Lock warning fix 1: publish paints in a zone phase, one lock-indicator curve, strength and progress-term pins

- Zone.Update publishes every entity's paints before any entity updates (Entity.PublishPaints), so a broken lock clears on the same tick whatever the entity order.
- ActionGameManager.ApplyLockProgress is the one lock-indicator curve, called by the outgoing and the incoming indicator.
- LockWarningTests drive the real LockWeapon through Zone.Update; pins on strength across 0.15..1.0, the direction and sensor progress terms, and both entity orders.

Not yet run: this commit's tests have not been built.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Meta Vens 2026-10-10 23:29:27 +02:00
commit 1c5c602054
4 changed files with 199 additions and 109 deletions

View file

@ -1453,9 +1453,7 @@ public class ActionGameManager : MonoBehaviour
if(showLockingIndicator)
{
indicator.Target = CurrentEntity.Target.Value.Entity.Position.ToUnity();
indicator.NoiseAmplitude = Settings.GameplaySettings.LockIndicatorNoiseAmplitude * (1 - targetLock.Lock);
indicator.NoiseFrequency = Settings.GameplaySettings.LockIndicatorFrequency.Evaluate(targetLock.Lock);
spin.Speed = Settings.GameplaySettings.LockSpinSpeed.Evaluate(targetLock.Lock);
ApplyLockProgress(indicator, spin, targetLock.Lock);
}
}
@ -1472,11 +1470,17 @@ public class ActionGameManager : MonoBehaviour
var warning = warnings[strongest];
incomingIndicator.Target = CurrentEntity.Position.ToUnity() +
new Vector3(warning.Bearing.x, 0, warning.Bearing.y) * IncomingLockIndicatorDistance;
incomingIndicator.NoiseAmplitude = Settings.GameplaySettings.LockIndicatorNoiseAmplitude * (1 - warning.Strength);
incomingIndicator.NoiseFrequency = Settings.GameplaySettings.LockIndicatorFrequency.Evaluate(warning.Strength);
incomingSpin.Speed = Settings.GameplaySettings.LockSpinSpeed.Evaluate(warning.Strength);
ApplyLockProgress(incomingIndicator, incomingSpin, warning.Strength);
}
}
// The one lock-indicator curve: outgoing (the player's own lock) and incoming (the warning's strength) both tighten through it.
private void ApplyLockProgress(PlaceUIElementWorldspace indicator, Rotate spin, float progress)
{
indicator.NoiseAmplitude = Settings.GameplaySettings.LockIndicatorNoiseAmplitude * (1 - progress);
indicator.NoiseFrequency = Settings.GameplaySettings.LockIndicatorFrequency.Evaluate(progress);
spin.Speed = Settings.GameplaySettings.LockSpinSpeed.Evaluate(progress);
}
}
public abstract class DragObject{}

View file

@ -793,6 +793,16 @@ public abstract class Entity
_incomingLocks.Clear();
}
// Zone.Update runs this on every entity before any entity updates, so a paint made during tick N is published
// at the start of tick N+1 whatever order the emitter and this ship update in; a paint that stops is gone
// one tick later for every ordering.
internal void PublishPaints()
{
_incomingLocks.Clear();
_incomingLocks.AddRange(_paintInbox);
_paintInbox.Clear();
}
// The only caller is LockWeapon.Execute; strength is the emitter's own Lock at that paint.
