29e90a5008
Teaches the deep, interlocking loop — especially the inverted win condition (you win by CLEARING EXPEDITIONS, not by surviving base sieges; DR-042/DR-043). - OnboardingSystem: client-only observe-only PresentationSystemGroup overlay (own UIDocument @ sortingOrder 60), soft-gated 10-beat coach-mark sequence with a world-space ▶ pointer; never mutates sim / never destroys a ghost. - OnboardingStepMath: pure, unit-tested step machine (snapshot + IsSatisfied + scheme-aware prompts + pointer kinds + persisted-mask helpers). - HowToPlayPanel: tabbed reference card (Controls / The Loop / Build / Threats / Win-Lose), reachable from the main menu and the pause overlay. - Per-client client-local state in GameSettings (TutorialHints + OnboardingMask bitmask, additive) — a Join client keeps its own; a host save-wipe never re-teaches. Settings toggle + menu "Replay Tutorial". - Dev "Force Each Launch" toggle (GameSettings.ForceOnboardingEachLaunch): SettingsService.Boot wipes the mask + forces hints on in-memory every launch so the tutorial always replays fresh. - HudSystem suppresses its own location hint while onboarding is active (single prompt voice), via OnboardingState + [UpdateAfter(OnboardingSystem)]. Validated green: 20/20 EditMode; Play smoke confirmed overlay render, clean U+25B6 pointer glyph, no system sort-cycle, and the force-wipe end-to-end. Docs: DR-043 + session log; reusable lesson archived in the build-gotchas note. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
212 lines
9.4 KiB
C#
212 lines
9.4 KiB
C#
using NUnit.Framework;
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using ProjectM.Client;
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using ProjectM.Simulation;
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namespace ProjectM.Tests
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{
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/// <summary>
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/// Pure-logic coverage for the first-run onboarding step machine (<see cref="OnboardingStepMath"/>) — the
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/// testable core of the client-only <c>OnboardingSystem</c>. No World/ECS needed: each case builds a
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/// <see cref="OnboardingStepMath.Snapshot"/> and asserts the deterministic advance rule, the mask helpers,
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/// the scheme-aware prompts, and the pointer kinds.
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/// </summary>
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public class OnboardingStepTests
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{
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static OnboardingStepMath.Snapshot Empty() => new OnboardingStepMath.Snapshot();
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// ---- mask helpers (resume point + dormant detection) ----
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[Test]
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public void FirstIncomplete_EmptyMask_IsWelcome()
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=> Assert.AreEqual(OnboardingStepMath.Welcome, OnboardingStepMath.FirstIncomplete(0));
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[Test]
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public void FirstIncomplete_SkipsCompletedPrefix()
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{
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int mask = (1 << OnboardingStepMath.Welcome) | (1 << OnboardingStepMath.Move) | (1 << OnboardingStepMath.Mine);
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Assert.AreEqual(OnboardingStepMath.Build, OnboardingStepMath.FirstIncomplete(mask));
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}
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[Test]
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public void AllComplete_TrueForFullMaskAndMigrationSentinel()
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{
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Assert.IsFalse(OnboardingStepMath.AllComplete(0));
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int full = (1 << OnboardingStepMath.StepCount) - 1;
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Assert.IsTrue(OnboardingStepMath.AllComplete(full));
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Assert.IsTrue(OnboardingStepMath.AllComplete(int.MaxValue)); // the v1->v2 migration sentinel reads as done
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}
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// ---- per-step completion rules ----
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[Test]
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public void Welcome_AdvancesOnTimer()
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{
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var s = Empty(); s.StepElapsed = OnboardingStepMath.WelcomeSeconds - 0.1f;
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Assert.IsFalse(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Welcome, s));
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s.StepElapsed = OnboardingStepMath.WelcomeSeconds;
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Assert.IsTrue(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Welcome, s));
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}
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[Test]
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public void Move_AdvancesAfterThreshold()
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{
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var s = Empty(); s.MoveDistance = OnboardingStepMath.MoveThreshold - 0.1f;
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Assert.IsFalse(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Move, s));
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s.MoveDistance = OnboardingStepMath.MoveThreshold;
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Assert.IsTrue(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Move, s));
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}
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[Test]
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public void Mine_AdvancesOnlyWhenLedgerOreRises()
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{
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var s = Empty(); s.OreBaseline = 50; s.OreNow = 50; // starts at the seeded baseline
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Assert.IsFalse(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Mine, s));
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s.OreNow = 51;
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Assert.IsTrue(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Mine, s));
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}
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[Test]
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public void Build_AbsoluteTurretCount_AutoSuppressesAtBuiltBase()
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{
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var s = Empty(); s.TurretCount = 0;
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Assert.IsFalse(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Build, s));
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s.TurretCount = 1; // a join-client landing at an already-built base satisfies it on entry
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Assert.IsTrue(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Build, s));
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}
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[Test]
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public void Fabricator_SoftBeat_AdvancesOnBuildOrTimeout()
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{
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var none = Empty();
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Assert.IsFalse(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Fabricator, none));
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var built = Empty(); built.FabricatorCount = 1;
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Assert.IsTrue(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Fabricator, built));
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var timedOut = Empty(); timedOut.StepElapsed = OnboardingStepMath.FabricatorSoftSeconds;
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Assert.IsTrue(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Fabricator, timedOut));
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}
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[Test]
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public void Gate_AdvancesOnExpeditionEntryOrActiveObjective()
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{
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var s = Empty();
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Assert.IsFalse(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Gate, s));
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var onExp = Empty(); onExp.OnExpedition = true;
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Assert.IsTrue(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Gate, onExp));
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var active = Empty(); active.ObjectiveState = ExpeditionObjectiveState.Active;
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Assert.IsTrue(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Gate, active));
