b451f83174
Captures the pre-Godot-port state of the codebase. This is the rollback anchor for the Godot port (M0 of theriapolis-rpg-implementation-plan-godot-port.md). All Phase 0 through Phase 6.5 work is included; Phase 7 is in flight. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
217 lines
9.2 KiB
C#
217 lines
9.2 KiB
C#
using Theriapolis.Core;
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using Theriapolis.Core.Data;
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using Theriapolis.Core.Entities;
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using Theriapolis.Core.Rules.Combat;
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using Theriapolis.Core.Tactical;
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using Theriapolis.Core.World;
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using Theriapolis.Core.World.Settlements;
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using Xunit;
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namespace Theriapolis.Tests.Settlements;
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/// <summary>
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/// Phase 6 M1 — resident-instantiation correctness.
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///
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/// Walks the full pipeline: chunk → SettlementStamper emits Resident spawn
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/// records → ResidentInstantiator resolves them → NpcActor lands inside
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/// the building with the right name, bias profile, and dialogue id.
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/// </summary>
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public sealed class ResidentSpawnTests : IClassFixture<WorldCache>
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{
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private const ulong TestSeed = 0xCAFEBABEUL;
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private readonly WorldCache _cache;
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public ResidentSpawnTests(WorldCache c) => _cache = c;
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private ContentResolver Content() => new(new ContentLoader(TestHelpers.DataDirectory));
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[Fact]
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public void NamedRoleTags_ResolveToHandAuthoredTemplates()
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{
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var content = Content();
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// Direct lookup — these IDs are referenced by Millhaven's preset.
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Assert.True(content.ResidentsByRoleTag.ContainsKey("millhaven.innkeeper"));
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Assert.True(content.ResidentsByRoleTag.ContainsKey("millhaven.constable_fenn"));
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Assert.True(content.ResidentsByRoleTag.ContainsKey("millhaven.grandmother_asha"));
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Assert.True(content.ResidentsByRoleTag.ContainsKey("thornfield.dr_venn"));
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var asha = content.ResidentsByRoleTag["millhaven.grandmother_asha"];
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Assert.Equal("Grandmother Asha", asha.Name);
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Assert.Equal("canidae", asha.Clade);
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Assert.Equal("wolf", asha.Species);
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Assert.Equal("CANID_TRADITIONALIST", asha.BiasProfile);
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}
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[Fact]
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public void GenericRoleTags_FallBackToGenericTemplates()
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{
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var content = Content();
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// Suffix-stripping: "anywhere.innkeeper" should resolve to the
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// generic_innkeeper template since no anywhere.* preset exists.
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var pick = ResidentInstantiator.ResolveTemplate(
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"anywhere.innkeeper", content,
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worldSeed: 1, settlementId: 1, buildingId: 0, spawnIndex: 0);
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Assert.NotNull(pick);
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Assert.False(pick!.Named);
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Assert.Equal("innkeeper", pick.RoleTag);
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}
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[Fact]
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public void ResidentInstantiator_PlacesNpcInsideBuilding()
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{
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var w = _cache.Get(TestSeed).World;
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var content = Content();
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// Find a settlement that resolves to a layout (Millhaven if anchor
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// matches, else any Tier 2-3 procedural settlement).
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var settlement = w.Settlements.FirstOrDefault(s => s.Anchor is NarrativeAnchor.Millhaven)
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?? w.Settlements.First(s => !s.IsPoi && s.Tier <= 3);
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SettlementStamper.EnsureBuildingsResolved(TestSeed, settlement, content.Settlements);
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Assert.NotEmpty(settlement.Buildings);
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// Pick the first building that has at least one resident slot.
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var building = settlement.Buildings.FirstOrDefault(b => b.Residents.Length > 0);
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Assert.NotNull(building);
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var slot = building!.Residents[0];
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// Spawn it through the full path (chunk render → ResidentInstantiator).
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var actors = new ActorManager();
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var registry = new AnchorRegistry();
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registry.RegisterAllAnchors(w);
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var cc = new ChunkCoord(
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slot.SpawnX / C.TACTICAL_CHUNK_SIZE - (slot.SpawnX < 0 ? 1 : 0),
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slot.SpawnY / C.TACTICAL_CHUNK_SIZE - (slot.SpawnY < 0 ? 1 : 0));
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var chunk = TacticalChunkGen.Generate(TestSeed, cc, w, content.Settlements);
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// Find the spawn entry for this slot inside the chunk.
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int spawnIdx = -1;
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for (int i = 0; i < chunk.Spawns.Count; i++)
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{
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var s = chunk.Spawns[i];
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int wx = chunk.OriginX + s.LocalX;
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int wy = chunk.OriginY + s.LocalY;
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if (s.Kind == SpawnKind.Resident && wx == slot.SpawnX && wy == slot.SpawnY)
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{
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spawnIdx = i;
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break;
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}
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}
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Assert.NotEqual(-1, spawnIdx);
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var npc = ResidentInstantiator.Spawn(
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TestSeed, chunk, spawnIdx, chunk.Spawns[spawnIdx],
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w, content, actors, registry);
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Assert.NotNull(npc);
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Assert.Equal(slot.SpawnX, (int)npc!.Position.X);
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Assert.Equal(slot.SpawnY, (int)npc.Position.Y);
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Assert.Equal(slot.RoleTag, npc.RoleTag);
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Assert.NotEmpty(npc.DisplayName);
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Assert.NotEmpty(npc.BiasProfileId);
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Assert.True(npc.IsAlive);
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}
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[Fact]
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public void NamedResident_RegistersInAnchorRegistry()
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{
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var w = _cache.Get(TestSeed).World;
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var content = Content();
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var millhaven = w.Settlements.FirstOrDefault(s => s.Anchor is NarrativeAnchor.Millhaven);
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if (millhaven is null) return; // anchor placement varies — skip if absent
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SettlementStamper.EnsureBuildingsResolved(TestSeed, millhaven, content.Settlements);
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var actors = new ActorManager();
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var registry = new AnchorRegistry();
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registry.RegisterAllAnchors(w);
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// Stream every chunk overlapping each Millhaven building.
