Signatures: every light signature names its channel and item through Entity.SetSignature
VisibilitySources holds Signature (channel, strength, item); the eight direct writes go through the one writer; Visibility stays the sum; SignatureOn(channel) splits it. VisibilityData gains Key(3) Channel. No number changes. Not yet built or tested at this commit (verification follows). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
parent
e0b123a98d
commit
1d14edea3a
13 changed files with 431 additions and 16 deletions
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@ -170,7 +170,7 @@ public class ConstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerC
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CauseWearDamage(dt);
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AddHeat(Evaluate(_data.Heat) * dt);
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Entity.VisibilitySources[this] = Evaluate(_data.Visibility);
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Entity.SetSignature(this, SignatureChannel.LaunchFlash, Evaluate(_data.Visibility), Item);
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// Cut 4 (docs/fire-control-cut.md): a beam is a sequence of rolls, not a continuous truth -- one
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// FireControl.Fire per BeamResolveInterval, for that interval's worth of Damage, through the same
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@ -277,7 +277,7 @@ public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerCo
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}
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CauseWearDamage(1);
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AddHeat(Heat);
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Entity.VisibilitySources[this] = Visibility;
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Entity.SetSignature(this, SignatureChannel.LaunchFlash, Visibility, Item);
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}
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return true;
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}
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@ -118,7 +118,7 @@ public class Radiator : Behavior, IAlwaysUpdatedBehavior, IInitializableBehavior
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Emissivity = Evaluate(_data.Emissivity);
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var rad = pow(RadiatorTemperature, ItemManager.GameplaySettings.HeatRadiationExponent) * ItemManager.GameplaySettings.HeatRadiationMultiplier * Emissivity;
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RadiatorTemperature -= rad * delta;
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Entity.VisibilitySources[this] = rad;
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Entity.SetSignature(this, SignatureChannel.Thermal, rad, Item);
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}
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public void Initialize()
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@ -43,7 +43,7 @@ public class Reflector : Behavior
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public override bool Execute(float dt)
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{
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Entity.VisibilitySources[this] = Evaluate(_data.CrossSection) * Entity.Zone.GetLight(Entity.Position.xz);
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Entity.SetSignature(this, SignatureChannel.Reflection, Evaluate(_data.CrossSection) * Entity.Zone.GetLight(Entity.Position.xz), Item);
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return true;
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}
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@ -114,7 +114,7 @@ public class Sensor : Behavior, IEventBehavior, IPowerConsumer
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// nothing would ever fill this capacitor; bypass it rather than starving such an instance forever.
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if(_pingCooldown < 0 && (Item == null || _capacitor.TrySpend(_capacitor.Capacity)))
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{
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Entity.VisibilitySources[this] = Evaluate(_data.PingVisibility);
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Entity.SetSignature(this, SignatureChannel.Emission, Evaluate(_data.PingVisibility), Item); // interim: emissions-heard replaces this with a range-gated emission
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_pinging = true;
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_pingCooldown = 1;
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_pingLerp = 0;
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@ -119,8 +119,8 @@ public class Thruster : Behavior, IPowerConsumer
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Entity.TurnRate += turnRate;
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AddHeat(_input * Evaluate(_data.Heat) * dt);
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var vis = _input * Evaluate(_data.Visibility);
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if (!Entity.VisibilitySources.ContainsKey(this) || vis > Entity.VisibilitySources[this])
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Entity.VisibilitySources[this] = vis;
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if (!Entity.VisibilitySources.TryGetValue(this, out var burn) || vis > burn.Strength)
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Entity.SetSignature(this, SignatureChannel.DrivePlume, vis, Item);
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return true;
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}
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return false;
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@ -15,6 +15,9 @@ public class VisibilityData : BehaviorData
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[Inspectable, JsonProperty("visibilityDecay"), Key(2)]
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public PerformanceStat VisibilityDecay = new PerformanceStat();
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[Inspectable, JsonProperty("channel"), Key(3)]
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public SignatureChannel Channel = SignatureChannel.Thermal;
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public override Behavior CreateInstance(EquippedItem item)
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{
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@ -41,7 +44,7 @@ public class Visibility : Behavior
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public override bool Execute(float dt)
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{
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Entity.VisibilitySources[this] = Evaluate(_data.Visibility);
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Entity.SetSignature(this, _data.Channel, Evaluate(_data.Visibility), Item);
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return true;
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}
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}
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@ -85,7 +85,12 @@ public abstract class Entity
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// public Dictionary<Guid, float> Personality = new Dictionary<Guid, float>();
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public readonly Dictionary<string, float> Messages = new Dictionary<string, float>();
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public readonly Dictionary<object, float> VisibilitySources = new Dictionary<object, float>();
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public readonly Dictionary<object, Signature> VisibilitySources = new Dictionary<object, Signature>();
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// The one writer of VisibilitySources (the decay loop in Update is the one decayer). Every light signature
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// names its channel and the item that produced it (null for the hull).