internal void ReceivePaint(float3 emitterPosition, EquippableItemData emitterClass, float strength)
{
@ -1393,10 +1403,6 @@ public abstract class Entity
TurnRate = 0;
if (!_active) return;
_incomingLocks.Clear();
_incomingLocks.AddRange(_paintInbox);
_paintInbox.Clear();
var velocityBefore = Velocity;
LimitClamp = float2(0, 0);
var hullData = ItemManager.GetData(Hull) as HullData;

View file

@ -226,7 +226,9 @@ public class Zone
foreach(var agent in Agents)
agent.Update(deltaTime);
foreach (var entity in Entities.ToArray()) entity.Update(deltaTime);
var entities = Entities.ToArray();
foreach (var entity in entities) entity.PublishPaints();
foreach (var entity in entities) entity.Update(deltaTime);
StepMines(deltaTime);
StepClouds(deltaTime);

View file

@ -7,8 +7,9 @@ using Xunit;
using static CultMath.math;
// A painted ship owns a typed incoming-lock warning (cut lock-warning; rulings sensor-stat-set item 4 and
// lock-warning-strength). Every fixture drives the production path: a real LockWeapon on a real ship executes,
// the receiver's own Update publishes. The warning's strength is the emitter's own Lock at the paint.
// lock-warning-strength). Every fixture drives the production path: a real LockWeapon in a real ship's gear
// executes inside Zone.Update, and the zone publishes every ship's paints before any ship updates. A paint made
// during tick N is therefore what IncomingLocks holds after tick N+1, whatever order the ships sit in the zone.
public sealed class LockWarningTests : IDisposable
{
private readonly string _root = Path.Combine(Path.GetTempPath(), "aetheria-lockwarn-" + Guid.NewGuid().ToString("N"));
@ -28,27 +29,33 @@ public sealed class LockWarningTests : IDisposable
foreach (var cell in hullShape.AllCoordinates) hullShape[cell] = true;
cache.Upsert(new HullData
{
Name = "Skiff", HullType = HullType.Ship, Shape = hullShape, Durability = 1,
Name = "Skiff", HullType = HullType.Ship, Shape = hullShape, Durability = 1000, Mass = 1000,
Hardpoints = { new HardpointData { Type = HardpointType.Sensors, Position = HardpointCell, Shape = new Shape() } }
});
cache.Upsert(new GearData
{
Name = "Launcher", Hardpoint = HardpointType.Sensors, Shape = new Shape(), Durability = 1,
Behaviors = { new InstantWeaponData { Count = Const(1), Cooldown = Const(1) } }
});
cache.Upsert(Launcher("Launcher", lockSpeed: .6f, sensorImpact: 1, lockAngle: 30, directionImpact: 1));
cache.Upsert(Launcher("SkewLauncher", lockSpeed: .8f, sensorImpact: 3, lockAngle: 45, directionImpact: 2));
cache.FlushAsync().Wait();
}
_openCache = AetheriaStores.Open(Catalog, catalogWritable: true);
var ledger = new ProvenanceLedger();
ledger.Lots[1] = new Lot { Origin = new Attributed(), Quality = 1 };
ledger.Lots[2] = new Lot { Origin = new Attributed(), Quality = 1 };
for (var lot = 1; lot < 12; lot++) ledger.Lots[lot] = new Lot { Origin = new Attributed(), Quality = 1 };
_items = new ItemManager(_openCache, ledger, new GameplaySettings
{
DefaultEntitySettings = new EntitySettings(),
Tiers = new[] { new RarityTier { Name = "Common", Quality = .5f, Rarity = 0, Color = new float3(1, 1, 1) } },
QualityPriceModifier = new ExponentialLerp(),
TargetDetectionInfoThreshold = .5f
TargetDetectionInfoThreshold = .1f,
TargetArmorInfoThreshold = .2f,
TargetGearInfoThreshold = .8f,
FiringArc = 170,
CommitHorizon = .5f,
SchematicCellSize = 1f,
