diff --git a/tests/Aetheria.Shared.Tests/DeterminismLedgerTests.cs b/tests/Aetheria.Shared.Tests/DeterminismLedgerTests.cs index e3ab326f0..6ff03b525 100644 --- a/tests/Aetheria.Shared.Tests/DeterminismLedgerTests.cs +++ b/tests/Aetheria.Shared.Tests/DeterminismLedgerTests.cs @@ -24,8 +24,9 @@ public sealed partial class RunStartTests // The two-AI fight's digest, captured on Yggdrasil. Replays are trusted only on the host class that recorded them // (ruling replays-per-host-class), and arenas run on Linux. private const string TwoAiPinnedHostClass = "linux-x64"; - // Repinned once, for the side split: the two fighters are unaffiliated, were one side and each followed itself. - private const string TwoAiPinnedDigest = "1b2ffe51f799e762199717a3bc003e880a80106023463aabc40bd2e4f746697c"; + // Repinned twice. First for the side split: the two fighters are unaffiliated, were one side and each followed itself. + // Then for staged knowledge (ruling repin-for-staged-knowledge): the fighters are staged knowing each other, so they engage at step 0. + private const string TwoAiPinnedDigest = "ce81a426c40495e4b4b7b7f83ad23767cc781dce5523d713b4455e0aa5b7fe33"; private const int TwoAiSteps = 3600; [Fact] diff --git a/tests/Aetheria.Shared.Tests/LockOnScenarioTests.cs b/tests/Aetheria.Shared.Tests/LockOnScenarioTests.cs index 603a6bea0..e88abc220 100644 --- a/tests/Aetheria.Shared.Tests/LockOnScenarioTests.cs +++ b/tests/Aetheria.Shared.Tests/LockOnScenarioTests.cs @@ -23,10 +23,10 @@ public sealed partial class RunStartTests var toPlayer = normalize(player.Position.xz - hostile.Position.xz); Assert.True(dot(normalize(hostile.Direction), toPlayer) >= cos(radians(5f)), "the hostile faces the player"); - // The first real sensing tick: the hostile holds no track of the player, and the sim's own passive sensing, asked for - // the player's signature at the staged place, settles below the detection threshold: the staging is out of its sight. + // The hostile is staged knowing the player (ruling stage-states-pilot-knowledge): it starts with a track of it. The sim's + // own passive sensing, asked for the player's signature at the staged place, settles below the detection threshold: the + // staging is out of its sight, so the staged track is all that carries it in. arena.Update(.1f); - Assert.False(hostile.VisibleEnemies.Any(x => ReferenceEquals(x, player)), "the player is out of sight"); Assert.DoesNotContain(player.IncomingPaints, paint => paint.Mode == PaintMode.Track); Assert.True(player.Visibility > 0f, "the player shows a signature to be seen by"); var threshold = player.ItemManager.GameplaySettings.TargetDetectionInfoThreshold; diff --git a/tests/Aetheria.Shared.Tests/PilotSeamTests.cs b/tests/Aetheria.Shared.Tests/PilotSeamTests.cs index 3bfeb9f42..64eb493d8 100644 --- a/tests/Aetheria.Shared.Tests/PilotSeamTests.cs +++ b/tests/Aetheria.Shared.Tests/PilotSeamTests.cs @@ -462,7 +462,7 @@ public sealed partial class RunStartTests var aim = normalize(east.Command.Aim.Value.xz); var toThird = dot(aim, normalize(third.Position.xz - east.Position.xz)); var toWest = dot(aim, normalize(west.Position.xz - east.Position.xz)); - Assert.True(toThird > toWest + .2f, $"aims at the designated target: toThird {toThird} toWest {toWest}"); + Assert.True(toThird > toWest + .2f, $"aims at the designated target: toThird {toThird} toWest {toWest} tracked {east.VisibleEntities.Contains(third)}"); } [Fact]