diff --git a/Assets/Scripts/ServerShared/Behaviors/Behaviors.cs b/Assets/Scripts/ServerShared/Behaviors/Behaviors.cs index 9f2e292a6..244af7d89 100644 --- a/Assets/Scripts/ServerShared/Behaviors/Behaviors.cs +++ b/Assets/Scripts/ServerShared/Behaviors/Behaviors.cs @@ -187,6 +187,8 @@ public interface IPowerConsumer // superseded draft quoted -- checked directly here rather than trusted from that document. Union(39, typeof(TargetingSystemData)), Union(40, typeof(MineLayerData)), + Union(41, typeof(ThrottleLockData)), + Union(42, typeof(VapourDumpData)), JsonObject(MemberSerialization.OptIn)] public abstract class BehaviorData { diff --git a/Assets/Scripts/ServerShared/Behaviors/Sensor.cs b/Assets/Scripts/ServerShared/Behaviors/Sensor.cs index 8eeadbb7d..d1af7645e 100644 --- a/Assets/Scripts/ServerShared/Behaviors/Sensor.cs +++ b/Assets/Scripts/ServerShared/Behaviors/Sensor.cs @@ -160,17 +160,18 @@ public class Sensor : Behavior, IEventBehavior, IPowerConsumer var diff = entity.Position.xz - Entity.Position.xz; var dist = length(diff); + var obscuration = Entity.Zone.Obscuration(Entity.Position.xz, entity.Position.xz); float previous, next; Entity.EntityInfoGathered.TryGetValue(entity, out previous); if (!_pingedEntities.Contains(entity) && dist < _pingRadius) { _pingedEntities.Add(entity); - next = saturate(previous + Gain(entity.Visibility, Evaluate(_data.Sensitivity), Evaluate(_data.PingBoost), dist, dt, true)); + next = saturate(previous + Gain(entity.Visibility, Evaluate(_data.Sensitivity), Evaluate(_data.PingBoost), dist, dt, true, obscuration)); } else { var angle = acos(dot(forward, normalize(diff))); - next = saturate(previous + Gain(entity.Visibility, Evaluate(_data.Sensitivity), _data.SensitivityCurve.Evaluate(angle / PI), dist, dt, false)); + next = saturate(previous + Gain(entity.Visibility, Evaluate(_data.Sensitivity), _data.SensitivityCurve.Evaluate(angle / PI), dist, dt, false, obscuration)); } next *= 1 - ItemManager.GameplaySettings.TargetInfoDecay * dt; //Context.Log($"{entity.Name} visibility {(int)(previous * 100)}% -> {(int)(next * 100)}%"); @@ -182,12 +183,14 @@ public class Sensor : Behavior, IEventBehavior, IPowerConsumer // Mining Cut 3 (docs/mining-cut-refresh.md): the one detection gain rule -- the info one observation of a // target adds. A ping adds `visibility × sensitivity × PingBoost × distance` once; a passive tick adds // `visibility × sensitivity × curve(angle/π) × dt / distance`. `response` is PingBoost for a ping and the - // sensitivity curve at the bearing for a passive tick. The entity loop above and the chunk query - // (Entity.ChunkInfo, through PassiveRate) both call this; nothing else multiplies these terms. - public static float Gain(float visibility, float sensitivity, float response, float distance, float dt, bool ping) => - ping + // sensitivity curve at the bearing for a passive tick. `obscuration` is the fraction of the signal that + // survives the vapour clouds on the sight line (Zone.Obscuration, 1f with none), scaling both. The entity + // loop above and the chunk query (Entity.ChunkInfo, through PassiveRate) both call this; nothing else + // multiplies these terms. + public static float Gain(float visibility, float sensitivity, float response, float distance, float dt, bool ping, float obscuration) => + (ping ? visibility * sensitivity * response * distance - : visibility * sensitivity * response * dt / distance; + : visibility * sensitivity * response * dt / distance) * obscuration; // The passive gain per second this sensor draws from a target of `visibility` at the planar `position`: // Gain over one second, with the bearing measured from this sensor's own facing exactly as Execute does. @@ -195,7 +198,8 @@ public class Sensor : Behavior, IEventBehavior, IPowerConsumer { var diff = position - Entity.Position.xz; var angle = acos(dot(Direction.xz, normalize(diff))); - return Gain(visibility, Evaluate(_data.Sensitivity), _data.SensitivityCurve.Evaluate(angle / PI), length(diff), 1f, false); + return Gain(visibility, Evaluate(_data.Sensitivity), _data.SensitivityCurve.Evaluate(angle / PI), length(diff), 1f, false, + Entity.Zone.Obscuration(Entity.Position.xz, position)); } // An upper bound on sensitivity x response over every bearing, so PassiveRate(v, p) <= v x this / distance diff --git a/Assets/Scripts/ServerShared/Behaviors/ThrottleLock.cs b/Assets/Scripts/ServerShared/Behaviors/ThrottleLock.cs new file mode 100644 index 000000000..d33ef07cb --- /dev/null +++ b/Assets/Scripts/ServerShared/Behaviors/ThrottleLock.cs @@ -0,0 +1,35 @@ +/* This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at https://mozilla.org/MPL/2.0/. */ + +using MessagePack; +using Newtonsoft.Json; + +// Presence marks the lock: Entity.ThrottleLocked is true while an active effect carries one, and Ship.Update +// then reads full forward intent in place of MovementDirection. The behaviour holds no state and does nothing +// itself; turning stays with the pilot. +[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable] +public class ThrottleLockData : BehaviorData +{ + public override Behavior CreateInstance(EquippedItem item) + { + return new ThrottleLock(this, item); + } + public override Behavior CreateInstance(ConsumableItemEffect item) + { + return new ThrottleLock(this, item); + } +} + +public class ThrottleLock : Behavior +{ + public ThrottleLock(ThrottleLockData data, EquippedItem item) : base(data, item) + { + } + + public ThrottleLock(ThrottleLockData data, ConsumableItemEffect item) : base(data, item) + { + } + + public override bool Execute(float dt) => true; +} diff --git a/Assets/Scripts/ServerShared/Behaviors/VapourDump.cs b/Assets/Scripts/ServerShared/Behaviors/VapourDump.cs new file mode 100644 index 000000000..3e035f9b8 --- /dev/null +++ b/Assets/Scripts/ServerShared/Behaviors/VapourDump.cs @@ -0,0 +1,61 @@ +using MessagePack; +using Newtonsoft.Json; + +// A coolant dump that becomes a vapour cloud: the first time it runs it vents one cloud around its venter, +// drifting with the venter's velocity. Radius, Opacity and Lifetime are evaluated through the host, so role +// quality applies as for any other stat. Later runs vent nothing. +[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable] +public class VapourDumpData : BehaviorData +{ + [Inspectable, JsonProperty("radius"), Key(1), RuntimeInspectable] + public PerformanceStat Radius = new PerformanceStat(); + + // How much of a sight line's signal a fresh cloud removes, in [0, 1]. + [Inspectable, JsonProperty("opacity"), Key(2), RuntimeInspectable] + public PerformanceStat Opacity = new PerformanceStat(); + + // Seconds from venting until the cloud has faded away and is removed. + [Inspectable, JsonProperty("lifetime"), Key(3), RuntimeInspectable] + public PerformanceStat Lifetime = new PerformanceStat(); + + public override Behavior CreateInstance(EquippedItem item) + { + return new