ConsumableAiTests: stock the hold after the optimum is sampled
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1 changed files with 8 additions and 7 deletions
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@ -162,13 +162,6 @@ public sealed class ConsumableAiTests : IDisposable
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};
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Assert.True(scene.Agent.TryEquip(Make<CargoBayData>("Hold"), HoldCell));
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scene.Hold = scene.Agent.CargoBays.Single();
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if (carryVent) scene.Store(scene.Vent);
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if (carryOverdrive) scene.Store(scene.Overdrive);
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if (carryDecoy) scene.Store(scene.Decoy);
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for (var i = 0; i < stackableVents; i++) scene.Store(scene.StackableVent);
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Assert.True(scene.Carried == (carryVent ? 1 : 0) + (carryOverdrive ? 1 : 0) + (carryDecoy ? 1 : 0) + stackableVents,
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$"carried {scene.Carried}, cargo entries {scene.Hold.Cargo.Count}: {string.Join(",", scene.Hold.Cargo.Keys.Select(k => k.GetType().Name))}");
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// The agent is driven by a Minion added by hand; the locker is a gun ship nobody pilots.
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zone.Admit(scene.Agent, piloted: false);
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zone.Admit(scene.Prey, piloted: false);
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@ -188,6 +181,14 @@ public sealed class ConsumableAiTests : IDisposable
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typeof(CombatState).GetMethod("SampleDps", Private).Invoke(scene.State, null);
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scene.Optimum = (float) typeof(CombatState).GetField("_optimumRange", Private).GetValue(scene.State);
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Assert.InRange(scene.Optimum, 500f - 1000f / 32f, 500f + 1000f / 32f);
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// Stocked only now: before the first stat evaluation the optimum reads 0 and any target looks distant.
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if (carryVent) scene.Store(scene.Vent);
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if (carryOverdrive) scene.Store(scene.Overdrive);
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if (carryDecoy) scene.Store(scene.Decoy);
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for (var i = 0; i < stackableVents; i++) scene.Store(scene.StackableVent);
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Assert.True(scene.Carried == (carryVent ? 1 : 0) + (carryOverdrive ? 1 : 0) + (carryDecoy ? 1 : 0) + stackableVents,
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$"carried {scene.Carried}, cargo entries {scene.Hold.Cargo.Count}: {string.Join(",", scene.Hold.Cargo.Keys.Select(k => k.GetType().Name))}");
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return scene;
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}
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