diff --git a/Assets/Scripts/ServerShared/Scenarios/Crossing.cs b/Assets/Scripts/ServerShared/Scenarios/Crossing.cs index 72677f5bf..b0d593704 100644 --- a/Assets/Scripts/ServerShared/Scenarios/Crossing.cs +++ b/Assets/Scripts/ServerShared/Scenarios/Crossing.cs @@ -4,8 +4,8 @@ using static ItemRotation; public sealed class Crossing : Scenario { public override string Name => "Crossing"; - public override string Brief => "plight at the starboard gun and a FastBlast+- at the port gun, a fast Djinni crossing close ahead and an " + - "unpiloted one waiting at range. The Djinni starts to port moving across the bow; the arena's gravity bends its run. Make the pass coasting: give no throttle until the Djinni has crossed the bow, then fly freely (thrusting from the start carries you past it). Verify: as the Djinni crosses close, FastBlast lands some and plight " + + public override string Brief => "A Lightning Projector at the starboard gun and a Cell Blaster at the port gun, a fast Djinni crossing close ahead and an " + + "unpiloted one waiting at range. The Djinni starts to port moving across the bow; the arena's gravity bends its run. Make the pass coasting: give no throttle until the Djinni has crossed the bow, then fly freely (thrusting from the start carries you past it). Verify: as the Djinni crosses close, FastBlast lands some and projector " + "almost none; against the Djinni at range both land. Fly it again without the Fire Control Array: " + "with it the small gun lands more."; public override uint Seed => 112; @@ -13,11 +13,11 @@ public sealed class Crossing : Scenario // Where the Djinni sit: the player is at the origin facing +z. The crosser starts ahead and to port, facing across // the bow and already moving at the Djinni's 50 m/s cap, so its run sweeps across the bow within seconds (the arena - // pulls the player to port, which brings the two together). The waiting Djinni sits inside plight's arc at 80% of + // pulls the player to port, which brings the two together). The waiting Djinni sits inside the Lightning Projector's arc at 80% of // its Range. public static readonly CultMath.float2 CrosserAt = float2(-150, 200), CrosserFacing = float2(1, 0), CrosserVelocity = float2(50, 0); - public const float PlightRange = 1216f; // plight's Range in metres, 1216.4 as the fit stands settled at rest - public static readonly CultMath.float2 Waiting = float2(0, PlightRange * .8f); + public const float ProjectorRange = 1216f; // the Lightning Projector's Range in metres, 1216.4 as the fit stands settled at rest + public static readonly CultMath.float2 Waiting = float2(0, ProjectorRange * .8f); public override Galaxy Generate(GalaxyStage stage) => stage.Prelude(DemoTerminus.Cast); diff --git a/Assets/Scripts/ServerShared/Scenarios/Duel.cs b/Assets/Scripts/ServerShared/Scenarios/Duel.cs index 80f601aa0..510d60147 100644 --- a/Assets/Scripts/ServerShared/Scenarios/Duel.cs +++ b/Assets/Scripts/ServerShared/Scenarios/Duel.cs @@ -4,7 +4,7 @@ using static ItemRotation; public sealed class Duel : Scenario { public override string Name => "Duel"; - public override string Brief => "One piloted, hostile Longinus with slow GT 3K missiles and a Spectra in its hold. Verify: rolled " + + public override string Brief => "One piloted, hostile Longinus with slow guided missiles and a Light Laser in its hold. Verify: rolled " + "hits and near-misses, subsystem aim, beam reads above bow, armour takes the missile, loot keeps its brand."; public override uint Seed => 104; public override bool Ambient => false; diff --git a/Assets/Scripts/ServerShared/Scenarios/FusedRounds.cs b/Assets/Scripts/ServerShared/Scenarios/FusedRounds.cs index c051d8782..e1199997c 100644 --- a/Assets/Scripts/ServerShared/Scenarios/FusedRounds.cs +++ b/Assets/Scripts/ServerShared/Scenarios/FusedRounds.cs @@ -4,20 +4,20 @@ using static ItemRotation; public sealed class FusedRounds : Scenario { public override string Name => "Fused Rounds"; - public override string Brief => "The Smoke Test Hull with Smoke Proximity, Smoke Delayed and a DeathCluster; a hostile bare Longinus at mid range, a bare " + + public override string Brief => "The Smoke Test Hull with Smoke Proximity, Smoke Delayed and a Cluster Cannon; a hostile bare Longinus at mid range, a bare " + "hull dead ahead, a fragile one to starboard, a close one inside the proximity blast radius, and one astern. " + "Verify with nothing selected: aim past every hull and the round bursts at max range along the aim; aim at the hull " + - "ahead and it stops and bursts on it; fire at the fragile hull and kill it with the DeathCluster before the round " + + "ahead and it stops and bursts on it; fire at the fragile hull and kill it with