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public void SetSignature(object source, SignatureChannel channel, float strength, EquippedItem item) =>
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VisibilitySources[source] = new Signature(channel, strength, item);
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public readonly ReactiveDictionary<Entity, float> EntityInfoGathered = new ReactiveDictionary<Entity, float>();
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public (List<Weapon> weapons, List<EquippedItem> items)[] WeaponGroups;
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@ -158,7 +163,9 @@ public abstract class Entity
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public ItemManager ItemManager { get; }
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public int AssignedPopulation => PopulationAssignments.Sum(pa => pa.AssignedPopulation);
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public float Mass { get; private set; }
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public float Visibility => VisibilitySources.Values.Sum();
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public float Visibility => VisibilitySources.Values.Sum(s => s.Strength);
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public float SignatureOn(SignatureChannel channel) =>
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VisibilitySources.Values.Where(s => s.Channel == channel).Sum(s => s.Strength);
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public Subject<Entity> IncomingHit = new Subject<Entity>();
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public Subject<(int2 pos, float damage)> ArmorDamage = new Subject<(int2, float)>();
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@ -1423,9 +1430,9 @@ public abstract class Entity
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foreach (var v in VisibilitySources.Keys.ToArray())
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{
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VisibilitySources[v] = decay(VisibilitySources[v], ItemManager.GameplaySettings.VisibilityDecay, delta);
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VisibilitySources[v] = VisibilitySources[v].WithStrength(decay(VisibilitySources[v].Strength, ItemManager.GameplaySettings.VisibilityDecay, delta));
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if (VisibilitySources[v] < 0.1f) VisibilitySources.Remove(v);
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if (VisibilitySources[v].Strength < 0.1f) VisibilitySources.Remove(v);
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}
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UpdateTemperature(delta);
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@ -1616,7 +1623,7 @@ public abstract class Entity
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MaxTemp = NewTemperature[v.x, v.y];
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}
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VisibilitySources[this] = radiation;
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SetSignature(this, SignatureChannel.Thermal, radiation, null);
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var swap = Temperature;
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Temperature = NewTemperature;
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NewTemperature = swap;
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30
Assets/Scripts/ServerShared/Sensing.cs
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30
Assets/Scripts/ServerShared/Sensing.cs
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@ -0,0 +1,30 @@
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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// Light signatures split by channel (ruling visibility-per-capability-reveal): an observer learns what a ship
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// is by which channel carries the light. Append-only: values are serialized in VisibilityData.