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}
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[Test]
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public void Clear_AdvancesOnClearedObjective()
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{
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var s = Empty(); s.ObjectiveState = ExpeditionObjectiveState.Active;
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Assert.IsFalse(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Clear, s));
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s.ObjectiveState = ExpeditionObjectiveState.Cleared;
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Assert.IsTrue(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Clear, s));
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}
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[Test]
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public void Return_AdvancesOnLeavingExpedition()
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{
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var s = Empty(); s.OnExpedition = true;
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Assert.IsFalse(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Return, s));
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s.OnExpedition = false;
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Assert.IsTrue(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Return, s));
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}
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[Test]
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public void Defend_WaitsForSiegeEndButTimesOutWithoutOne()
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{
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var mid = Empty(); mid.SawSiege = true; mid.Phase = CyclePhase.Siege;
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Assert.IsFalse(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Defend, mid));
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var survived = Empty(); survived.SawSiege = true; survived.Phase = CyclePhase.Calm;
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Assert.IsTrue(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Defend, survived));
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var noSiege = Empty(); noSiege.StepElapsed = OnboardingStepMath.DefendNoSiegeSeconds;
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Assert.IsTrue(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Defend, noSiege));
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}
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[Test]
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public void Done_LingersThenCompletes()
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{
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var s = Empty(); s.StepElapsed = OnboardingStepMath.DoneSeconds - 0.1f;
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Assert.IsFalse(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Done, s));
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s.StepElapsed = OnboardingStepMath.DoneSeconds;
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Assert.IsTrue(OnboardingStepMath.IsSatisfied(OnboardingStepMath.Done, s));
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}
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// ---- prompts (scheme-aware, never empty) ----
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[Test]
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public void Prompts_NonEmptyForEveryStep()
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{
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for (byte i = 0; i < OnboardingStepMath.StepCount; i++)
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{
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Assert.IsNotEmpty(OnboardingStepMath.Prompt(i, false), "kbm step " + i);
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Assert.IsNotEmpty(OnboardingStepMath.Prompt(i, true), "pad step " + i);
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}
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}
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[Test]
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public void Prompts_AreSchemeAware()
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{
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StringAssert.Contains("WASD", OnboardingStepMath.Prompt(OnboardingStepMath.Move, false));
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StringAssert.Contains("Tab", OnboardingStepMath.Prompt(OnboardingStepMath.Build, false));
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StringAssert.Contains("Y", OnboardingStepMath.Prompt(OnboardingStepMath.Build, true));
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}
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// ---- pointer kinds ----
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[Test]
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public void PointerKinds_MatchSpatialStepsOnly()
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{
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Assert.AreEqual(OnboardingStepMath.PointerOreNode, OnboardingStepMath.PointerKind(OnboardingStepMath.Mine));
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Assert.AreEqual(OnboardingStepMath.PointerBaseGate, OnboardingStepMath.PointerKind(OnboardingStepMath.Gate));
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Assert.AreEqual(OnboardingStepMath.PointerExpeditionGate, OnboardingStepMath.PointerKind(OnboardingStepMath.Return));
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Assert.AreEqual(OnboardingStepMath.PointerNone, OnboardingStepMath.PointerKind(OnboardingStepMath.Move));
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Assert.AreEqual(OnboardingStepMath.PointerNone, OnboardingStepMath.PointerKind(OnboardingStepMath.Defend));
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}
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}
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/// <summary>
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/// Public-surface coverage of the onboarding settings fields + their interaction with the dormant check
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/// (the v1->v2 migration itself runs through the private SettingsService.Migrate at load — its EFFECT is
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/// pinned here via the all-done sentinel + Defaults/Clamped, and end-to-end in the Play smoke).
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/// </summary>
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public class OnboardingSettingsTests
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{
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[Test]
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public void Defaults_TutorialOn_MaskEmpty()
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{
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var d = GameSettings.Defaults();
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Assert.AreEqual(1, d.TutorialHints);
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Assert.AreEqual(0, d.OnboardingMask);
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Assert.AreEqual(GameSettings.CurrentVersion, d.Version);
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}
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[Test]
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public void Clamped_NormalizesHints_PreservesMask()
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{
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var s = GameSettings.Defaults();
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s.TutorialHints = 5; // out of the 0/1 range
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s.OnboardingMask = 0x55; // an arbitrary bitmask must survive untouched
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var c = s.Clamped();
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Assert.AreEqual(1, c.TutorialHints);
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Assert.AreEqual(0x55, c.OnboardingMask);
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}
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[Test]
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public void Defaults_ForceEachLaunch_Off()
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=> Assert.AreEqual(0, GameSettings.Defaults().ForceOnboardingEachLaunch);
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[Test]
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public void Clamped_NormalizesForceEachLaunchToBool()
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{
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var s = GameSettings.Defaults();
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s.ForceOnboardingEachLaunch = 7; // any non-zero collapses to the 0/1 dev flag
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Assert.AreEqual(1, s.Clamped().ForceOnboardingEachLaunch);
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s.ForceOnboardingEachLaunch = 0;
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Assert.AreEqual(0, s.Clamped().ForceOnboardingEachLaunch);
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}
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}
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}
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