using NeonSprawl.Server.Game.PositionState; using NeonSprawl.Server.Game.Targeting; using Xunit; namespace NeonSprawl.Server.Tests.Game.Targeting; public class PlayerTargetStateReaderTests { [Fact] public void ComputeValidity_ShouldReturnInvalidTarget_WhenLockIdNotInRegistry() { var snap = new PositionSnapshot(0, 0, 0, 0); Assert.Equal(TargetValidity.InvalidTarget, PlayerTargetStateReader.ComputeValidity("not_in_registry", in snap)); } [Fact] public void ComputeValidity_ShouldReturnNone_WhenLockNull() { var snap = new PositionSnapshot(0, 0, 0, 0); Assert.Equal(TargetValidity.None, PlayerTargetStateReader.ComputeValidity(null, in snap)); } [Fact] public void ComputeValidity_AtExactLockRadius_ReturnsOk() { // Alpha anchor XZ (-5, -5), lockRadius 8 → horizontal distance 8 from (3, -5) is on boundary (inclusive). var snap = new PositionSnapshot(3, 0, -5, 0); Assert.Equal( TargetValidity.Ok, PlayerTargetStateReader.ComputeValidity(PrototypeTargetRegistry.PrototypeTargetAlphaId, in snap)); } [Fact] public void ComputeValidity_JustOutsideLockRadius_ReturnsOutOfRange() { const double eps = 1e-6; var snap = new PositionSnapshot(3 + eps, 0, -5, 0); Assert.Equal( TargetValidity.OutOfRange, PlayerTargetStateReader.ComputeValidity(PrototypeTargetRegistry.PrototypeTargetAlphaId, in snap)); } }