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public enum SignatureChannel
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{
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Thermal,
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Reflection,
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DrivePlume,
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LaunchFlash,
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Emission
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}
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public readonly struct Signature
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{
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public readonly SignatureChannel Channel;
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public readonly float Strength;
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public readonly EquippedItem Item;
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public Signature(SignatureChannel channel, float strength, EquippedItem item)
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{
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Channel = channel;
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Strength = strength;
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Item = item;
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}
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public Signature WithStrength(float strength) => new Signature(Channel, strength, Item);
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}
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11
Assets/Scripts/ServerShared/Sensing.cs.meta
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11
Assets/Scripts/ServerShared/Sensing.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: a3c91e5d7b2f4086b1d4e9f07c6a2358
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -449,7 +449,7 @@ public sealed class FireControlPerWeaponTests : IDisposable
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costs.Ammo = ammoBefore - weapon.Ammo;
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costs.ChargeSpent = chargeBefore - capacitor.Charge;
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costs.Heat = r.Gun.Item.Temperature - heatBefore;
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costs.Visible = r.Shooter.VisibilitySources.TryGetValue(weapon, out var v) && v > 1f;
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costs.Visible = r.Shooter.VisibilitySources.TryGetValue(weapon, out var v) && v.Strength > 1f;
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costs.CanFire = weapon.CanFire;
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return costs;
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}
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@ -511,7 +511,7 @@ public sealed class FireControlPerWeaponTests : IDisposable
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var request = weapon.PowerRequest(.1f);
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for (var i = 0; i < 5; i++) r.Zone.Update(.1f);
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var visible = r.Shooter.VisibilitySources.TryGetValue(weapon, out var v) && v > 1f;
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var visible = r.Shooter.VisibilitySources.TryGetValue(weapon, out var v) && v.Strength > 1f;
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return (shots, wears, request, visible, r.Gun.Item.Temperature - heatBefore, stops, weapon.Firing);
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}
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364
tests/Aetheria.Shared.Tests/SignatureTests.cs
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364
tests/Aetheria.Shared.Tests/SignatureTests.cs
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@ -0,0 +1,364 @@
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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using CultMath;
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using GameCult.Caching;
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using Xunit;
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using static CultMath.math;
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using float2 = CultMath.float2;
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using float3 = CultMath.float3;
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using int2 = CultMath.int2;
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// Visibility cut 1 (ruling visibility-per-capability-reveal): every light signature names the channel it travels
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// on and the item that produced it, through the one writer Entity.SetSignature, and Visibility stays the sum. No
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// number changes. Each fixture is the production path the rule is about: a real ship, real gear, real ticks.
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public sealed class SignatureTests : IDisposable
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{
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private readonly string _root = Path.Combine(Path.GetTempPath(), "aetheria-signature-" + Guid.NewGuid().ToString("N"));
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private readonly List<CultCache> _caches = new List<CultCache>();
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public SignatureTests() => Directory.CreateDirectory(_root);
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public void Dispose()
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{
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foreach (var c in _caches) c.Dispose();
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Directory.Delete(_root, true);
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}
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private static PerformanceStat Constant(float v) => new PerformanceStat { Min = v, Max = v };
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private static GameplaySettings Settings(float visibilityDecay) => new GameplaySettings
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{
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DefaultEntitySettings = new EntitySettings(),
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Tiers = new[] { new RarityTier { Name = "Common", Quality = .5f, Rarity = 0, Color = new float3(1, 1, 1) } },
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QualityPriceModifier = new ExponentialLerp(),
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TargetDetectionInfoThreshold = .1f,
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TargetArmorInfoThreshold = .2f,
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TargetGearInfoThreshold = .8f,
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FiringArc = 170,
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CommitHorizon = .5f,
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SchematicCellSize = 2f,
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UnaidedAccuracy = .05f,
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UnaidedTracking = 10f,
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UnaidedPrecision = 1000f,
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AgentMinHitProbability = .2f,
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BeamResolveInterval = .1f,
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VisibilityDecay = visibilityDecay,
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// The hull radiates nothing, so every sum below is the sum of the authored constants.