VapourDump(this, item); + } + + public override Behavior CreateInstance(ConsumableItemEffect item) + { + return new VapourDump(this, item); + } +} + +public class VapourDump : Behavior +{ + private VapourDumpData _data; + private bool _vented; + + public VapourDump(VapourDumpData data, EquippedItem item) : base(data, item) + { + _data = data; + } + + public VapourDump(VapourDumpData data, ConsumableItemEffect item) : base(data, item) + { + _data = data; + } + + public override bool Execute(float dt) + { + if (_vented) return true; + _vented = true; + Entity.Zone.Vent(new VapourCloud + { + Body = new KinematicBody { Position = Entity.Position.xz, Velocity = Entity.Velocity }, + Radius = Evaluate(_data.Radius), + Opacity = Evaluate(_data.Opacity), + Lifetime = Evaluate(_data.Lifetime), + Venter = Entity + }); + return true; + } +} diff --git a/Assets/Scripts/ServerShared/Behaviors/VapourDump.cs.meta b/Assets/Scripts/ServerShared/Behaviors/VapourDump.cs.meta new file mode 100644 index 000000000..86ef08913 --- /dev/null +++ b/Assets/Scripts/ServerShared/Behaviors/VapourDump.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 961a74683c574807a300eb26694f206d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ServerShared/Entity.cs b/Assets/Scripts/ServerShared/Entity.cs index 7d9dfb868..59bc38cc9 100644 --- a/Assets/Scripts/ServerShared/Entity.cs +++ b/Assets/Scripts/ServerShared/Entity.cs @@ -872,6 +872,9 @@ public abstract class Entity initializable.Initialize(); } + // Derived, never written: true iff an active consumable effect carries a ThrottleLock. + public bool ThrottleLocked => _activeConsumables.Any(e => e.Behaviors.OfType().Any()); + public ConsumableItemEffect FindActiveConsumable(ConsumableItemData data) { return _activeConsumables.FirstOrDefault(ac => ac.Data == data); diff --git a/Assets/Scripts/ServerShared/Ship.cs b/Assets/Scripts/ServerShared/Ship.cs index 98dfa4fb3..993d92940 100644 --- a/Assets/Scripts/ServerShared/Ship.cs +++ b/Assets/Scripts/ServerShared/Ship.cs @@ -233,27 +233,29 @@ public class Ship : Entity if (_active && !_exitingWormhole && !_enteringWormhole) { RecalculateThrust(); + // The lock replaces intent here, once; player and agent intent both pass through this one read. + var move = ThrottleLocked ? float2(0, 1) : MovementDirection; foreach (var thruster in _allThrusters) thruster.Axis = 0; var rightThrusterTorqueCompensation = abs(RightStrafeTotalTorque) / RightStrafeTorqueThrusters.Count; foreach (var thruster in _rightThrusters) { var thrust = 0f; - thrust += MovementDirection.x; + thrust += move.x; if (RightStrafeTorqueThrusters.Contains(thruster)) - thrust -= MovementDirection.x * (rightThrusterTorqueCompensation / (abs(thruster.Torque) * thruster.Thrust)); + thrust -= move.x * (rightThrusterTorqueCompensation / (abs(thruster.Torque) * thruster.Thrust)); thruster.Axis = thrust; } var leftThrusterTorqueCompensation = abs(LeftStrafeTotalTorque) / LeftStrafeTorqueThrusters.Count; foreach (var thruster in _leftThrusters) { var thrust = 0f; - thrust += -MovementDirection.x; + thrust += -move.x; if (LeftStrafeTorqueThrusters.Contains(thruster)) - thrust += MovementDirection.x * (leftThrusterTorqueCompensation / (abs(thruster.Torque) * thruster.Thrust)); + thrust += move.x * (leftThrusterTorqueCompensation / (abs(thruster.Torque) * thruster.Thrust)); thruster.Axis = thrust; } - foreach (var thruster in _forwardThrusters) thruster.Axis += MovementDirection.y; - foreach (var thruster