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foreach (var b in millhaven.Buildings)
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{
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int minCx = (int)Math.Floor(b.MinX / (double)C.TACTICAL_CHUNK_SIZE);
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int minCy = (int)Math.Floor(b.MinY / (double)C.TACTICAL_CHUNK_SIZE);
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int maxCx = (int)Math.Floor(b.MaxX / (double)C.TACTICAL_CHUNK_SIZE);
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int maxCy = (int)Math.Floor(b.MaxY / (double)C.TACTICAL_CHUNK_SIZE);
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for (int cy = minCy; cy <= maxCy; cy++)
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for (int cx = minCx; cx <= maxCx; cx++)
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{
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var cc = new ChunkCoord(cx, cy);
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var chunk = TacticalChunkGen.Generate(TestSeed, cc, w, content.Settlements);
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for (int i = 0; i < chunk.Spawns.Count; i++)
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{
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var s = chunk.Spawns[i];
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if (s.Kind != SpawnKind.Resident) continue;
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if (actors.FindNpcBySource(cc, i) is not null) continue;
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ResidentInstantiator.Spawn(TestSeed, chunk, i, s, w, content, actors, registry);
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}
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}
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}
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// Anchor entry exists.
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Assert.NotNull(registry.ResolveAnchor("anchor:millhaven"));
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// The named innkeeper role must be registered.
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var innkeeperId = registry.ResolveRole("role:millhaven.innkeeper");
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Assert.NotNull(innkeeperId);
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var innkeeper = actors.Npcs.First(n => n.Id == innkeeperId.Value);
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Assert.Equal("Mara Threadwell", innkeeper.DisplayName);
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Assert.Equal("URBAN_PROGRESSIVE", innkeeper.BiasProfileId);
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}
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[Fact]
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public void GenericResidents_DoNotPolluteAnchorRegistry()
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{
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// Procedural Tier 2/3 settlements use generic role tags ("innkeeper")
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// — those should NOT register as roles (only anchor.role pairs do).
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var w = _cache.Get(TestSeed).World;
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var content = Content();
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var settlement = w.Settlements.FirstOrDefault(
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s => s.Anchor is null && !s.IsPoi && s.Tier is 2 or 3);
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if (settlement is null) return;
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SettlementStamper.EnsureBuildingsResolved(TestSeed, settlement, content.Settlements);
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var actors = new ActorManager();
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var registry = new AnchorRegistry();
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foreach (var b in settlement.Buildings)
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foreach (var r in b.Residents)
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{
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int cx = (int)Math.Floor(r.SpawnX / (double)C.TACTICAL_CHUNK_SIZE);
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int cy = (int)Math.Floor(r.SpawnY / (double)C.TACTICAL_CHUNK_SIZE);
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var cc = new ChunkCoord(cx, cy);
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var chunk = TacticalChunkGen.Generate(TestSeed, cc, w, content.Settlements);
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for (int i = 0; i < chunk.Spawns.Count; i++)
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{
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var s = chunk.Spawns[i];
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if (s.Kind != SpawnKind.Resident) continue;
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int wx = chunk.OriginX + s.LocalX;
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int wy = chunk.OriginY + s.LocalY;
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if (wx != r.SpawnX || wy != r.SpawnY) continue;
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if (actors.FindNpcBySource(cc, i) is not null) continue;
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ResidentInstantiator.Spawn(TestSeed, chunk, i, s, w, content, actors, registry);
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}
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}
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// No role:* entries should exist for a generic-only settlement.
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foreach (var (id, _) in registry.AllRoles)
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Assert.DoesNotContain(".", id[..(id.IndexOf(':'))]); // sanity: prefix is "role:"
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Assert.True(registry.AllRoles.Count == 0,
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$"generic settlement should produce no named role registrations, got {registry.AllRoles.Count}");
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}
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[Fact]
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public void ResidentInstantiator_IsDeterministic()
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{
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var content = Content();
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// Generic role with multiple matching templates picks the same one
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// for the same seed/chunk/slot every time.
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var first = ResidentInstantiator.ResolveTemplate("village.shopkeeper", content,
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worldSeed: 0xCAFEBABEUL, settlementId: 5, buildingId: 2, spawnIndex: 0);
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var second = ResidentInstantiator.ResolveTemplate("village.shopkeeper", content,
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worldSeed: 0xCAFEBABEUL, settlementId: 5, buildingId: 2, spawnIndex: 0);
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Assert.NotNull(first);
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Assert.Equal(first!.Id, second!.Id);
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}
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}
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