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Documentation Index

Fetch the complete documentation index at: https://docs.hrtk.frotty27.com/llms.txt

Use this file to discover all available pages before exploring further.

Hytale runs on a tick-based game loop. Many things - entity spawning, damage, loot drops, and component setup - only take effect after one or more ticks. If your test spawns an entity and immediately checks its state, the entity may not be fully set up yet. HRTK provides tools to wait for ticks so your tests can check state at the right time.
Entity names like Kweebec and item names used in examples below are from Hytale’s default content. Replace them with your mod’s actual entity roles and item identifiers.

Why Tick Waiting Matters

Consider this naive test:
@WorldTest
void brokenTest(WorldTestContext ctx) {
    Object entity = ctx.spawnEntity("Kweebec_Sapling", 0, 64, 0);
    // BUG: The entity was just created. The game loop hasn't processed it yet.
    // Health and other stats may not be set up until the next tick.
    StatsAssert.assertAlive(ctx.getStore(), entity); // May fail!
}
The fix is to wait for the server to tick, giving the game loop time to finish setting up the entity:
@WorldTest
void correctTest(WorldTestContext ctx) {
    Object entity = ctx.spawnEntity("Kweebec_Sapling", 0, 64, 0);
    ctx.waitTicks(1); // Let the world tick once
    StatsAssert.assertAlive(ctx.getStore(), entity); // Now safe
}

waitTicks()

Pauses the test until the specified number of world ticks have passed. Available on both EcsTestContext and WorldTestContext.
// Wait for 1 tick (minimum for most game operations to take effect)
ctx.waitTicks(1);

// Wait for 5 ticks (enough for most multi-step processes)
ctx.waitTicks(5);

// Wait for 30 ticks (1 second at 30 TPS - use for slow animations or timers)
ctx.waitTicks(30);
waitTicks() pauses the test thread while the world keeps ticking normally. Your test resumes automatically once the requested number of ticks have passed.

Async variant

If you need non-blocking tick waiting (for concurrent operations), use waitTicksAsync():
CompletableFuture<Void> future = ctx.waitTicksAsync(5);
// Do other setup while ticks elapse
future.join(); // Block until 5 ticks have passed

awaitCondition()

Polls a condition every tick until it returns a non-null value, or times out after a maximum number of ticks. This is the preferred way to wait for something to happen without hardcoding tick counts.
@WorldTest
void waitForEntityToDie(WorldTestContext ctx) {
    Object entity = ctx.spawnEntity("Kweebec_Sapling", 0, 64, 0);
    ctx.waitTicks(1);

    // Apply lethal damage (implementation depends on your game logic)
    applyDamage(ctx, entity, 9999);

    // Wait up to 100 ticks for the entity to die
    Boolean isDead = ctx.awaitCondition(
        () -> hasDeathComponent(ctx.getStore(), entity) ? true : null,
        100
    );

    HytaleAssert.assertNotNull("Entity should have died", isDead);
}

With custom failure message

Object loot = ctx.awaitCondition(
    () -> findDroppedItem(ctx, "Gold_Coin"),
    60,
    "Expected gold coin to drop within 60 ticks"
);
HytaleAssert.assertNotNull(loot);
If the condition never returns a non-null value within maxTicks, awaitCondition() throws a RuntimeException with the failure message. The test is reported as ERRORED.

@AsyncTest

Marks a test as asynchronous. Methods with @AsyncTest are discovered and run automatically, just like @HytaleTest. The runner will wait up to timeoutTicks server ticks for the test to complete. If specified, timeoutTicks overrides the default timeout for that test.
import com.frotty27.hrtk.api.annotation.AsyncTest;

@WorldTest
@AsyncTest(timeoutTicks = 200)
void testDelayedSpawn(WorldTestContext ctx) {
    // Schedule something to happen in 100 ticks
    scheduleDelayedSpawn(ctx, 100);

    // Wait for it
    Object entity = ctx.awaitCondition(
        () -> findEntityByType(ctx, "Delayed_Mob"),
        150,
        "Delayed mob should have spawned"
    );

    HytaleAssert.assertNotNull(entity);
}
@AsyncTest is useful for tests that depend on game timers, scheduled tasks, or multi-tick processes. The default timeoutTicks is 200 (~6.7 seconds at 30 TPS). This acts as a safety net to prevent tests from waiting forever. @FlowTest(timeoutTicks = N) works the same way.

Common Patterns

@WorldTest
void spawnAndVerify(WorldTestContext ctx) {
    Object entity = ctx.spawnEntity("Kweebec_Sapling", 0, 64, 0);
    ctx.waitTicks(1);
    HytaleAssert.assertTrue(ctx.entityExists(entity));
    StatsAssert.assertAlive(ctx.getStore(), entity);
}
@WorldTest
void applyPoisonAndWait(WorldTestContext ctx) {
    Object entity = ctx.spawnEntity("Kweebec_Sapling", 0, 64, 0);
    ctx.waitTicks(1);
    applyEffect(ctx, entity, POISON_EFFECT_INDEX);
    ctx.waitTicks(1);
    EffectAssert.assertHasEffect(ctx.getStore(), entity, POISON_EFFECT_INDEX);
}
@FlowTest(timeoutTicks = 200)
void killAndLoot(WorldTestContext ctx) {
    Object entity = ctx.spawnEntity("Kweebec_Sapling", 0, 64, 0);
    ctx.waitTicks(1);
    killEntity(ctx, entity);

    List<?> drops = ctx.awaitCondition(
        () -> collectDrops(ctx, 0, 64, 0),
        100,
        "Expected loot to drop after kill"
    );
    LootAssert.assertDropsContain(drops, "kweebec_hide");
}

Next Steps