in _reverseThrusters) thruster.Axis += -MovementDirection.y; + foreach (var thruster in _forwardThrusters) thruster.Axis += move.y; + foreach (var thruster in _reverseThrusters) thruster.Axis += -move.y; foreach (var thruster in _clockwiseThrusters) thruster.Axis += Turn; foreach (var thruster in _counterClockwiseThrusters) thruster.Axis += -Turn; diff --git a/Assets/Scripts/ServerShared/VapourClouds.cs b/Assets/Scripts/ServerShared/VapourClouds.cs new file mode 100644 index 000000000..9f4a44603 --- /dev/null +++ b/Assets/Scripts/ServerShared/VapourClouds.cs @@ -0,0 +1,32 @@ +using CultMath; +using static CultMath.math; +using float2 = CultMath.float2; + +// A vented vapour cloud: a free-floating disc that thins every sensor sight line through it. Not an Entity, +// never priced or rolled, never saved. Zone.Vent is the only adder and Zone's cloud step the only remover; +// Zone.Obscuration is the one reader detection uses. +public sealed class VapourCloud +{ + public FloatingBodyId Id; + public KinematicBody Body; + public double VentedAt; + public float Lifetime; + public float Radius; + // The opacity at the moment of venting; it fades linearly to nothing over Lifetime. + public float Opacity; + public Entity Venter; + + // A cloud with no lifetime divides by zero; saturate maps the NaN and the infinity to nothing left. + public float OpacityAt(double now) => + saturate(Opacity) * saturate(1f - (float) (now - VentedAt) / Lifetime); + + // Whether the segment a-b reaches the disc: the closest point of the segment to the centre lies within the + // radius. A cloud past either end of the segment touches it only if it is near that end. + public bool Touches(float2 a, float2 b) + { + var ab = b - a; + var length2 = lengthsq(ab); + var t = length2 > 0f ? saturate(dot(Body.Position - a, ab) / length2) : 0f; + return lengthsq(Body.Position - (a + ab * t)) <= Radius * Radius; + } +} diff --git a/Assets/Scripts/ServerShared/VapourClouds.cs.meta b/Assets/Scripts/ServerShared/VapourClouds.cs.meta new file mode 100644 index 000000000..cdaa4b80d --- /dev/null +++ b/Assets/Scripts/ServerShared/VapourClouds.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ced45a9738974452b0065b57ee527e8a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ServerShared/Zone.cs b/Assets/Scripts/ServerShared/Zone.cs index df07d1f57..0aa822775 100644 --- a/Assets/Scripts/ServerShared/Zone.cs +++ b/Assets/Scripts/ServerShared/Zone.cs @@ -20,6 +20,10 @@ public class Zone // Laid mines, in lay order. Zone owns their existence: Lay is the one adder, the mine step the one remover, // and every removal is a blast. Runtime state, never saved. public ReactiveCollection Mines = new ReactiveCollection(); + + // Vented vapour clouds, in vent order. Zone owns their existence: Vent is the one adder, StepClouds the one + // remover, and Obscuration the one reader that detection uses. Runtime state, never saved. + public ReactiveCollection Clouds = new ReactiveCollection(); public Dictionary Planets = new Dictionary(); public Dictionary PlanetInstances = new Dictionary(); @@ -225,6 +229,7 @@ public class Zone foreach (var entity in Entities.ToArray()) entity.Update(deltaTime); StepMines(deltaTime); + StepClouds(deltaTime); // Cut 3: after every entity has had its chance to fire this tick, age and resolve the shots that // firing queued. A shot fired this tick with a flight time shorter than CommitHorizon commits and @@ -238,6 +243,39 @@ public