the Cluster Cannon before the round " + "lands: no burst. Select the astern hull: the round fires and bursts at its range along the arc edge. Select the " + "close hull: the burst is pushed out to the blast radius from your centre. A Smoke Proximity burst beside the " + "Longinus damages where the model shows the blast; a Smoke Delayed round into its nose bursts inside. The HUD " + - "reads Direct, Burst at N m or Refused for the fused weapons and a percentage for the DeathCluster, and the " + + "reads Direct, Burst at N m or Refused for the fused weapons and a percentage for the Cluster Cannon, and the " + "smoke weapons show no Manufacturer row."; public override uint Seed => 108; public override bool Ambient => false; // Where everything sits: the player is at the origin facing +z. Ahead lies on the initial aim line, inside every forward - // mount's arc. Fragile is a bare Longinus inside the DeathCluster's range; Close is inside Smoke Proximity's blast radius + // mount's arc. Fragile is a bare Longinus inside the Cluster Cannon's range; Close is inside Smoke Proximity's blast radius // (8 m from the ship's centre) and beside the aim line, not across it; Stern is outside every mount's arc. public static readonly CultMath.float2 Mid = float2(-200, 600), Ahead = float2(0, 300), Fragile = float2(140, 420), Close = float2(6.4f, 4f), Stern = float2(0, -400); diff --git a/Assets/Scripts/ServerShared/Scenarios/LauncherAngles.cs b/Assets/Scripts/ServerShared/Scenarios/LauncherAngles.cs index 84f5d5eba..7c5fc669c 100644 --- a/Assets/Scripts/ServerShared/Scenarios/LauncherAngles.cs +++ b/Assets/Scripts/ServerShared/Scenarios/LauncherAngles.cs @@ -4,8 +4,8 @@ using static ItemRotation; public sealed class LauncherAngles : Scenario { public override string Name => "Launcher Angles"; - public override string Brief => "A GT 3K, a pswarm and two FastBlasts; a hostile bare Longinus broadside on, another beside it. " + - "Verify: hits pulse only the facing edge; a pswarm round whose target dies fades unexploded."; + public override string Brief => "A Guided Missile Launcher, a Swarm Rocket Pod and two Cell Blasters; a hostile bare Longinus broadside on, another beside it. " + + "Verify: hits pulse only the facing edge; a Swarm Rocket Pod round whose target dies fades unexploded."; public override uint Seed => 105; public override bool Ambient => false; diff --git a/Assets/Scripts/ServerShared/Scenarios/StarvedReactor.cs b/Assets/Scripts/ServerShared/Scenarios/StarvedReactor.cs index ede2520f8..3a23b164a 100644 --- a/Assets/Scripts/ServerShared/Scenarios/StarvedReactor.cs +++ b/Assets/Scripts/ServerShared/Scenarios/StarvedReactor.cs @@ -4,7 +4,7 @@ using static ItemRotation; public sealed class StarvedReactor : Scenario { public override string Name => "Starved Reactor"; - public override string Brief => "Two Spectras on a MoveOnPro, which can fall to a quarter of Core Power's charge, and a bare hull " + + public override string Brief => "Two Light Lasers on a Muon Fusion Reactor, which can fall to a quarter of the Compact Reactor's charge, and a bare hull " + "to shoot. Verify: starvation reads as starvation, brownout degrades, refills stutter."; public override uint Seed => 102; public override bool Ambient => false; diff --git a/Assets/Scripts/ServerShared/Scenarios/WeaponFeel.cs b/Assets/Scripts/ServerShared/Scenarios/WeaponFeel.cs index 0fc84d76f..43d4097ae 100644 --- a/Assets/Scripts/ServerShared/Scenarios/WeaponFeel.cs +++ b/Assets/Scripts/ServerShared/Scenarios/WeaponFeel.cs @@ -4,9 +4,9 @@ using static ItemRotation; public sealed class WeaponFeel : Scenario { public override string Name => "Weapon Feel"; - public override string Brief => "The Smoke Test Hull with a ChargeBlast SG, an Autocannon and a FastBlast+- burst weapon; a bare Longinus dead ahead. " + - "Verify: ChargeBlast SG and Autocannon fire with effects, particles and action-bar icons; the burst weapon's " + - "cadence is as before; a fast release-and-press on the ChargeBlast SG starts no second charge."; + public override string Brief => "The Smoke Test Hull with a Charged Scatter Blaster, an Autocannon and a Cell Blaster burst weapon; a bare Longinus dead ahead. " + + "Verify: Charged Scatter Blaster and Autocannon fire with effects, particles and action-bar icons; the burst weapon's " + + "cadence is as before; a fast release-and-press on the Charged Scatter Blaster starts no second charge."; public override uint Seed => 107; public override bool Ambient => false; diff --git a/tests/Aetheria.Shared.Tests/CatalogRoleTests.cs b/tests/Aetheria.Shared.Tests/CatalogRoleTests.cs index e239a8a84..4c7e70cc0 100644 --- a/tests/Aetheria.Shared.Tests/CatalogRoleTests.cs +++ b/tests/Aetheria.Shared.Tests/CatalogRoleTests.cs @@ -108,6 +108,28 @@ public sealed class CatalogRoleTests Assert.True(unbranded.Length == 0, "designs sold under their own name: " + string.Join(", ", unbranded)); } + // The Capacitor is the one Tool design with a role map by name; a key that falls out of step with the design's name leaves + // roles-backfill finding no map for it. + [Fact] + public void TheCapacitorDesignCarriesItsRoleMap() + { + using var cache = RestoredHullsTests.OpenCatalog(); + var capacitor = cache.GetAll().Single(design => design.Name == "Capacitor"); + Assert.True(Program.HasRoleMap(capacitor), "roles-backfill finds no role map for the Capacitor design"); + } + + // A design is a tech node: its text may not name a product the catalog sells (the brand lives on the product). + [Fact] + public void NoDesignTextNamesAProduct() + { + using var cache = RestoredHullsTests.OpenCatalog(); + var productNames = cache.GetAll().Select(p => p.Name).Where(n => n.Length > 3).ToHashSet(); + var branded = cache.GetAll().Where(design => design is not HullData && design.Description != null) + .Where(design => productNames.Any(n => design.Description.Contains(n))) + .Select(design => design.Name).OrderBy(n => n, StringComparer.Ordinal).ToArray(); + Assert.True(branded.Length == 0, "designs whose text names a product: " + string.Join(", ", branded)); + } + // Authoring notes are not player text, and every product of a design this cut renamed or branded speaks in its own // voice (Miss Terri's and the Pirates' records are other passes'). [Fact] diff --git a/tests/Aetheria.Shared.Tests/CrossingScenarioTests.cs b/tests/Aetheria.Shared.Tests/CrossingScenarioTests.cs index 215ae7628..8b5dfe019 100644 --- a/tests/Aetheria.Shared.Tests/CrossingScenarioTests.cs +++ b/tests/Aetheria.Shared.Tests/CrossingScenarioTests.cs @@ -9,8 +9,8 @@ using float3 = CultMath.float3; // staging what its brief claims fails here. public sealed partial class RunStartTests { - // Crossing: the demo's cast; plight and FastBlast+- fitted in separate weapon groups with the Fire Control Array - // aboard; a piloted hostile Djinni that crosses the bow inside 400 m; and an unpiloted neutral one inside plight's + // Crossing: the demo's cast; projector and Cell Blaster fitted in separate weapon groups with the Fire Control Array + // aboard; a piloted hostile Djinni that crosses the bow inside 400 m; and an unpiloted neutral one inside the Lightning Projector's // arc, short of its Range and beyond three quarters of it. [Fact] public void CrossingConditions() @@ -21,12 +21,12 @@ public sealed partial class RunStartTests Assert.Equal(4, galaxy.HomeZones.Count); var player = staged.Player; - var plight = player.Equipment.Single(item => item.Data.Name == "Lightning Projector"); + var projector = player.Equipment.Single(item => item.Data.Name == "Lightning Projector"); var small = player.Equipment.Single(item => item.Data.Name == "Cell Blaster"); Assert.Contains(player.Equipment, item => item.Data.Name == "Fire Control Array"); var groupOf = new System.Func(item => System.Array.FindIndex(player.WeaponGroups, group => group.items.Contains(item))); - Assert.True(groupOf(plight) >= 0 && groupOf(small) >= 0, "both guns are in a weapon group"); - Assert.NotEqual(groupOf(plight), groupOf(small)); + Assert.True(groupOf(projector) >= 0 && groupOf(small) >= 0, "both guns are in a weapon group"); + Assert.NotEqual(groupOf(projector), groupOf(small)); Assert.Equal(2, staged.Entities.Count); var crosser = staged.Entities[0]; @@ -54,10 +54,10 @@ public sealed partial class RunStartTests Assert.Equal(0, AgentsOf(arena, waiting)); var toWaiting = waiting.Position - player.Position; EvSettle(player); // a weapon's Range is read once the ship's stats have settled; the geometry above is as staged - var range = plight.Behaviors.OfType().Single().Range; - Assert.True(FireControl.InArc(plight, toWaiting), "the waiting Djinni is inside plight's arc"); - Assert.True(length(toWaiting) <= range, "the waiting Djinni is inside plight's Range"); - Assert.True(length(toWaiting) > .75f * range, "the waiting Djinni is beyond three quarters of plight's Range"); + var range = projector.Behaviors.OfType().Single().Range; + Assert.True(FireControl.InArc(projector, toWaiting), "the waiting Djinni is inside the Lightning Projector's arc"); + Assert.True(length(toWaiting) <= range, "the waiting Djinni is inside the Lightning Projector's Range"); + Assert.True(length(toWaiting) > .75f * range, "the waiting Djinni is beyond three quarters of the Lightning Projector's Range"); // The crossing is what the sim does with that staging, read in the player's frame: the arena's gravity and the // crosser's pilot act