UnaidedAccuracy = .05f,
UnaidedTracking = 10f,
UnaidedPrecision = 2f,
AgentMinHitProbability = 0f,
BeamResolveInterval = .1f
}, _ => { });
_zone = new Zone(_items, new PlanetSettings(), new ZonePack(), new GalaxyZone { Name = "Test Zone", Owner = null }, null);
}
@ -61,88 +68,150 @@ public sealed class LockWarningTests : IDisposable
private static PerformanceStat Const(float v) => new PerformanceStat { Min = v, Max = v };
private Ship NewShip(float3 position, bool launcher)
private static GearData Launcher(string name, float lockSpeed, float sensorImpact, float lockAngle, float directionImpact) => new GearData
{
Name = name, Hardpoint = HardpointType.Sensors, Shape = new Shape(), Durability = 1,
MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000,
Behaviors =
{
new LockWeaponData
{
Damage = Const(0), Range = Const(1000), MinRange = Const(0), Velocity = Const(0),
Spread = Const(0), DamageSpread = Const(0), Penetration = Const(0), Count = Const(1),
BurstTime = Const(0), Cooldown = Const(1000),
DamageCurve = new BezierCurve { Keys = new[] { float4(0, 1, 0, 0), float4(1, 1, 0, 0) } },
LockSpeed = Const(lockSpeed), SensorImpact = Const(sensorImpact), LockAngle = Const(lockAngle),
DirectionImpact = Const(directionImpact), Decay = Const(.1f)
}
}
};
private int _nextLot = 2;
private Ship NewShip(float3 position, string launcher = null)
{
var hullRef = _items.ItemData.RefOf<ItemData>(_items.ItemData.GetByName<HullData>("Skiff"));
var ship = new Ship(_items, _zone, new EquippableItem { Data = hullRef, Durability = 1, Lot = 1 }, new EntitySettings())
var ship = new Ship(_items, _zone, new EquippableItem { Data = hullRef, Durability = 1000, Lot = 1 }, new EntitySettings())
{ Faction = new Faction { Name = "F" + Guid.NewGuid().ToString("N") } };
if (launcher)
if (launcher != null)
{
var gearRef = _items.ItemData.RefOf<ItemData>(_items.ItemData.GetByName<GearData>("Launcher"));
Assert.True(ship.TryEquip(new EquippableItem { Data = gearRef, Durability = 1, Lot = 2 }, HardpointCell));
_launchers[ship] = new LockWeapon(new LockWeaponData
{
LockSpeed = Const(.6f), SensorImpact = Const(1), LockAngle = Const(30),
DirectionImpact = Const(1), Decay = Const(.1f)
}, GearOf(ship));
var gearRef = _items.ItemData.RefOf<ItemData>(_items.ItemData.GetByName<GearData>(launcher));
Assert.True(ship.TryEquip(new EquippableItem { Data = gearRef, Durability = 1, Lot = _nextLot++ }, HardpointCell));
}
_zone.Entities.Add(ship);
ship.Activate();
ship.Position = position;
_zone.Update(0f); // brings the gear online
return ship;
}
private readonly System.Collections.Generic.Dictionary<Entity, LockWeapon> _launchers = new System.Collections.Generic.Dictionary<Entity, LockWeapon>();
private static EquippedItem GearOf(Entity e) => e.Equipment.Single(i => i.Behaviors.Any(b => b is Weapon));
private LockWeapon LauncherOf(Entity e) => _launchers[e];
private static LockWeapon LauncherOf(Entity e) => e.GetBehavior<LockWeapon>();
// The locker targets `target`, hostile to it, aimed straight at it (or along `aim`), then the launcher ticks.
private LockWeapon Aim(Ship locker, Ship target, float dt, float3? aim = null)
private static EquippedItem GearOf(Entity e) => e.Equipment.Single(i => i.Behaviors.Any(b => b is LockWeapon));
// The locker targets `target`, hostile to it, aimed straight at it (or along `aim`). The next zone tick paints.
