neon-sprawl/server/NeonSprawl.Server.Tests/Game/Targeting/PlayerTargetStateReaderTest...

73 lines
2.5 KiB
C#

using NeonSprawl.Server.Game.PositionState;
using NeonSprawl.Server.Game.Targeting;
namespace NeonSprawl.Server.Tests.Game.Targeting;
public class PlayerTargetStateReaderTests
{
[Fact]
public void ComputeValidity_ShouldReturnInvalidTarget_WhenLockIdNotInRegistry()
{
// Arrange
var snap = new PositionSnapshot(0, 0, 0, 0);
// Act
var validity = PlayerTargetStateReader.ComputeValidity("not_in_registry", in snap);
// Assert
Assert.Equal(TargetValidity.InvalidTarget, validity);
}
[Fact]
public void ComputeValidity_ShouldReturnNone_WhenLockNull()
{
// Arrange
var snap = new PositionSnapshot(0, 0, 0, 0);
// Act
var validity = PlayerTargetStateReader.ComputeValidity(null, in snap);
// Assert
Assert.Equal(TargetValidity.None, validity);
}
[Fact]
public void ComputeValidity_AtExactLockRadius_ReturnsOk()
{
// Arrange
// Alpha anchor XZ (-3, -3), lockRadius 6 -> horizontal distance 6 from (3, -3) is on boundary (inclusive).
var snap = new PositionSnapshot(3, 0, -3, 0);
// Act
var validity = PlayerTargetStateReader.ComputeValidity(PrototypeNpcRegistry.PrototypeNpcMeleeId, in snap);
// Assert
Assert.Equal(TargetValidity.Ok, validity);
}
[Fact]
public void ComputeValidity_JustOutsideLockRadius_ReturnsOutOfRange()
{
// Arrange
const double eps = 1e-6;
var snap = new PositionSnapshot(3 + eps, 0, -3, 0);
// Act
var validity = PlayerTargetStateReader.ComputeValidity(PrototypeNpcRegistry.PrototypeNpcMeleeId, in snap);
// Assert
Assert.Equal(TargetValidity.OutOfRange, validity);
}
[Fact]
public void ComputeValidity_AtOrigin_ShouldReturnOk_ForMeleeRangedAndElite()
{
// Arrange
// Melee (-3,-3) r=6, ranged (3,3) r=6, elite (0,0) r=6 overlap at origin for tab cycle.
var snap = new PositionSnapshot(0, 0, 0, 0);
// Act
var meleeValidity = PlayerTargetStateReader.ComputeValidity(PrototypeNpcRegistry.PrototypeNpcMeleeId, in snap);
var rangedValidity = PlayerTargetStateReader.ComputeValidity(PrototypeNpcRegistry.PrototypeNpcRangedId, in snap);
var eliteValidity = PlayerTargetStateReader.ComputeValidity(PrototypeNpcRegistry.PrototypeNpcEliteId, in snap);
// Assert
Assert.Equal(TargetValidity.Ok, meleeValidity);
Assert.Equal(TargetValidity.Ok, rangedValidity);
Assert.Equal(TargetValidity.Ok, eliteValidity);
}
}