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HeatRadiationMultiplier = 0f
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};
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private static GearData Gear(string name, BehaviorData behavior) => new GearData
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{
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Name = name, Hardpoint = HardpointType.Tool, Shape = new Shape(), Durability = 10,
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MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000,
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Behaviors = { behavior }
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};
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private enum Armament { None, Gun, Beam }
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private sealed class Rig
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{
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public Zone Zone;
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public Ship Ship;
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public EquippedItem WeaponItem;
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public Weapon Weapon;
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}
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private static Shape Solid(int w, int h)
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{
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var shape = new Shape(w, h);
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foreach (var cell in shape.AllCoordinates) shape[cell] = true;
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return shape;
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}
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// A 5x5 hull with a reactor and, optionally, a fused gun or beam (it fires at no target: Range 40 outruns its
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// arming distance 30), then the given gear. A thruster goes on the centre column so it needs no torque.
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private Rig Build(Armament armament, float visibilityDecay, ThrusterData thruster, params BehaviorData[] gear)
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{
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var cache = AetheriaStores.Open(Path.Combine(_root, Guid.NewGuid().ToString("N") + ".cc"), catalogWritable: true);
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_caches.Add(cache);
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cache.Upsert(new VerseGrammar { Revision = 1 });
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var hull = new HullData
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{
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Name = "Skiff", HullType = HullType.Ship, Shape = Solid(5, 5), Durability = 1000000, Mass = 1000,
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Hardpoints = { new HardpointData { Type = HardpointType.Sensors, Position = new int2(0, 0), Shape = new Shape() } }
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};
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cache.Upsert(hull);
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cache.Upsert(Gear("Reactor", new ReactorData { Charge = Constant(1000), Efficiency = Constant(1), OverloadEfficiency = Constant(1), ThrottlingFactor = Constant(2) }));
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cache.Upsert(Gear("Targeting", new TargetingSystemData { Accuracy = Constant(1), Resolution = Constant(1000f), Precision = Constant(1000f), Tracking = Constant(1000000f) }));
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if (armament != Armament.None)
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{
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WeaponData behavior = armament == Armament.Beam
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? new ConstantWeaponData()
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: new InstantWeaponData { Count = Constant(1), BurstTime = Constant(0), Cooldown = Constant(1) };
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behavior.Damage = Constant(100);
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behavior.Range = Constant(40);
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behavior.MinRange = Constant(0);
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behavior.Velocity = Constant(0);
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behavior.Spread = Constant(0);
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behavior.DamageSpread = Constant(0);
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behavior.Penetration = Constant(0);
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behavior.Energy = Constant(50);
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behavior.Heat = Constant(0);
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behavior.Visibility = Constant(100);
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behavior.MagazineSize = armament == Armament.Gun ? 5 : 0;
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behavior.DamageCurve = new BezierCurve { Keys = new[] { float4(0, 1, 0, 0), float4(1, 1, 0, 0) } };
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cache.Upsert(new WeaponItemData
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{