private static void Aim(Ship locker, Ship target, float3? aim = null, float info = 1f)
{
locker.SetIff(target, true);
locker.EntityInfoGathered[target] = 1;
locker.EntityInfoGathered[target] = info;
locker.SetTarget(target);
locker.Aim = aim ?? normalize(target.Position - locker.Position);
var launcher = LauncherOf(locker);
launcher.Execute(dt);
return launcher;
}
private void Tick(float dt) => _zone.Update(dt);
[Fact]
public void APaintedShipLearnsBearingClassAndStrength()
{
var locker = NewShip(float3(0, 0, 0), launcher: true);
var b = NewShip(float3(3, 0, 4), launcher: false);
var locker = NewShip(float3(0, 0, 0), "Launcher");
var b = NewShip(float3(3, 0, 4));
var launcher = LauncherOf(locker);
var launcher = Aim(locker, b, .5f);
b.Update(.01f);
Aim(locker, b);
Tick(.5f);
Assert.Empty(b.IncomingLocks); // published at the start of the next tick
Assert.Equal(.3f, launcher.Lock, 4); // fixture: 0.6 speed * 0.5 s on a dead-on, fully sensed target
Tick(.5f);
var warning = Assert.Single(b.IncomingLocks);
Assert.Equal(-.6f, warning.Bearing.x, 4);
Assert.Equal(-.8f, warning.Bearing.y, 4);
Assert.Same(GearOf(locker).Data, warning.EmitterClass);
Assert.Equal(.3f, launcher.Lock, 4); // fixture: 0.6 speed * 0.5 s on a dead-on, fully sensed target
Assert.Equal(.3f, warning.Strength, 4);
// The strength follows the emitter's lock as it grows: a stale or scaled copy would not.
Aim(locker, b, .5f);
b.Update(.01f);
Assert.Equal(.6f, launcher.Lock, 4);
Tick(0f);
Assert.Equal(.6f, Assert.Single(b.IncomingLocks).Strength, 4);
}
[Fact]
public void AStrengthAtTheCeilingIsOne()
// The whole range of strength is pinned, not its middle: lock = 0.6 * dt on a dead-on, fully sensed target.
[Theory]
[InlineData(.25f, .15f)]
[InlineData(1f, .6f)]
[InlineData(1.25f, .75f)]
[InlineData(1.5f, .9f)]
[InlineData(1.55f, .93f)]
[InlineData(1.6f, .96f)]
[InlineData(1.65f, .99f)]
[InlineData(5f, 1f)]
public void StrengthIsTheLockAcrossItsWholeRange(float dt, float expectedLock)
{
var locker = NewShip(float3(0, 0, 0), launcher: true);
var b = NewShip(float3(0, 0, 9), launcher: false);
var locker = NewShip(float3(0, 0, 0), "Launcher");
var b = NewShip(float3(0, 0, 9));
Aim(locker, b, 5f); // saturates the lock
b.Update(.01f);
Aim(locker, b);
Tick(dt);
Assert.Equal(expectedLock, LauncherOf(locker).Lock, 4);
Tick(0f);
Assert.Equal(1f, Assert.Single(b.IncomingLocks).Strength, 4);
var strength = Assert.Single(b.IncomingLocks).Strength;
Assert.Equal(expectedLock, strength, 4);
Assert.Equal(LauncherOf(locker).Lock, strength, 4);
}
// The lock's progress terms: direction (lerp ^ DirectionImpact) and sensor info (info ^ SensorImpact), each
// with an exponent other than 1, aimed off-axis at a partly sensed target. Lock after dt = 1:
// 0.8 * (1 - 30/90)^2 * 0.8^3 = 0.18204.
[Fact]
public void TheLockGrowsByDirectionAndSensorTermsNotJustSpeed()
{
var locker = NewShip(float3(0, 0, 0), "SkewLauncher");
var b = NewShip(float3(0, 0, 9));
var thirtyOff = float3(sin(30f * .0174533f), 0, cos(30f * .0174533f));
Aim(locker, b, thirtyOff, info: .8f);
Tick(1f);
Assert.Equal(.18204f, LauncherOf(locker).Lock, 4);
Tick(0f);
Assert.Equal(.18204f, Assert.Single(b.IncomingLocks).Strength, 4);
}
// Dead on, the direction term is 1 and the sensor term alone scales the lock: 0.8 * 0.5^3 = 0.1.