class Zone Mines.Add(mine); } + public void Vent(VapourCloud cloud) + { + cloud.Id = NextBodyId(); + cloud.VentedAt = _time; + Clouds.Add(cloud); + } + + // The fraction of a sight line's signal that survives the clouds between `a` and `b`: the product of + // (1 - opacity now) over every cloud whose disc the segment touches, so 1f when none does. Derived from the + // live clouds at each call and stored nowhere; Sensor.Gain is where it enters detection. + public float Obscuration(float2 a, float2 b) + { + var through = 1f; + for (var i = 0; i < Clouds.Count; i++) + { + var cloud = Clouds[i]; + if (cloud.Touches(a, b)) through *= 1f - cloud.OpacityAt(_time); + } + return through; + } + + // After StepMines: each cloud drifts as a KinematicBody on the zone's force, as a mine does, and is removed + // once its lifetime has run out. Nothing else removes a cloud. + private void StepClouds(float deltaTime) + { + var settings = _itemManager.GameplaySettings; + foreach (var cloud in Clouds.ToArray()) + { + cloud.Body.Step(deltaTime, GetForce(cloud.Body.Position), settings); + if (cloud.VentedAt + cloud.Lifetime <= _time) Clouds.Remove(cloud); + } + } + // After the entity loop and before FireControl.Step, in lay order: each mine drifts as a KinematicBody, is // triggered by the first eligible hull its armed disc touches, and detonates through FireControl.Detonate at // its trigger plus fuse delay or at its lifetime, whatever its layer does (ruling mine-owner-leash). The diff --git a/tests/Aetheria.Shared.Tests/ThrottleLockTests.cs b/tests/Aetheria.Shared.Tests/ThrottleLockTests.cs new file mode 100644 index 000000000..3f6109155 --- /dev/null +++ b/tests/Aetheria.Shared.Tests/ThrottleLockTests.cs @@ -0,0 +1,274 @@ +using System; +using System.Collections.Generic; +using System.IO; +using System.Linq; +using CultMath; +using GameCult.Caching; +using Xunit; +using static CultMath.math; + +// A ThrottleLock on an active consumable replaces the pilot's movement intent with full forward, read once at +// the top of Ship.Update's active branch. Turn is untouched. Every observation is a thruster's Axis after a real +// Ship.Update, with the effect started through Entity.ActivateConsumable. +public sealed class ThrottleLockTests : IDisposable +{ + private readonly string _root = Path.Combine(Path.GetTempPath(), "aetheria-throttlelock-" + Guid.NewGuid().ToString("N")); + private string Catalog => Path.Combine(_root, "Aetheria.cc"); + + public ThrottleLockTests() => Directory.CreateDirectory(_root); + public void Dispose() => Directory.Delete(_root, true); + + private static GameplaySettings Settings() => new GameplaySettings + { + DefaultEntitySettings = new EntitySettings(), + Tiers = new[] { new RarityTier { Name = "Common", Quality = .5f, Rarity = 0, Color = new float3(1, 1, 1) } }, + QualityPriceModifier = new ExponentialLerp() + }; + + private static PerformanceStat Constant(float v) => new PerformanceStat { Min = v, Max = v }; + + private static EquippableItem Mint(CultCache cache, ItemManager items, ItemData design, ItemRotation rotation = ItemRotation.None) => new EquippableItem + { + Data = cache.RefOf(design), + Durability = design is EquippableItemData equippable ? equippable.Durability : 0, + Rotation = rotation, + Lot = items.Lots.Add(new Lot { Design = cache.RefOf(design), Origin = new Attributed(), Quality = .5f, Roles = new List() }) + }; + + private sealed class Fixture + { + public CultCache