from the first tick, so the t=0 facing proves nothing. Within CrossingSeconds the crosser's @@ -79,8 +79,8 @@ public sealed partial class RunStartTests crossedMetres = length(after); Assert.True(after.z > 0, "the crosser passes the bow line ahead of the player, not astern"); Assert.True(length(after) < CrossingMetres, "the crosser passes inside the stated distance"); - Assert.True(FireControl.InArc(small, after), "FastBlast+- bears on the crosser as it crosses"); - Assert.True(dot(FireControl.MountDirection(small), float3(player.Direction.x, 0, player.Direction.y)) > 0, "FastBlast+- mounts forward"); + Assert.True(FireControl.InArc(small, after), "Cell Blaster bears on the crosser as it crosses"); + Assert.True(dot(FireControl.MountDirection(small), float3(player.Direction.x, 0, player.Direction.y)) > 0, "Cell Blaster mounts forward"); } } Assert.True(swept, $"the crosser's bearing never swept across the bow within {CrossingSeconds} s"); diff --git a/tests/Aetheria.Shared.Tests/EvasionTermTests.cs b/tests/Aetheria.Shared.Tests/EvasionTermTests.cs index 548b4f8ed..4e670fce0 100644 --- a/tests/Aetheria.Shared.Tests/EvasionTermTests.cs +++ b/tests/Aetheria.Shared.Tests/EvasionTermTests.cs @@ -22,7 +22,7 @@ public sealed partial class RunStartTests { private const float EvDt = 1f / 60f; - // The Duel's guns on a Longinus: the generated Longinus's thrusters (two Large Drive forward, two Talaria on the + // The Duel's guns on a Longinus: the generated Longinus's thrusters (two Large Drive forward, two Rugged Drive on the // flanks) and power, its Targeting Computer, and the Duel's cockpit, guns, launchers and sensor. private static ScenarioFit EvLonginus(ScenarioStage stage, string gun = "Cell Blaster", string second = null) => stage.Fit("Longinus", ("Cockpit 2x2", int2(2, 6), ItemRotation.None), ("Compact Reactor", int2(2, 4), ItemRotation.None), @@ -362,7 +362,7 @@ public sealed partial class RunStartTests var forward = largeDrives.Sum(t => t.Thrust) / mass; Assert.InRange(envelope.Forward, forward * .99f, forward * 1.01f); Assert.Equal(0f, envelope.Reverse); - // One Talaria pushes each way, and each has its own lot's thrust: the sides are the two flanks' accelerations. + // One Rugged Drive pushes each way, and each has its own lot's thrust: the sides are the two flanks' accelerations. var flankAccelerations = flanks.Select(t => t.Thrust / mass).OrderBy(a => a).ToArray(); var sides = new[] { envelope.Left, envelope.Right }.OrderBy(a => a).ToArray(); Assert.InRange(sides[0], flankAccelerations[0] * .99f, flankAccelerations[0] * 1.01f); @@ -580,7 +580,7 @@ public sealed partial class RunStartTests public Weapon Gun, Laser, GunnerLaser; } - // The target's fit, written out: the Djinni's own hardpoints filled with the Talaria it is generated with, its + // The target's fit, written out: the Djinni's own hardpoints filled with the Rugged Drive it is generated with, its // reactor, cockpit and radiators. What the evasion tests price is this ship's strafing, not whatever the generator // rolls for it from the galaxy. private static ScenarioFit EvDjinni(ScenarioStage stage) => stage.Fit("Djinni", diff --git a/tests/Aetheria.Shared.Tests/EvasionTrackingTests.cs b/tests/Aetheria.Shared.Tests/EvasionTrackingTests.cs index c822c091c..f6c461aab 100644 --- a/tests/Aetheria.Shared.Tests/EvasionTrackingTests.cs +++ b/tests/Aetheria.Shared.Tests/EvasionTrackingTests.cs @@ -454,15 +454,15 @@ public sealed partial class RunStartTests Assert.True(clearPath <= .25f, $"the machine gun does not: {clearPath}"); } - // Data check, not a behaviour test: ruling plight-shape, plight is one wide, two high and fits a Longinus Energy hardpoint. + // Data check, not a behaviour test: ruling plight-shape, the Lightning Projector is one wide, two high and fits a Longinus Energy hardpoint. [Fact] public void PlightHasItsRuledShape() { - var plight = _cache.GetAll().Single(w => w.Name == "Lightning Projector"); - Assert.Equal(1, plight.Shape.Width); - Assert.Equal(2, plight.Shape.Height); - Assert.True(plight.Shape.Cells[0, 0] && plight.Shape.Cells[0, 1], "both cells are occupied"); + var projector = _cache.GetAll().Single(w => w.Name == "Lightning Projector"); + Assert.Equal(1, projector.Shape.Width); + Assert.Equal(2, projector.Shape.Height); + Assert.True(projector.Shape.Cells[0, 0] && projector.Shape.Cells[0, 1], "both cells are occupied"); var longinus = _cache.GetAll().Single(h => h.Name == "Longinus"); - Assert.Contains(longinus.Hardpoints, hardpoint => hardpoint.Type == HardpointType.Energy && hardpoint.Takes(plight)); + Assert.Contains(longinus.Hardpoints, hardpoint => hardpoint.Type == HardpointType.Energy && hardpoint.Takes(projector)); } } diff --git