neon-sprawl/server/NeonSprawl.Server.Tests/Game/Combat/CombatTargetFixtureApiTests.cs

124 lines
5.6 KiB
C#

using Microsoft.AspNetCore.Hosting;
using NeonSprawl.Server.Game.AbilityInput;
using NeonSprawl.Server.Game.Combat;
using NeonSprawl.Server.Game.Encounters;
namespace NeonSprawl.Server.Tests.Game.Combat;
public sealed class CombatTargetFixtureApiTests
{
private const string FixturePath = "/game/__dev/combat-targets-fixture";
[Fact]
public async Task PostCombatTargetFixture_ShouldResetPrototypeTargets_WhenEnabled()
{
// Arrange
await using var factory = new InMemoryWebApplicationFactory();
var client = factory.CreateClient();
var store = factory.Services.GetRequiredService<ICombatEntityHealthStore>();
var threatStore = factory.Services.GetRequiredService<IThreatStateStore>();
var runtimeStore = factory.Services.GetRequiredService<INpcRuntimeStateStore>();
var playerHealthStore = factory.Services.GetRequiredService<IPlayerCombatHealthStore>();
var progressStore = factory.Services.GetRequiredService<IEncounterProgressStore>();
var completionStore = factory.Services.GetRequiredService<IEncounterCompletionStore>();
var eventStore = factory.Services.GetRequiredService<IEncounterCompleteEventStore>();
_ = progressStore.TryActivate("dev-local-1", "prototype_combat_pocket");
_ = progressStore.TryAddDefeatedTarget("dev-local-1", "prototype_combat_pocket", "prototype_npc_melee");
_ = completionStore.TryMarkCompleted("dev-local-1", "prototype_combat_pocket", DateTimeOffset.UtcNow);
_ = eventStore.TryRecord(
new EncounterCompleteEvent(
"dev-local-1",
"prototype_combat_pocket",
"prototype_combat_pocket_clear",
[new EncounterGrantApplied("scrap_metal_bulk", 10)],
DateTimeOffset.UtcNow,
"dev-local-1:prototype_combat_pocket"));
_ = store.TryApplyDamage(PrototypeNpcRegistry.PrototypeNpcMeleeId, 100, out _);
_ = playerHealthStore.TryApplyDamage("dev-local-1", 40, out _);
_ = threatStore.TrySetHolder(PrototypeNpcRegistry.PrototypeNpcMeleeId, "dev-local-1");
var windupStarted = new DateTimeOffset(2026, 5, 27, 12, 0, 0, TimeSpan.Zero);
_ = runtimeStore.TryWrite(
PrototypeNpcRegistry.PrototypeNpcMeleeId,
new NpcRuntimeStateSnapshot(
PrototypeNpcRegistry.PrototypeNpcMeleeId,
NpcBehaviorState.TelegraphWindup,
windupStarted,
new ActiveTelegraphSnapshot("prototype_npc_melee:test", windupStarted)));
// Act
var response = await client.PostAsJsonAsync(
FixturePath,
new CombatTargetFixtureRequest
{
SchemaVersion = CombatTargetFixtureRequest.CurrentSchemaVersion,
});
// Assert
Assert.Equal(HttpStatusCode.OK, response.StatusCode);
var body = await response.Content.ReadFromJsonAsync<CombatTargetFixtureResponse>();
Assert.NotNull(body);
Assert.True(body!.Applied);
store.TryGet(PrototypeNpcRegistry.PrototypeNpcMeleeId, out var melee);
Assert.Equal(100, melee.CurrentHp);
Assert.False(melee.Defeated);
threatStore.TryGet(PrototypeNpcRegistry.PrototypeNpcMeleeId, out var threat);
Assert.Null(threat.AggroHolderPlayerId);
runtimeStore.TryGet(PrototypeNpcRegistry.PrototypeNpcMeleeId, out var runtime);
Assert.Equal(NpcBehaviorState.Idle, runtime.BehaviorState);
Assert.Null(runtime.ActiveTelegraph);
playerHealthStore.TryGet("dev-local-1", out var playerHealth);
Assert.Equal(PlayerCombatHealthDefaults.MaxHp, playerHealth.CurrentHp);
Assert.False(playerHealth.Defeated);
Assert.False(progressStore.TryGetProgress("dev-local-1", "prototype_combat_pocket", out _));
Assert.False(completionStore.IsCompleted("dev-local-1", "prototype_combat_pocket"));
Assert.False(eventStore.TryGet("dev-local-1", "prototype_combat_pocket", out _));
}
[Fact]
public async Task PostCombatTargetFixture_ShouldClearAbilityCooldowns_WhenEnabled()
{
// Arrange
await using var factory = new InMemoryWebApplicationFactory();
var client = factory.CreateClient();
var cooldownStore = factory.Services.GetRequiredService<IPlayerAbilityCooldownStore>();
var now = factory.FakeClock!.GetUtcNow();
cooldownStore.StartCooldown("dev-local-1", slotIndex: 0, now, TimeSpan.FromSeconds(30));
Assert.True(cooldownStore.IsOnCooldown("dev-local-1", slotIndex: 0, now));
// Act
var response = await client.PostAsJsonAsync(
FixturePath,
new CombatTargetFixtureRequest
{
SchemaVersion = CombatTargetFixtureRequest.CurrentSchemaVersion,
});
// Assert
Assert.Equal(HttpStatusCode.OK, response.StatusCode);
Assert.False(cooldownStore.IsOnCooldown("dev-local-1", slotIndex: 0, now));
}
[Fact]
public async Task PostCombatTargetFixture_ShouldReturnNotFound_WhenRouteNotRegistered()
{
// Arrange
await using var factory = new InMemoryWebApplicationFactory();
var client = factory.WithWebHostBuilder(b =>
{
b.UseEnvironment("Production");
b.UseSetting("Game:EnableCombatTargetFixtureApi", "false");
}).CreateClient();
// Act
var response = await client.PostAsJsonAsync(
FixturePath,
new CombatTargetFixtureRequest
{
SchemaVersion = CombatTargetFixtureRequest.CurrentSchemaVersion,
});
// Assert
Assert.Equal(HttpStatusCode.NotFound, response.StatusCode);
}
}