Cache; + public ItemManager Items; + public Ship Ship; + public ConsumableItemData Lock; + public Thruster Forward, Reverse, Clockwise; + public Thruster[] Right, Left; // pairs with opposing torque: a lone off-axis strafe thruster cancels its own torque + + public void ActivateLock() => Ship.ActivateConsumable(new ConsumableItem + { + Data = Cache.RefOf(Lock), + Lot = Items.Lots.Add(new Lot { Design = Cache.RefOf(Lock), Origin = new Attributed(), Quality = .5f, Roles = new List() }) + }); + } + + // One thruster per intent direction, plus two reverse thrusters either side of the centre line, one of + // which has clockwise torque (the one Turn reaches). Thrusters are found by their item's rotation, as Ship + // sorts them. + private Fixture Build(float lockDuration) + { + var cache = AetheriaStores.Open(Catalog, catalogWritable: true); + cache.Upsert(new TestCatalogGlobal { Name = "Temperament" }); + var hullShape = new Shape(5, 5); + foreach (var cell in hullShape.AllCoordinates) hullShape[cell] = true; + cache.Upsert(new HullData { Name = "Skiff", HullType = HullType.Ship, Shape = hullShape, Durability = 10, Mass = 1000 }); + cache.Upsert(new GearData + { + Name = "Thruster", Hardpoint = HardpointType.Tool, Shape = new Shape(), Durability = 10, + MinimumTemperature = 0, MaximumTemperature = 1000, OptimalTemperature = 280, PlateauWidth = 400, + Behaviors = { new ThrusterData { Thrust = Constant(100), Visibility = Constant(0), Heat = Constant(0), EnergyUsage = Constant(0) } } + }); + var lockData = new ConsumableItemData { Name = "Overdrive", Duration = lockDuration, Behaviors = { new ThrottleLockData() } }; + cache.Upsert(lockData); + cache.FlushAsync().Wait(); + + var items = new ItemManager(cache, new ProvenanceLedger(), Settings(), _ => { }); + var zone = new Zone(items, new PlanetSettings(), new ZonePack(), new GalaxyZone { Name = "Test Zone", Owner = null }, null); + var ship = new Ship(items, zone, Mint(cache, items, cache.GetByName("Skiff")), new EntitySettings()); + var gear = cache.GetByName("Thruster"); + Assert.True(ship.TryEquip(Mint(cache, items, gear, ItemRotation.Reversed), new int2(2, 1))); + Assert.True(ship.TryEquip(Mint(cache, items, gear, ItemRotation.None), new int2(1, 2))); + Assert.True(ship.TryEquip(Mint(cache, items, gear, ItemRotation.None), new int2(3, 2))); + // Strafe pairs sit either side of the centre line across the ship's length, so their torques oppose. + Assert.True(ship.TryEquip(Mint(cache, items, gear, ItemRotation.CounterClockwise), new int2(1, 1))); + Assert.True(ship.TryEquip(Mint(cache, items, gear, ItemRotation.CounterClockwise), new int2(1, 3))); + Assert.True(ship.TryEquip(Mint(cache, items, gear, ItemRotation.Clockwise), new int2(3, 1))); + Assert.True(ship.TryEquip(Mint(cache, items, gear, ItemRotation.Clockwise), new int2(3, 3))); + zone.Entities.Add(ship); + ship.Aim = float3(0, 0, 1); + ship.Activate(); + + var thrusters = ship.GetBehaviors().ToArray(); + return new Fixture + { + Cache = cache, Items = items, Ship = ship, Lock = cache.GetByName("Overdrive"), + Forward = thrusters.Single(t => t.Item.EquippableItem.Rotation == ItemRotation.Reversed), + Right = thrusters.Where(t => t.Item.EquippableItem.Rotation == ItemRotation.CounterClockwise).ToArray(), + Left = thrusters.Where(t => t.Item.EquippableItem.Rotation == ItemRotation.Clockwise).ToArray(), + Reverse = thrusters.First(t => t.Item.EquippableItem.Rotation == ItemRotation.None && t.Torque <= 0), + Clockwise = thrusters.First(t => t.Item.EquippableItem.Rotation == ItemRotation.None && t.Torque > 0) + }; + } + + // Spec ALockedThrottleIgnoresIntent. Mutation: read MovementDirection in place of move at any of the six + // sites in Ship.Update and the matching assertion goes red. + [Fact] + public void ALockedThrottleIgnoresIntent() + { + var f = Build(100f); + using var _ = f.Cache; + f.ActivateLock(); + Assert.True(f.Ship.ThrottleLocked); + + foreach (var intent in new[] { float2(0, -1), float2(1, 0), float2(-1, 0) }) + { + f.Ship.MovementDirection = intent; + f.Ship.Turn = 0; + f.Ship.Update(0.01f); + Assert.Equal(1f, f.Forward.Axis); + Assert.Equal(0f, f.Reverse.Axis); + Assert.All(f.Right, t => Assert.Equal(0f, t.Axis)); + Assert.All(f.Left, t => Assert.Equal(0f, t.Axis)); + } + + // Turning stays with the pilot: the clockwise-torque thruster follows Turn while the lock holds. + f.Ship.MovementDirection = float2(0, -1); + f.Ship.Turn = 1; + f.Ship.Update(0.01f); + Assert.Equal(1f, f.Clockwise.Axis); + f.Ship.Turn = 0; + f.Ship.Update(0.01f); + Assert.Equal(0f, f.Clockwise.Axis); + } + + // Spec TheLockEndsWithItsEffect. Mutation: make ThrottleLocked a latch (set on activation, never cleared) + // and the post-expiry reverse axis stays 0. + [Fact] + public void TheLockEndsWithItsEffect() + { + var f = Build(1f); + using var _ = f.Cache; + f.ActivateLock(); + f.Ship.MovementDirection = float2(0, -1); + f.Ship.Update(0.5f); + Assert.Equal(0f, f.Reverse.Axis); + + f.Ship.Update(2f); // runs past the Duration; the effect leaves at the end of this tick + Assert.False(f.Ship.ThrottleLocked); + + f.Ship.Update(0.01f); + Assert.Equal(1f, f.Reverse.Axis); + Assert.Equal(0f, f.Forward.Axis); + } + + // Spec AnUnlockedShipFollowsIntent. Mutation: replace the conditional by an unconditional float2(0, 1) and + // the reverse and strafe assertions go red. + [Fact] + public void AnUnlockedShipFollowsIntent() + { + var f = Build(1f); + using var _ = f.Cache; + Assert.False(f.Ship.ThrottleLocked); + + f.Ship.MovementDirection = float2(0, -1); + f.Ship.Update(0.01f); + Assert.Equal(1f, f.Reverse.Axis); + Assert.Equal(0f, f.Forward.Axis); + + f.Ship.MovementDirection = float2(1, 0); + f.Ship.Update(0.01f); + Assert.All(f.Right, t => Assert.Equal(1f, t.Axis)); + Assert.All(f.Left, t => Assert.Equal(0f, t.Axis)); + Assert.Equal(0f, f.Forward.Axis); + + f.Ship.MovementDirection = float2(-1, 0); + f.Ship.Update(0.01f); + Assert.All(f.Left, t => Assert.Equal(1f, t.Axis)); + Assert.All(f.Right, t => Assert.Equal(0f, t.Axis)); + + f.Ship.MovementDirection = float2(0, 1); + f.Ship.Update(0.01f); + Assert.Equal(1f, f.Forward.Axis); + Assert.Equal(0f, f.Reverse.Axis); + } + + // Finding zero-stick-unpinned. Mutation: float2(0, length(MovementDirection)) as the locked intent. The lock + // supplies full forward whatever the stick's magnitude, including none and a short reverse push. + [Fact] + public void ALockedShipGetsFullForwardWhateverTheStickLength() + { + var f = Build(100f); + using var _ = f.Cache; + f.ActivateLock(); + foreach (var intent in new[] { float2(0, 0), float2(.3f, .2f), float2(-.5f, -.5f) }) + { + f.Ship.MovementDirection = intent; + f.Ship.Turn = 0; + f.Ship.Update(0.01f); + Assert.Equal(1f, f.Forward.Axis); + Assert.Equal(0f, f.Reverse.Axis); + Assert.All(f.Right, t => Assert.Equal(0f, t.Axis)); + Assert.All(f.Left, t => Assert.Equal(0f, t.Axis)); + } + } + + // Finding ccw-turn-unpinned. Mutation: drop