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Name = "Gun", Hardpoint = HardpointType.Sensors, Shape = new Shape(), Durability = 1,
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MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000,
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Fuse = WeaponFuse.Proximity, BlastRadius = 30f,
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Behaviors = { behavior }
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});
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}
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if (thruster != null) cache.Upsert(Gear("Thruster", thruster));
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for (var i = 0; i < gear.Length; i++) cache.Upsert(Gear("Gear" + i, gear[i]));
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cache.FlushAsync().Wait();
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var ledger = new ProvenanceLedger();
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for (var i = 1; i <= 100; i++) ledger.Lots[i] = new Lot { Origin = new Attributed(), Quality = 1 };
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var items = new ItemManager(cache, ledger, Settings(visibilityDecay), _ => { });
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var zone = new Zone(items, new PlanetSettings(), new ZonePack(), new GalaxyZone { Name = "Signatures", Owner = null }, null);
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var lot = 1;
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EquippableItem Make(string name) => new EquippableItem
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{
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Data = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<ItemData>(name)), Durability = 10, Lot = lot++
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};
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var ship = new Ship(items, zone, new EquippableItem { Data = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<HullData>("Skiff")), Durability = 1000000, Lot = lot++ }, new EntitySettings());
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var rig = new Rig { Zone = zone, Ship = ship };
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if (armament != Armament.None)
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{
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var gun = Make("Gun");
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Assert.True(ship.TryEquip(gun, new int2(0, 0)));
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rig.WeaponItem = ship.Equipment.Single(x => x.EquippableItem == gun);
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rig.Weapon = (Weapon) rig.WeaponItem.Behaviors.Single(b => b is Weapon);
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}
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if (thruster != null) Assert.True(ship.TryEquip(Make("Thruster"), new int2(2, 1)));
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foreach (var name in new[] { "Targeting", "Reactor" }.Concat(gear.Select((_, i) => "Gear" + i)))
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{
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var item = Make(name);
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Assert.True(ship.TryFindSpace(item, out var at));
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Assert.True(ship.TryEquip(item, at));
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}
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zone.Entities.Add(ship);
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ship.Activate();
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ship.Aim = float3(0, 0, 1);
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zone.Update(1f);
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return rig;
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}
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private static void Fire(Rig r)
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{
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if (r.Weapon is InstantWeapon gun)
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{
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var capacitor = (InputCapacitor) typeof(InstantWeapon).GetField("_capacitor", BindingFlags.Instance | BindingFlags.NonPublic).GetValue(gun);
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capacitor.AddCharge(1000f);
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}
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r.Ship.SetTarget(TargetRef.None);
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r.Weapon.Activate();
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for (var i = 0; i < 5; i++) r.Zone.Update(.1f);
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}
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private static Signature Of(Ship ship, object source) => ship.VisibilitySources[source];
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private static T Single<T>(Ship ship) where T : Behavior => ship.GetBehavior<T>();
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// ---- EveryWriterNamesItsChannel ----
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[Fact]
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public void AFiredGunShowsALaunchFlashWithItsItem()
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{
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var r = Build(Armament.Gun, 0f, null);
