Remember a hostile's stance with its sighting; pin the lapse, claim and distance rules
RememberedHostiles read the stance the freshest reveal was made under (Reveal.Hostile, surfaced as Contact.Hostile) instead of IsHostileTo now, so a hostile held by the observer's override keeps its marker and the music after it dies or warps, until the bearing lapses. The departure test no longer re-sets the override. New tests: the Detected clause for an in-zone lapsed hostile, position independence for far hostiles on three sides, a within-category lie in ClaimedClasses, and the stale warning of a docked ship. The HUD no longer collects sweeps for a docked ship, and a sweep flash resets the pooled lock indicator's motion. Untested here: the Unity-side changes (ActionGameManager) have no headless test and no compile has run. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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5 changed files with 110 additions and 11 deletions
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@ -1375,8 +1375,10 @@ public class ActionGameManager : MonoBehaviour
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{
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if (Zone != steppedZone) return;
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steppedZone.Update(delta);
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// A warning lives one tick, so sweeps are collected per tick, never read per frame.
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if (CurrentEntity != null && CurrentEntity.Zone == steppedZone)
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// A warning lives one tick, so sweeps are collected per tick, never read per frame. A docked ship is out of the
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// zone's updates, so its published warnings go stale and are not collected (UpdateTargetIndicators drains only
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// while it is free).
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if (CurrentEntity != null && CurrentEntity.Zone == steppedZone && CurrentEntity.Parent == null)
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foreach (var warning in CurrentEntity.IncomingPaints)
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if (warning.Mode == PaintMode.Search) _pendingSweeps.Add((warning.Bearing, steppedZone.Time));
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});
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@ -1563,6 +1565,7 @@ public class ActionGameManager : MonoBehaviour
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foreach (var (bearing, time) in _pendingSweeps)
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{
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var indicator = LockIndicator.Instantiate<PlaceUIElementWorldspace>();
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ApplyLockProgress(indicator, indicator.GetComponent<Rotate>(), 0); // a pooled lock indicator keeps its last tightening
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_sweepFlashes.Add((indicator, indicator.GetComponentInChildren<Image>(), bearing, time));
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}
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_pendingSweeps.Clear();
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@ -961,7 +961,7 @@ public abstract class Entity
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if (!_active || item == null || !Zone.Entities.Contains(subject) || PerceivesDestroyed(subject, item)) return;
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if (!_reveals.TryGetValue(subject, out var book))
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_reveals[subject] = book = new Dictionary<EquippedItem, Reveal>();
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book[item] = new Reveal(item, channel, normalize((subject.Position - Position).xz), Zone.Time, claimed);
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book[item] = new Reveal(item, channel, normalize((subject.Position - Position).xz), Zone.Time, claimed, IsHostileTo(subject));
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}
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// A finished scan (Scanner.Execute; rulings scan-is-an-act, quiet-gear-identifiable-hull-layout-known: quiet gear
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@ -1000,8 +1000,10 @@ public abstract class Entity
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public IReadOnlyCollection<Entity> RevealedSubjects => _reveals.Keys;
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// The hostile subjects this observer holds only by a bearing: revealed, Detected, not Tracked (what bearing markers and
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// the music show). Reads the book and ContactOf, never the subject's Position or gear.
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public IEnumerable<Entity> RememberedHostiles => RevealedSubjects.Where(s => IsHostileTo(s) && ContactOf(s) is { Detected: true, Tracked: false });
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// the music show). Hostile is the stance the freshest reveal was made under (Contact.Hostile), not IsHostileTo now: the
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// stance an override gave goes with the subject when it departs, and the marker lasts until the bearing lapses. Reads the
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// book and ContactOf, never the subject's Position or gear.
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public IEnumerable<Entity> RememberedHostiles => RevealedSubjects.Where(s => ContactOf(s) is { Detected: true, Tracked: false, Hostile: true });
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// What this observer has seen `subject`'s items do: each item's latest act, and nothing the subject's present
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// gear or Durability says (ruling contact-reads-book-aim-reads-live). A reveal ends only on what this observer
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@ -1065,7 +1067,7 @@ public abstract class Entity
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var bearing = tracked ? normalize((subject.Position - Position).xz) : remembered ? freshest.Bearing : default;
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var identified = info >= settings.TargetGearInfoThreshold;
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// Profile is the one derivation of the hull this observer believes (no stored belief until the judge, ew-masquerade).