a/tests/Aetheria.Shared.Tests/GenericDesignsCommandTests.cs b/tests/Aetheria.Shared.Tests/GenericDesignsCommandTests.cs index 1ac3437f3..1da97aa14 100644 --- a/tests/Aetheria.Shared.Tests/GenericDesignsCommandTests.cs +++ b/tests/Aetheria.Shared.Tests/GenericDesignsCommandTests.cs @@ -1,6 +1,8 @@ using System; +using System.Collections.Generic; using System.IO; using System.Linq; +using GameCult.Caching; using Xunit; // AetherDb's generic-designs command (aetheria-release, cut generic-design-names), run on a scratch copy of the shipped @@ -97,6 +99,65 @@ public sealed class GenericDesignsCommandTests : IDisposable }); } + // Re-spell every record's payload in a longer, equally valid MessagePack form (an array16 header for the fixarray one). The + // catalog then holds bytes no re-encode through the current types would reproduce, so a write that re-encodes records it did + // not author shows as changed bytes; a write that lands onto the file as it is leaves them alone. + private int WidenEveryPayload() + { + var snapshot = CultDocumentMessagePackSerialization.DeserializeSnapshot(File.ReadAllBytes(CatalogPath)); + var widened = 0; + foreach (var record in snapshot.Records) + { + var payload = record.Payload; + if (payload.Length == 0 || (payload[0] & 0xF0) != 0x90) continue; + record.Payload = new byte[] { 0xDC, 0x00, (byte)(payload[0] & 0x0F) }.Concat(payload.Skip(1)).ToArray(); + widened++; + } + File.WriteAllBytes(CatalogPath, CultDocumentMessagePackSerialization.SerializeSnapshot(snapshot)); + return widened; + } + + private Dictionary Records() => + CultDocumentMessagePackSerialization.DeserializeSnapshot(File.ReadAllBytes(CatalogPath)).Records.ToDictionary(r => r.Key, StringComparer.Ordinal); + + [Fact] + public void Apply_writes_only_the_records_it_authors_and_restores_the_rewritten_design_texts() + { + var (largeDriveText, tractorText, smokeText, tractorProductText) = Read(db => (DesignNamed(db, "Large Drive").Description, DesignNamed(db, "Tractor Beam").Description, + DesignNamed(db, "Smoke Proximity").Description, ProductNamed(db, "Space Tractor").Description)); + Edit(db => + { + var drive = DesignNamed(db, "Large Drive"); + drive.Description = "Keeps you going and going and going..."; + Save(db, drive); + var smoke = DesignNamed(db, "Smoke Proximity"); + smoke.Description = "A Spectra that bursts by proximity, blast 8. For scenarios; no one builds it."; + Save(db, smoke); + var tractor = ProductNamed(db, "Space Tractor"); + tractor.Description = "It's a tractor. In space."; + Save(db, tractor); + }); + Assert.True(WidenEveryPayload() > 100, "the scratch catalog should hold many records in the widened spelling"); + var before = Records(); + + Assert.Equal(0, Program.GenericDesigns(apply: true, root: _root)); + + var after = Records(); + Assert.Equal(before.Count, after.Count); + var changed = before.Keys.Where(key => !before[key].Payload.AsSpan().SequenceEqual(after[key].Payload)).ToArray(); + Assert.Equal(3, changed.Length); + foreach (var (key, record) in before.Where(pair => !changed.Contains(pair.Key))) + Assert.True(record.Payload.AsSpan().SequenceEqual(after[key].Payload), "a record the command did not author has changed bytes"); + Read(db => + { + Assert.Equal(largeDriveText, DesignNamed(db, "Large Drive").Description); + Assert.Equal(tractorText, DesignNamed(db, "Tractor Beam").Description); + Assert.Equal(smokeText, DesignNamed(db, "Smoke Proximity").Description); + Assert.Equal(tractorProductText, ProductNamed(db, "Space Tractor").Description); + return 0; + }); + } + [Fact] public void A_generic_name_held_by_another_design_is_refused_and_nothing_is_written() { diff --git a/tests/Aetheria.Shared.Tests/MunitionPartsTests.cs b/tests/Aetheria.Shared.Tests/MunitionPartsTests.cs index 845a79353..0c7f60bd2 100644 --- a/tests/Aetheria.Shared.Tests/MunitionPartsTests.cs +++ b/tests/Aetheria.Shared.Tests/MunitionPartsTests.cs @@ -247,7 +247,7 @@ public sealed class MunitionPartsTests : IDisposable private static readonly (string Name, int X, int Y)[] ShipGear = { ("Large Drive", 1, 0), ("Large Drive", 3, 0), ("Compact Reactor", 2, 4), ("Cockpit 2x2", 2, 6), ("Compact Sensor", 3, 10) }; - // A GT 3K fitted to a Longinus launcher hardpoint beside that gear, its lot's thruster role at the given quality. + // A Guided Missile Launcher fitted to a Longinus launcher hardpoint beside that gear, its lot's thruster role at the given quality. private static EquippedItem Fit(CultCache cache, float thrusterQuality, out Ship ship) { var hull = cache.GetByName("Longinus"); diff --git a/tests/Aetheria.Shared.Tests/RestoredHullsTests.cs b/tests/Aetheria.Shared.Tests/RestoredHullsTests.cs index f7f5e995a..217be696a 100644 --- a/tests/Aetheria.Shared.Tests/RestoredHullsTests.cs +++ b/tests/Aetheria.Shared.Tests/RestoredHullsTests.cs @@ -298,7 +298,7 @@ public sealed class RestoredHullsTests Assert.True(ship.TryEquip(gearItem, hardpoint.Position)); } - // A reactor: Victoire (one of Cut 1's own restored thrusters, docs/locomotion-cut.md's own note on it) + // A reactor: Racing Drive (one of Cut 1's own restored thrusters, docs/locomotion-cut.md's own note on it) // carries a real EnergyUsage draw unlike its four siblings, so an unpowered ship reads as though only // some fitting thrusters produce thrust -- an artifact of which design TryEquip's own hardpoint search // happens to land on, not of the restored content. Every hull here also has a Reactor hardpoint; a real diff --git a/tests/Aetheria.Shared.Tests/ScenarioTests.cs b/tests/Aetheria.Shared.Tests/ScenarioTests.cs index eb42d948a..11ce2ddf2 100644 --- a/tests/Aetheria.Shared.Tests/ScenarioTests.cs +++ b/tests/Aetheria.Shared.Tests/ScenarioTests.cs @@ -580,4 +580,19 @@ public sealed partial class RunStartTests Assert.Equal("/1", Assert.Single(settings.InputSettings.ActionBarInputs)); Assert.Equal((Quality.High, true), (settings.GraphicsSettings.NebulaQuality, settings.GraphicsSettings.ShowAsteroidsInMinimap)); } + + // A scenario's Brief is player text (the menu shows it): it names gear by what the catalog sells today. A name a rename retired, + // that no design or product carries any more, would send the player looking for gear that is gone. + [Fact] + public void NoScenarioBriefNamesRetiredGear() + { + var current = _cache.GetAll().Select(design => design.Name) + .Concat(_cache.GetAll().Select(product => product.Name)).ToHashSet(StringComparer.Ordinal); + var stale = new List(); + foreach (var scenario in EveryScenario) + foreach (var retired in Program.Renames.Select(row => row.Old).Where(name => !current.Contains(name))) + if (System.Text.RegularExpressions.Regex.IsMatch(scenario.Brief, @"(? WeaponMounts(Entity ship) => ship.Equipment.Where(item => item.Behaviors.OfType().Any()).ToList(); - // Weapon Feel: the player flies the Smoke Test Hull with ChargeBlast SG on the 2x2 Energy hardpoint, Autocannon + // Weapon Feel: the player flies the Smoke Test Hull with Charged Scatter Blaster on the 2x2 Energy hardpoint, Autocannon // on the 2x2 Ballistic hardpoint and a burst weapon; the bare hull ahead lies in every mount's arc. [Fact] public void WeaponFeelConditions() diff --git a/tests/Aetheria.Shared.Tests/SmokeRoundsCommandTests.cs b/tests/Aetheria.Shared.Tests/SmokeRoundsCommandTests.cs index 209d19d72..40a47eec6 100644 --- a/tests/Aetheria.Shared.Tests/SmokeRoundsCommandTests.cs +++ b/tests/Aetheria.Shared.Tests/SmokeRoundsCommandTests.cs @@ -43,7 +43,7 @@ public sealed class SmokeRoundsCommandTests : IDisposable public void Dispose() => Directory.Delete(_root, true); - private (WeaponItemData[] Smoke, WeaponItemData Spectra, WeaponItemData ChargeBlast, int Products) Read() + private (WeaponItemData[] Smoke, WeaponItemData LightLaser, WeaponItemData ChargedScatterBlaster, int Products) Read() { var db = AetherDb.Open(root: _root); try @@ -85,7 +85,7 @@ public sealed class SmokeRoundsCommandTests : IDisposable Assert.Equal((WeaponFuse.Delayed, 4f, 2f, 2f), (Design("Smoke Delayed").Fuse.Value, Design("Smoke Delayed").BlastRadius.Value, Data("Smoke Delayed").Penetration.Min, Data("Smoke Delayed").Penetration.Max)); Assert.Equal((WeaponFuse.Proximity, 30f, 20f, 20f), (Design("Smoke Refused").Fuse.Value, Design("Smoke Refused").BlastRadius.Value, Data("Smoke Refused").Range.Min, Data("Smoke Refused").Range.Max)); - // Spectra clones are energy, 1x2, with the Spectra's own gear; the charged one is a ChargeBlast SG clone on its 2x2 energy mount. + // Light Laser clones are energy, 1x2, with the Light Laser's own gear; the charged one is a Charged Scatter Blaster clone on its 2x2 energy mount. foreach (var name in new[] { "Smoke Proximity", "Smoke Delayed", "Smoke Refused", "Smoke Refused Beam" }) Assert.Equal((spectra.Hardpoint, spectra.Shape.Width, spectra.Shape.Height, spectra.Mass), (Design(name).Hardpoint, Design(name).Shape.Width, Design(name).Shape.Height, Design(name).Mass)); Assert.Equal((chargeBlast.Hardpoint, chargeBlast.Shape.Width, chargeBlast.Shape.Height), (Design("Smoke Refused Charge").Hardpoint, 2, 2)); diff --git a/tests/Aetheria.Shared.Tests/SmokeRoundsSteppedTests.cs b/tests/Aetheria.Shared.Tests/SmokeRoundsSteppedTests.cs index 603d2121f..e883c738d 100644 --- a/tests/Aetheria.Shared.Tests/SmokeRoundsSteppedTests.cs +++ b/tests/Aetheria.Shared.Tests/SmokeRoundsSteppedTests.cs @@ -20,7 +20,7 @@ public sealed partial class RunStartTests return (arena, staged); } - // Fused Rounds, nothing