[Fact]
public void TheSensorTermAloneScalesADeadOnLock()
{
var locker = NewShip(float3(0, 0, 0), "SkewLauncher");
var b = NewShip(float3(0, 0, 9));
Aim(locker, b, info: .5f);
Tick(1f);
Assert.Equal(.1f, LauncherOf(locker).Lock, 4);
}
[Fact]
public void APaintFromALockerItCannotSeeStillWarns()
{
var locker = NewShip(float3(0, 0, 0), launcher: true);
var b = NewShip(float3(0, 0, 9), launcher: false);
var locker = NewShip(float3(0, 0, 0), "Launcher");
var b = NewShip(float3(0, 0, 9));
b.EntityInfoGathered[locker] = 0;
Assert.DoesNotContain(locker, b.VisibleEnemies);
Aim(locker, b, .5f);
b.Update(.01f);
Aim(locker, b);
Tick(.5f);
Tick(0f);
Assert.Single(b.IncomingLocks);
Assert.DoesNotContain(locker, b.VisibleEnemies);
@ -151,9 +220,9 @@ public sealed class LockWarningTests : IDisposable
[Fact]
public void TargetedIsNotPainted()
{
var locker = NewShip(float3(0, 0, 0), launcher: true);
var b = NewShip(float3(0, 0, 9), launcher: false);
var c = NewShip(float3(9, 0, 0), launcher: false);
var locker = NewShip(float3(0, 0, 0), "Launcher");
var b = NewShip(float3(0, 0, 9));
var c = NewShip(float3(9, 0, 0));
// B is targeted but the launcher is aimed at C, far outside LockAngle of B.
locker.SetIff(b, true);
@ -162,102 +231,111 @@ public sealed class LockWarningTests : IDisposable
locker.EntityInfoGathered[c] = 1;
locker.SetTarget(b);
locker.Aim = float3(1, 0, 0);
LauncherOf(locker).Execute(.5f);
b.Update(.01f);
c.Update(.01f);
Tick(.5f);
Tick(0f);
Assert.Empty(b.IncomingLocks);
Assert.Empty(c.IncomingLocks); // C is aimed at but not the target: nothing paints it either
}
[Fact]
public void AWarningEndsOneTickAfterItsPaint()
// A broken lock stops warning on the same tick whichever of the two ships the zone updates first.
[Theory]
[InlineData(true)]
[InlineData(false)]
public void AWarningEndsTwoTicksAfterItsLastPaintInEveryEntityOrder(bool receiverFirst)
{
var locker = NewShip(float3(0, 0, 0), launcher: true);
var b = NewShip(float3(0, 0, 9), launcher: false);
Ship locker, b;
if (receiverFirst)
{
b = NewShip(float3(0, 0, 9));
locker = NewShip(float3(0, 0, 0), "Launcher");
}
else
{
locker = NewShip(float3(0, 0, 0), "Launcher");
b = NewShip(float3(0, 0, 9));
}
Assert.Equal(receiverFirst ? (Entity) b : locker, _zone.Entities[0]);
var launcher = Aim(locker, b, .5f);
b.Update(.01f);
Assert.Single(b.IncomingLocks);
// No emission this tick (the launcher item is offline): the warning is gone after B's next Update.
b.Update(.01f);
Aim(locker, b);
Tick(.5f); // tick 1: painted
Assert.Empty(b.IncomingLocks);
// The locker turns away: the lock decays but is still above zero, and nothing is painted.
