId.Weapon), "Weapon B now occupies the slot.");
Assert.AreEqual((byte)AbilityId.SlowHeavy, Ability(em, player), "AbilityRef swaps to weapon B's ability.");
Assert.AreEqual(1, Bag(em, player, WeaponA), "Weapon A swapped back into the bag.");
Assert.AreEqual(0, Bag(em, player, WeaponB), "Weapon B left the bag.");
Assert.AreEqual(1, SlotModCount(em, player, EquipSlotId.Weapon), "Exactly weapon B's single mod remains (A's stripped).");
}
}
[Test]
public void Swap_With_Full_Bag_Is_Rejected_No_Item_Loss()
{
var (world, group) = MakeWorld("FullBagSwap");
using (world)
{
var em = world.EntityManager;
var conn = MakeConnection(em, 1);
// Pre-equip weapon A directly, then fill the bag completely (incl. weapon B). Equipping B must
// reject because the bag has no room to receive the swapped-out weapon A.
var player = MakePlayer(em, 1, (WeaponB, 1));
var preSlots = em.GetBuffer<EquipmentSlot>(player);
preSlots[EquipSlotId.Weapon] = new EquipmentSlot { ItemId = WeaponA };
var bag = em.GetBuffer<InventorySlot>(player);
for (int i = 0; bag.Length < Tuning.InventoryMaxSlots; i++)
bag.Add(new InventorySlot { ItemId = (ushort)(200 + i), Count = 1 });
MakeEquip(em, WeaponB, conn);
group.Update();
Assert.AreEqual(WeaponA, Slot(em, player, EquipSlotId.Weapon), "The occupied slot is unchanged (equip rejected).");
Assert.AreEqual(1, Bag(em, player, WeaponB), "Weapon B was NOT withdrawn — no item loss.");
Assert.AreEqual(0, RequestsLeft(em), "The request is still consumed.");
}
}
[Test]
public void Equip_NonEquippable_Or_Absent_Item_Is_NoOp()
{
var (world, group) = MakeWorld("NoOpEquip");
using (world)
{
var em = world.EntityManager;
var conn = MakeConnection(em, 1);
var player = MakePlayer(em, 1, (Ore, 5)); // carries a resource (EquipSlot=None) but no weapon
MakeEquip(em, Ore, conn); // not equippable
MakeEquip(em, WeaponA, conn); // not in the bag
group.Update();
Assert.AreEqual(0, Slot(em, player, EquipSlotId.Weapon), "Nothing equipped.");
Assert.AreEqual(5, Bag(em, player, Ore), "The resource is untouched.");
Assert.AreEqual((byte)AbilityId.Primary, Ability(em, player), "AbilityRef unchanged.");
Assert.AreEqual(0, RequestsLeft(em), "Both requests are consumed.");
}
}
[Test]
public void Equip_From_Unresolvable_Connection_NoOp()
{
var (world, group) = MakeWorld("UnresolvedEquip");
using (world)
{
var em = world.EntityManager;
var player = MakePlayer(em, 1, (WeaponA, 1));
MakeEquip(em, WeaponA, Entity.Null); // no NetworkId on Entity.Null
group.Update();
Assert.AreEqual(0, Slot(em, player, EquipSlotId.Weapon), "An unresolvable sender equips nothing.");
Assert.AreEqual(1, Bag(em, player, WeaponA), "The item stays in the bag.");
Assert.AreEqual(0, RequestsLeft(em), "The request is still consumed.");
}
}
[Test]
public void Strip_Removes_Only_The_Slot_Sentinel_Leaving_Foreign_Mods()
{
var (world, group) = MakeWorld("StripIsolation");
using (world)
{
var em = world.EntityManager;
var conn = MakeConnection(em, 1);
var player = MakePlayer(em, 1, (GearArmor, 1));
// Seed foreign modifiers that unequip must NOT touch: a pickup (SourceId 0) + the ability upgrade.
var mods = em.GetBuffer<StatModifier>(player);
mods.Add(new StatModifier { Target = (byte)StatTarget.Damage, Op = (byte)ModOp.Flat, Value = 3f, SourceId = 0u });
mods.Add(new StatModifier { Target = (byte)StatTarget.Damage, Op = (byte)ModOp.PercentAdd, Value = 0.25f, SourceId = Tuning.AbilityUpgradeSourceId });
MakeEquip(em, GearArmor, conn);
group.Update();
Assert.AreEqual(1, SlotModCount(em, player, EquipSlotId.Armor), "Gear adds its armor-slot mod.");
MakeUnequip(em, EquipSlotId.Armor, conn);
group.Update();
Assert.AreEqual(0, SlotModCount(em, player, EquipSlotId.Armor), "Unequip strips the armor-slot mod.");
Assert.AreEqual(1, ModCountBySource(em, player, 0u), "The pickup mod (SourceId 0) is untouched.");
Assert.AreEqual(1, ModCountBySource(em, player, Tuning.AbilityUpgradeSourceId), "The upgrade mod is untouched.");
Assert.AreEqual(1, Bag(em, player, GearArmor), "The gear returns to the bag.");
}
}
}
}