selected, the player aiming down the bare hull ahead. The DeathCluster is the control: it fires + // Fused Rounds, nothing selected, the player aiming down the bare hull ahead. The Cluster Cannon is the control: it fires // in this arena, so a fused weapon that does not is not a harness that cannot fire. A fused round flies slowly enough // to be in the air when the direct weapon kills the fragile hull (check A.3) and bursts on the first hull on the aim line. [Theory] @@ -51,7 +51,7 @@ public sealed partial class RunStartTests Assert.InRange(at + burst.ArrivalIn - fired[0], 1f, 5f); // in the air for seconds: not resolved in its firing tick, not minutes of flight } - // Check A.3 flown: the fragile hull is selected, a Smoke Proximity round is fired at it and the DeathCluster kills it + // Check A.3 flown: the fragile hull is selected, a Smoke Proximity round is fired at it and the Cluster Cannon kills it // before the round lands, so the round never bursts. [Fact] public void TheDirectWeaponKillsTheFragileHullWhileASmokeRoundIsStillInTheAir() diff --git a/tests/Aetheria.Shared.Tests/ThrustAllocationTests.cs b/tests/Aetheria.Shared.Tests/ThrustAllocationTests.cs index 35d35379e..068ec2f40 100644 --- a/tests/Aetheria.Shared.Tests/ThrustAllocationTests.cs +++ b/tests/Aetheria.Shared.Tests/ThrustAllocationTests.cs @@ -14,7 +14,7 @@ using float3 = CultMath.float3; // Flight control allocates thrust (ruling flight-control-allocates-thrust): Ship.Update hands the intent and every // thruster's live column to one ThrustAllocator, and a ship flies on what that answers. These tests fly the Duel's -// Longinus (two mismatched Large Drives forward, a Talaria on each flank) through the real Ship.Update; a test that reads +// Longinus (two mismatched Large Drives forward, a Rugged Drive on each flank) through the real Ship.Update; a test that reads // velocity steps the arena, because the zone places the orbits that Ship.Update alone leaves stacked at the spawn. public sealed partial class RunStartTests { @@ -307,7 +307,7 @@ public sealed partial class RunStartTests // Rulings evasion-is-unpredictability and turn-authority-full: the Longinus's Large Drives count toward its turn, // because the envelope is summed over every live column. Its clockwise is the sum of the positive yaw of its columns - // at live thrust, and exceeds the Talaria's own by the drives'. + // at live thrust, and exceeds the Rugged Drive's own by the drives'. [Fact] public void TheEnvelopeCountsTheMains() { diff --git a/tests/Aetheria.Shared.Tests/ThrustAllocatorTests.cs b/tests/Aetheria.Shared.Tests/ThrustAllocatorTests.cs index 228b2e630..8dae60444 100644 --- a/tests/Aetheria.Shared.Tests/ThrustAllocatorTests.cs +++ b/tests/Aetheria.Shared.Tests/ThrustAllocatorTests.cs @@ -18,13 +18,13 @@ public class ThrustAllocatorTests static float3 Col(float starboard, float forward, float yawDeg) => new(starboard, forward, yawDeg * Deg); - // TA3, the Duel Longinus: two mismatched drives (0, 1) and two Talarias (2 clockwise, 3 counter-clockwise). + // TA3, the Duel Longinus: two mismatched drives (0, 1) and two Rugged Drives (2 clockwise, 3 counter-clockwise). static float3[] Duel() => new[] { Col(0, 53.94f, 49.24f), Col(0, 61.19f, -55.86f), Col(29.08f, 0, 166.26f), Col(-21.80f, 0, -124.63f), }; - // The clockwise Talaria lost. + // The clockwise Rugged Drive lost. static float3[] DamagedDuel() => new[] { Col(0, 53.94f, 49.24f), Col(0, 61.19f, -55.86f), default, Col(-21.80f, 0, -124.63f), @@ -137,7 +137,7 @@ public class ThrustAllocatorTests [Fact] public void TheOnsetMovesWithTheColumns() { - // Clockwise Talaria lost: the drive serves a clockwise turn from the first touch. + // Clockwise Rugged Drive lost: the drive serves a clockwise turn from the first touch. var damaged = DamagedDuel(); var small = Solve(damaged, 0, 0, .01f); Assert.True(small[0] > 0, $"drive {small[0]}"); @@ -145,7 +145,7 @@ public class ThrustAllocatorTests var full = Solve(damaged, 0, 0, 1f); Assert.True(MathF.Abs(YawDeg(damaged, full) - 49.24f) <= 49.24f * 1e-3f, $"yaw {YawDeg(damaged, full)}"); - // Clockwise Talaria halved: the onset is its new share of the clockwise extreme. + // Clockwise Rugged Drive halved: the onset is its new share of the clockwise extreme. var halved = Duel(); halved[2] = halved[2] * .5f; var onset = halved[2].z / Extremes(halved, 2).plus; diff --git a/tools/AetherDb/Program.cs b/tools/AetherDb/Program.cs index 946945a17..112d376a7 100644 --- a/tools/AetherDb/Program.cs +++ b/tools/AetherDb/Program.cs @@ -607,10 +607,14 @@ public static class Program // Validate comment) -- so it calls the same validation directly, right before the identity-preserving // write, instead of writing raw