Aim(locker, b, .5f);
b.Update(.01f);
Tick(.5f); // tick 2: tick 1's paint published, painted again
Assert.Single(b.IncomingLocks);
locker.Aim = float3(0, 0, -1);
launcher.Execute(.5f);
Assert.True(launcher.Lock > 0f, "fixture: the lock decays, it does not vanish");
b.Update(.01f);
locker.Aim = float3(0, 0, -1); // the lock breaks: decays, paints nothing
Tick(.5f); // tick 3: tick 2's paint published, nothing painted
Assert.Single(b.IncomingLocks);
Assert.True(LauncherOf(locker).Lock > 0f, "fixture: the lock decays, it does not vanish");
Tick(.5f); // tick 4: nothing to publish
Assert.Empty(b.IncomingLocks);
}
[Fact]
public void ARetargetedLockerNoLongerWarnsItsOldTarget()
{
var locker = NewShip(float3(0, 0, 0), launcher: true);
var b = NewShip(float3(0, 0, 9), launcher: false);
var c = NewShip(float3(9, 0, 0), launcher: false);
var locker = NewShip(float3(0, 0, 0), "Launcher");
var b = NewShip(float3(0, 0, 9));
var c = NewShip(float3(9, 0, 0));
var launcher = LauncherOf(locker);
var launcher = Aim(locker, b, .5f);
b.Update(.01f);
Aim(locker, b);
Tick(.5f);
Tick(.5f);
Assert.Single(b.IncomingLocks);
Aim(locker, c, .5f); // retarget: aim at C
b.Update(.01f);
c.Update(.01f);
Aim(locker, c); // retarget: aim at C
Tick(.5f); // the lock restarts on C: 0.3
Tick(0f); // tick after the retarget: B has nothing newer to publish
Assert.Empty(b.IncomingLocks);
Assert.Equal(.3f, Assert.Single(c.IncomingLocks).Strength, 4); // the lock restarted on C
Assert.Equal(.3f, Assert.Single(c.IncomingLocks).Strength, 4);
Assert.Equal(.3f, launcher.Lock, 4);
}
[Fact]
public void EachPainterIsItsOwnWarning()
{
var one = NewShip(float3(0, 0, 0), launcher: true);
var two = NewShip(float3(10, 0, 10), launcher: true);
var b = NewShip(float3(0, 0, 10), launcher: false);
var one = NewShip(float3(0, 0, 0), "Launcher");
var two = NewShip(float3(10, 0, 10), "Launcher");
var b = NewShip(float3(0, 0, 10));
Aim(one, b, .5f); // 0.3
Aim(two, b, .25f); // 0.15
b.Update(.01f);
Aim(one, b); // dead on: 0.6 * 0.5 = 0.3
var twentyOff = float3(-cos(20f * .0174533f), 0, sin(20f * .0174533f));
Aim(two, b, twentyOff); // 20 degrees off: 0.3 * (1 - 20/90) = 0.23333
Tick(.5f);
Tick(0f);
Assert.Equal(2, b.IncomingLocks.Count);
var strengths = b.IncomingLocks.Select(w => w.Strength).OrderBy(s => s).ToArray();
Assert.Equal(.15f, strengths[0], 4);
Assert.Equal(.3f, strengths[1], 4); // never summed to 0.45
Assert.Equal(.23333f, strengths[0], 4);
Assert.Equal(.3f, strengths[1], 4); // never summed
Assert.Equal(2, b.IncomingLocks.Select(w => (w.Bearing.x, w.Bearing.y)).Distinct().Count());
}
[Fact]
public void AnInactiveShipHoldsNoWarnings()
{
var locker = NewShip(float3(0, 0, 0), launcher: true);
var b = NewShip(float3(0, 0, 9), launcher: false);
Aim(locker, b, .5f);
b.Update(.01f);
var locker = NewShip(float3(0, 0, 0), "Launcher");
var b = NewShip(float3(0, 0, 9));
Aim(locker, b);
Tick(.5f);
Tick(0f);
Assert.Single(b.IncomingLocks);
b.Deactivate();
Assert.Empty(b.IncomingLocks);
Aim(locker, b, .5f); // painted while docked or dead
b.Update(.01f);
Assert.Empty(b.IncomingLocks);
Tick(.5f); // painted while docked or dead
b.Activate();
b.Update(.01f);
Tick(0f);
Assert.Empty(b.IncomingLocks); // the paint received while inactive was never stored
// A paint still waiting in the inbox when the ship deactivates does not survive to the next activation.
Aim(locker, b, .5f);
Tick(.5f);
b.Deactivate();
b.Activate();
b.Update(.01f);
Tick(0f);
Assert.Empty(b.IncomingLocks);
}
}