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return new Contact(detected, tracked, detected && any, identified, bearing, info, identified ? subject.ClaimedHull : null);
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return new Contact(detected, tracked, detected && any, identified, bearing, info, identified ? subject.ClaimedHull : null, any && freshest.Hostile);
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}
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// What this observer's instruments receive of other ships' acts this tick (Zone.Update calls it once, after every
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@ -103,7 +103,9 @@ public readonly struct PaintWarning
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// replaces the earlier one. Position is never carried: only the track gives it. `Item` stays the true item: it is the
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// book's key and what aim reads. `Claimed` is the class the act claimed, and is what every classifying reader reads
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// (aetheria-ew, classify-from-belief). A null `Channel` is a reveal by the observer's own scan (Entity.RecordInspection),
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// whose `Claimed` is the subject's claim for the item.
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// whose `Claimed` is the subject's claim for the item. `Hostile` is the observer's stance toward the subject at that act
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// (IsHostileTo then): remembered with the sighting, so a subject that departs and takes the observer's stance for it along
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// is still the hostile it was seen to be.
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public readonly struct Reveal
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{
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public readonly EquippedItem Item;
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@ -111,9 +113,11 @@ public readonly struct Reveal
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public readonly SignatureChannel? Channel;
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public readonly float2 Bearing;
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public readonly float Time;
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public readonly bool Hostile;
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public Reveal(EquippedItem item, SignatureChannel? channel, float2 bearing, float time, EquippableItemData claimed)
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public Reveal(EquippedItem item, SignatureChannel? channel, float2 bearing, float time, EquippableItemData claimed, bool hostile)
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{
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Hostile = hostile;
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Item = item;
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Claimed = claimed;
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Channel = channel;
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@ -170,7 +174,8 @@ public readonly struct Departure
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// membership of VisibleEntities. Classified: detected, with any reveal in the book. Identified: the track has reached
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// TargetGearInfoThreshold, and holds a hull belief: Profile, the hull class this observer believes the subject is (null
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// below Identified; aetheria-ew, classify-from-belief; seen-through arrives with the judge). Bearing is the true
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// bearing while tracked, else the freshest reveal's.
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// bearing while tracked, else the freshest reveal's. Hostile: the stance that freshest reveal was made under (false with
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// none), the one hostility a remembered contact has once its subject is gone.
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public readonly struct Contact
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{
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public readonly bool Detected;
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@ -180,9 +185,11 @@ public readonly struct Contact
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public readonly float2 Bearing;
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public readonly float Info;
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public readonly HullData Profile;
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public readonly bool Hostile;
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public Contact(bool detected, bool tracked, bool classified, bool identified, float2 bearing, float info, HullData profile)
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public Contact(bool detected, bool tracked, bool classified, bool identified, float2 bearing, float info, HullData profile, bool hostile)
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{
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Hostile = hostile;
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Profile = profile;
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Detected = detected;
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Tracked = tracked;
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@ -166,6 +166,22 @@ public sealed partial class ContactRevealTests
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Assert.NotSame(lockItem.Data, claimed); // fixture: the claim is not the truth
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}
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// A lie within a category is the ordinary lie: a gun that claims another weapon class is labelled with the claim.
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[Fact]
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public void ClaimedClassesNameTheClaimWithinACategory()
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{
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var e = Add(float3(0, 0, 0), new[] { "Gun" });
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var o = Add(float3(30, 0, 40), new[] { "Eye" });
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var gun = Guns(e)[0];
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var claimed = DataOf("Beam");
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Assert.True(gun.Data.Behaviors.Any(b => b is WeaponData) && claimed.Behaviors.Any(b => b is WeaponData), "fixture: truth and claim are both weapons");
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e.Claim(gun, claimed);
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Fire(e, gun);
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Assert.Same(claimed, Assert.Single(o.ClaimedClasses(e)));
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Assert.NotSame(gun.Data, claimed); // fixture: the claim is not the truth
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}
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// The label's order is the claimed names', never the order the reveals were made in.
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[Fact]
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public void ClaimedClassesAreOrderedByName()
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@ -1054,6 +1054,27 @@ public sealed partial class ContactRevealTests : IDisposable
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Assert.False(o.ContactOf(p).Detected);
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}
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// A ship out of the zone (docked) is no longer published to: the Search warning it held when it left stays in
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// IncomingPaints tick after tick, which is why the HUD's per-tick sweep collection must not read a docked ship.