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Fire(r);
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var s = Of(r.Ship, r.Weapon);
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Assert.Equal(SignatureChannel.LaunchFlash, s.Channel);
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Assert.Same(r.WeaponItem, s.Item);
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Assert.True(s.Strength > 1f, "fixture: the gun fired");
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}
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[Fact]
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public void ABurningBeamShowsALaunchFlashWithItsItem()
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{
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var r = Build(Armament.Beam, 0f, null);
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Fire(r);
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var s = Of(r.Ship, r.Weapon);
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Assert.Equal(SignatureChannel.LaunchFlash, s.Channel);
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Assert.Same(r.WeaponItem, s.Item);
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Assert.True(s.Strength > 1f, "fixture: the beam burned");
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}
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private static ThrusterData Drive(float visibility) =>
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new ThrusterData { Thrust = Constant(100), Visibility = Constant(visibility), Heat = Constant(0), EnergyUsage = Constant(10) };
|
||||
|
||||
private static void Burn(Rig r, float input)
|
||||
{
|
||||
r.Ship.MovementDirection = float2(0, -input);
|
||||
r.Zone.Update(.1f);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ABurningThrusterShowsADrivePlumeWithItsItem()
|
||||
{
|
||||
var r = Build(Armament.None, 0f, Drive(10));
|
||||
var thruster = Single<Thruster>(r.Ship);
|
||||
thruster.Item.UpdatePerformance();
|
||||
Burn(r, 1f);
|
||||
var s = Of(r.Ship, thruster);
|
||||
Assert.Equal(SignatureChannel.DrivePlume, s.Channel);
|
||||
Assert.Same(thruster.Item, s.Item);
|
||||
Assert.True(s.Strength > 1f, "fixture: the thruster burned");
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ARadiatorShowsAThermalSignatureWithItsItem()
|
||||
{
|
||||
var r = Build(Armament.None, 0f, null, new RadiatorData
|
||||
{
|
||||
Emissivity = Constant(1), PumpedHeat = Constant(0), TemperatureFloor = 0, WasteHeat = Constant(0), EnergyUsage = Constant(0), ThermalMass = Constant(1000)
|
||||
});
|
||||
var radiator = Single<Radiator>(r.Ship);
|
||||
var s = Of(r.Ship, radiator);
|
||||
Assert.Equal(SignatureChannel.Thermal, s.Channel);
|
||||
Assert.Same(radiator.Item, s.Item);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void AReflectorShowsAReflectionWithItsItem()
|
||||
{
|
||||
var r = Build(Armament.None, 0f, null, new ReflectorData { CrossSection = Constant(3) });
|
||||
var reflector = Single<Reflector>(r.Ship);
|
||||
var s = Of(r.Ship, reflector);
|
||||
Assert.Equal(SignatureChannel.Reflection, s.Channel);
|
||||
Assert.Same(reflector.Item, s.Item);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TheHullRadiatesOnTheThermalChannelWithNoItem()
|
||||
{
|
||||
var r = Build(Armament.None, 0f, null);
|
||||
var s = Of(r.Ship, r.Ship);
|
||||
Assert.Equal(SignatureChannel.Thermal, s.Channel);
|
||||
Assert.Null(s.Item);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void APingShowsAnEmissionWithItsItem()
|
||||
{
|
||||
var r = Build(Armament.None, 0f, null, new SensorData
|
||||
{
|
||||
Sensitivity = Constant(3f), PingBoost = Constant(.02f), PingEnergy = Constant(0f), PingVisibility = Constant(5f),
|
||||
PingRange = Constant(300f), PingCooldown = Constant(4f)
|
||||
});
|
||||
var sensor = Single<Sensor>(r.Ship);
|
||||
sensor.Ping();
|
||||
var s = Of(r.Ship, sensor);
|
||||
Assert.Equal(SignatureChannel.Emission, s.Channel);
|
||||
Assert.Same(sensor.Item, s.Item);
|
||||
Assert.True(s.Strength > 1f, "fixture: the ping lit the ship");
|
||||
}
|
||||
|
||||
// A catalog-authored Visibility behaviour travels on the channel its data names, thermal unless it says more.
|
||||
[Theory]
|
||||
[InlineData(SignatureChannel.Thermal)]
|
||||
[InlineData(SignatureChannel.DrivePlume)]
|
||||
[InlineData(SignatureChannel.Emission)]
|
||||
public void AVisibilityBehaviourTravelsOnItsAuthoredChannel(SignatureChannel channel)
|
||||
{
|
||||
var r = Build(Armament.None, 0f, null, new VisibilityData { Visibility = Constant(7), VisibilityDecay = Constant(0), Channel = channel });
|
||||
var behaviour = Single<Visibility>(r.Ship);
|
||||
var s = Of(r.Ship, behaviour);
|
||||
Assert.Equal(channel, s.Channel);
|
||||
Assert.Same(behaviour.Item, s.Item);
|
||||
Assert.Equal(7f, s.Strength, 3);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void AVisibilityBehaviourDefaultsToThermal()
|
||||
{
|
||||
Assert.Equal(SignatureChannel.Thermal, new VisibilityData().Channel);
|
||||
}
|
||||
|
||||
// ---- VisibilityIsStillTheSum ----
|
||||
|
||||
// Every source kind at once: a fired gun (100 on LaunchFlash), a thermal Visibility gear (7), a reflector
|
||||
// under no sun (0), and the non-radiating hull (0). Visibility is the sum of the strengths, 107, the value
|
||||
// the single-number build gave on this fixture; SignatureOn splits the same total by channel.