and unvalidated the way this line used to. foreach (var (document, _) in changed) CultRecordRefs.Validate(document); - db.Cache.Commit(batch => + // ExpectUnchanged lands the batch onto the file as it is: every record the command did not author keeps the bytes it has, + // where a plain commit would re-encode the whole catalog through today's types. + if (!db.Cache.Commit(batch => { + batch.ExpectUnchanged(); foreach (var (document, key) in changed) batch.Upsert(document.GetType(), document, key); - }); + })) + throw new InvalidOperationException("The catalog changed while the generic designs were being authored; nothing was written. Run it again."); Console.WriteLine($"Landed {changed.Count} changed records in Aetheria.cc"); return 0; } @@ -1714,10 +1718,10 @@ public static class Program } static PerformanceStat Fixed(float value) => new PerformanceStat { Min = value, Max = value, Terms = new List() }; - var proximity = Copy("Light Laser", names[0], "A Spectra that bursts by proximity, blast 8. For scenarios; no one builds it.", WeaponFuse.Proximity, 8f); - var delayed = Copy("Light Laser", names[1], "A Spectra that bursts after two cells of metal, blast 4. For scenarios; no one builds it.", WeaponFuse.Delayed, 4f); - var refused = Copy("Light Laser", names[2], "A Spectra whose blast is wider than its reach, so it never fires. For scenarios; no one builds it.", WeaponFuse.Proximity, 30f); - var charge = Copy("Charged Scatter Blaster", names[4], "A ChargeBlast SG whose blast is wider than its reach, so it never charges. For scenarios; no one builds it.", WeaponFuse.Proximity, 30f); + var proximity = Copy("Light Laser", names[0], "A Light Laser that bursts by proximity, blast 8. For scenarios; no one builds it.", WeaponFuse.Proximity, 8f); + var delayed = Copy("Light Laser", names[1], "A Light Laser that bursts after two cells of metal, blast 4. For scenarios; no one builds it.", WeaponFuse.Delayed, 4f); + var refused = Copy("Light Laser", names[2], "A Light Laser whose blast is wider than its reach, so it never fires. For scenarios; no one builds it.", WeaponFuse.Proximity, 30f); + var charge = Copy("Charged Scatter Blaster", names[4], "A Charged Scatter Blaster whose blast is wider than its reach, so it never charges. For scenarios; no one builds it.", WeaponFuse.Proximity, 30f); var beam = Copy("Light Laser", names[3], "A constant beam whose blast is wider than its reach, so it never starts. For scenarios; no one builds it.", WeaponFuse.Proximity, 30f); // The Smoke Test Hull carries one 2x2 reactor. A Spectra's 20-40 energy a shot at its cadence is more than that reactor makes, @@ -2361,6 +2365,20 @@ public static class Program "Holds the charge until the drop, then lets it all go at once."), ("not if i see you first", "DME", "eyes in the dark/ you were seen before you looked/ say goodnight"), + ("Space Tractor", "Ewan Hart", + "It's a tractor. In space. Trap your enemies in gravity wells. Haul thousands of tons of hay through space!"), + }; + + // Designs whose text was flavour or named a brand, rewritten as tech-node text without a rename (ruling designs-are-tech-nodes). + // The Large Drive's old line ships as Steady Haul's text; the Tractor Beam's moves to its product, Space Tractor (ProductTexts). + public static readonly (string Design, string Text)[] DesignTexts = + { + ("Large Drive", "Large working drive."), + ("Tractor Beam", "Holds a target in a gravity well and hauls it in."), + ("Smoke Proximity", "A Light Laser that bursts by proximity, blast 8. For scenarios; no one builds it."), + ("Smoke Delayed", "A Light Laser that bursts after two cells of metal, blast 4. For scenarios; no one builds it."), + ("Smoke Refused", "A Light Laser whose blast is wider than its reach, so it never fires. For scenarios; no one builds it."), + ("Smoke Refused Charge", "A Charged Scatter Blaster whose blast is wider than its reach, so it never charges. For scenarios; no one builds it."), }; // generic-designs: a design is named and described like a node on a tech tree, and the brand lives in the product it @@ -2417,6 +2435,15 @@ public static class Program design.Description = designText; } + foreach (var (designName, text) in DesignTexts) + { + var found = designs.Where(d => d.Name == designName).ToArray(); + if (found.Length != 1) throw new InvalidOperationException($"Design text row \"{designName}\": {found.Length} designs carry the name."); + if (found[0].Description == text) continue; + Write(found[0], $"design \"{designName}\" text", found[0].Description, text); + found[0].Description = text; + } + foreach (var (name, maker, text) in ProductTexts) { var found = products.Where(p => p.Name == name && MakerOf(p) == maker).ToArray();