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[Fact]
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public void ADockedShipKeepsItsLastWarningStale()
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{
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var p = Add(float3(0, 0, 100), new[] { "Eye" });
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var o = Add(float3(0, 0, 0));
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var sensor = (Sensor) p.Equipment.Single(i => i.Behaviors.Any(b => b is Sensor)).Behaviors.Single(b => b is Sensor);
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Tick(.01f);
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sensor.Ping();
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for (var tick = 0; tick < 100 && o.IncomingPaints.Count == 0; tick++) Tick(.1f);
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Assert.Single(o.IncomingPaints); // fixture: the ping crossed o
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_zone.Remove(o);
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for (var tick = 0; tick < 5; tick++)
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{
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Tick(.1f);
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Assert.Equal(PaintMode.Search, Assert.Single(o.IncomingPaints).Mode);
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}
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}
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// An observer's own gear is not another ship's act: a ship that fires its own gun, with its own sensor at the
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// very place of the light, records nothing of itself, while a neighbour does record the gun.
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[Fact]
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@ -1376,7 +1397,7 @@ public sealed partial class ContactRevealTests : IDisposable
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ShowOnly(e, 1f, gun);
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Assert.True(e.Visibility * o.PassiveInfo(e.Position.xz, 1f) <= _items.GameplaySettings.TargetDetectionInfoThreshold, "fixture: its last light is below o's gate");
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_zone.Remove(e);
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o.SetIff(e, true); // a departure drops the stance (it lasts the sitting); this stands for hostility the faction rule keeps
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Assert.False(o.IsHostileTo(e), "fixture: the departure dropped the stance the override gave; nothing restates it");
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var memory = _items.GameplaySettings.BearingMemory;
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var lapsed = false;
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for (var i = 0; i < 200 && !lapsed; i++)
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@ -1390,6 +1411,56 @@ public sealed partial class ContactRevealTests : IDisposable
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Assert.Equal(0, o.RememberedHostiles.Count());
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}
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// A hostile that fired and stayed in the zone, dark: the book keeps it (an in-zone subject is never pruned), so only
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// ContactOf's Detected ends its listing, exactly when its bearing is BearingMemory old.
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[Fact]
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public void ALapsedHostileInTheZoneIsNotRemembered()
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{
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var e = Add(float3(0, 0, 100), new[] { "Gun" });
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var o = Add(float3(0, 0, 0), new[] { "Eye" });
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o.SetIff(e, true);
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var gun = Guns(e)[0];
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Fire(e, gun);
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var freshest = Freshest(o, e);
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ShowOnly(e, 1f, gun);
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Assert.True(e.Visibility * o.PassiveInfo(e.Position.xz, 1f) <= _items.GameplaySettings.TargetDetectionInfoThreshold, "fixture: its last light is below o's gate");
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Assert.True(o.RememberedHostiles.Contains(e), "fixture: listed while young");
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var memory = _items.GameplaySettings.BearingMemory;
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var lapsed = false;
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for (var i = 0; i < 200 && !lapsed; i++)
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{
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Tick(.1f);
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lapsed = _zone.Time - freshest >= memory;
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Assert.Equal(!lapsed, o.RememberedHostiles.Contains(e)); // exactly while the bearing is remembered
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}
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Assert.True(lapsed, "fixture: the bearing lapsed");
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Assert.Contains(e, o.RevealedSubjects); // fixture: the in-zone subject is still in the book
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Assert.False(o.ContactOf(e).Detected, "fixture: the contact is no longer Detected");
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Assert.False(o.RememberedHostiles.Contains(e));
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}
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// A remembered hostile is decided by the book, never by where the subject stands: loud pingers 500 to 600 away on three
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// sides are heard (Roar: 300 over .5) and listed, each at the bearing it was heard on.
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[Fact]
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public void RememberedHostilesDoNotDependOnDistance()
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{
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var o = Add(float3(0, 0, 0), new[] { "Eye" });
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var spots = new[] { float3(550, 0, 0), float3(-520, 0, 100), float3(0, 0, 590) };
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var pingers = spots.Select(spot => Add(spot, new[] { "Roar" })).ToArray();
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foreach (var p in pingers) o.SetIff(p, true);
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foreach (var p in pingers) PingAt(p);
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foreach (var p in pingers)
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{
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Assert.False(o.ContactOf(p).Tracked, "fixture: held by a bearing only");
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Assert.True(length(p.Position - o.Position) > 500f, "fixture: far from the observer");
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Assert.True(o.RememberedHostiles.Contains(p));
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var toward = normalize((p.Position - o.Position).xz);
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AssertBearing(toward.x, toward.y, o.ContactOf(p).Bearing);
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}
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Assert.Equal(3, o.RememberedHostiles.Count());
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}
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// The first field path from `root` to `target`, not entering the zone or the item manager, or null.
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private static string PathFrom(object root, object target)
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{
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