|
||||
[Fact]
|
||||
public void VisibilityIsStillTheSum()
|
||||
{
|
||||
var r = Build(Armament.Gun, 0f, null,
|
||||
new VisibilityData { Visibility = Constant(7), VisibilityDecay = Constant(0) },
|
||||
new ReflectorData { CrossSection = Constant(3) });
|
||||
Fire(r);
|
||||
var ship = r.Ship;
|
||||
|
||||
Assert.Equal(107f, ship.Visibility, 2);
|
||||
Assert.Equal(ship.VisibilitySources.Values.Sum(s => s.Strength), ship.Visibility, 3);
|
||||
Assert.Equal(100f, ship.SignatureOn(SignatureChannel.LaunchFlash), 2);
|
||||
Assert.Equal(7f, ship.SignatureOn(SignatureChannel.Thermal), 2);
|
||||
Assert.Equal(0f, ship.SignatureOn(SignatureChannel.Reflection), 2);
|
||||
Assert.Equal(0f, ship.SignatureOn(SignatureChannel.Emission), 2);
|
||||
Assert.Equal(0f, ship.SignatureOn(SignatureChannel.DrivePlume), 2);
|
||||
}
|
||||
|
||||
// ---- DecayKeepsChannelAndItem ----
|
||||
|
||||
[Fact]
|
||||
public void DecayKeepsChannelAndItem()
|
||||
{
|
||||
const float lambda = .5f;
|
||||
var r = Build(Armament.Gun, lambda, null);
|
||||
Fire(r);
|
||||
var before = Of(r.Ship, r.Weapon);
|
||||
Assert.Equal(SignatureChannel.LaunchFlash, before.Channel);
|
||||
|
||||
r.Zone.Update(1f);
|
||||
var after = Of(r.Ship, r.Weapon);
|
||||
Assert.Equal(decay(before.Strength, lambda, 1f), after.Strength, 3);
|
||||
Assert.True(after.Strength < before.Strength);
|
||||
Assert.Equal(SignatureChannel.LaunchFlash, after.Channel);
|
||||
Assert.Same(r.WeaponItem, after.Item);
|
||||
|
||||
for (var i = 0; i < 30; i++) r.Zone.Update(1f);
|
||||
Assert.False(r.Ship.VisibilitySources.ContainsKey(r.Weapon), "a signature below 0.1 is gone");
|
||||
}
|
||||
|
||||
// ---- APlumeKeepsTheLargerBurn ----
|
||||
|
||||
[Fact]
|
||||
public void APlumeKeepsTheLargerBurn()
|
||||
{
|
||||
var r = Build(Armament.None, 0f, Drive(10));
|
||||
var thruster = Single<Thruster>(r.Ship);
|
||||
thruster.Item.UpdatePerformance();
|
||||
|
||||
Burn(r, 1f);
|
||||
var full = Of(r.Ship, thruster).Strength;
|
||||
Burn(r, .5f);
|
||||
Assert.Equal(full, Of(r.Ship, thruster).Strength, 3);
|
||||
Assert.True(full > 1f, "fixture: the full burn lit the plume");
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void APlumeRisesToALargerBurn()
|
||||
{
|
||||
var r = Build(Armament.None, 0f, Drive(10));
|
||||
var thruster = Single<Thruster>(r.Ship);
|
||||
thruster.Item.UpdatePerformance();
|
||||
|
||||
Burn(r, .5f);
|
||||
var half = Of(r.Ship, thruster).Strength;
|
||||
Burn(r, 1f);
|
||||
var full = Of(r.Ship, thruster).Strength;
|
||||
Assert.True(full > half && half > 0f, $"half {half}, full {full}");
|
||||
}
|
||||
}
|
||||
|
|
@ -150,7 +150,7 @@ public sealed class VapourCloudTests : IDisposable
|
|||
{
|
||||
foreach (var ship in new[] { lab.Observer, lab.Target })
|
||||
{
|
||||
ship.VisibilitySources[Glow] = 100f;
|
||||
ship.SetSignature(Glow, SignatureChannel.Thermal, 100f, null);
|
||||
if (ship != lab.Target || lab.HoldTarget) ship.Velocity = float2.zero;
|
||||
}
|
||||
lab.Observer.Direction = float2(0, 1);
|
||||
|
|
|
|||
Loading…
Reference in a new issue