the counter-clockwise Turn. Turn in either sign reaches only the + // thrusters with torque of that sign, at full, while the lock holds forward. + [Fact] + public void ALockedShipTurnsBothWays() + { + var f = Build(100f); + using var _ = f.Cache; + f.ActivateLock(); + var all = f.Ship.GetBehaviors().ToArray(); + var cw = all.Where(t => t.Torque > 0 && t.Item.EquippableItem.Rotation == ItemRotation.None).ToArray(); + var ccw = all.Where(t => t.Torque < 0 && t.Item.EquippableItem.Rotation == ItemRotation.None).ToArray(); + Assert.NotEmpty(cw); + Assert.NotEmpty(ccw); + f.Ship.MovementDirection = float2(1, -1); + foreach (var turn in new[] { 1f, -1f }) + { + f.Ship.Turn = turn; + f.Ship.Update(0.01f); + Assert.All(turn > 0 ? cw : ccw, t => Assert.Equal(1f, t.Axis)); + Assert.All(turn > 0 ? ccw : cw, t => Assert.Equal(0f, t.Axis)); + Assert.Equal(1f, f.Forward.Axis); + } + } + + // Finding non-lock-consumable-unpinned. Mutation: any active consumable locks. A consumable without + // ThrottleLockData leaves the pilot's intent in force. + [Fact] + public void AConsumableWithoutTheLockDoesNotLock() + { + var f = Build(100f); + using var _ = f.Cache; + var plain = new ConsumableItemData { Name = "Plain", Duration = 100f }; + f.Cache.Upsert(plain); + f.Ship.ActivateConsumable(new ConsumableItem + { + Data = f.Cache.RefOf(plain), + Lot = f.Items.Lots.Add(new Lot { Design = f.Cache.RefOf(plain), Origin = new Attributed(), Quality = .5f, Roles = new List() }) + }); + Assert.False(f.Ship.ThrottleLocked); + f.Ship.MovementDirection = float2(0, -1); + f.Ship.Update(0.01f); + Assert.Equal(1f, f.Reverse.Axis); + Assert.Equal(0f, f.Forward.Axis); + } + + // Finding lock-end-boundary-unpinned, finding lock-end-at-90pct-unpinned. Mutations: the lock ends at half + // Duration, at 0.8 or 0.9 of Duration, or one tick late. Duration 1 stepped in 0.25 s ticks (exact in + // floats) locks the axes on exactly four ticks (reverse stays 0), the effect is gone when the fourth ends, + // and the fifth tick follows the stick. The count scales with Duration: 2 s locks eight ticks. + [Theory] + [InlineData(1f, 4)] + [InlineData(2f, 8)] + public void TheLockEndsAtTheExactTickOfItsDuration(float duration, int lockedTicks) + { + var f = Build(duration); + using var _ = f.Cache; + f.ActivateLock(); + f.Ship.MovementDirection = float2(0, -1); + for (var i = 0; i < lockedTicks; i++) + { + Assert.True(f.Ship.ThrottleLocked); + f.Ship.Update(.25f); + Assert.Equal(0f, f.Reverse.Axis); + Assert.Equal(1f, f.Forward.Axis); + } + Assert.False(f.Ship.ThrottleLocked); + f.Ship.Update(.25f); + Assert.Equal(1f, f.Reverse.Axis); + Assert.Equal(0f, f.Forward.Axis); + } +} diff --git a/tests/Aetheria.Shared.Tests/VapourCloudTests.cs b/tests/Aetheria.Shared.Tests/VapourCloudTests.cs new file mode 100644 index 000000000..71fc3cc2a --- /dev/null +++ b/tests/Aetheria.Shared.Tests/VapourCloudTests.cs @@ -0,0 +1,431 @@ +using System; +using System.Collections.Generic; +using System.IO; +using System.Linq; +using CultMath; +using GameCult.Caching; +using GameCult.Caching.MessagePack; +using MessagePack; +using UniRx; +using Xunit; +using static CultMath.math; +using float2 = CultMath.float2; +using float3 = CultMath.float3; +using int2 = CultMath.int2; + +// Vapour clouds in the sim (aetheria-release cut vapour-cloud, ruling vapour-cloud-obscuration): a VapourDump +// behaviour vents a zone cloud that thins every sensor sight line through it, both ways, through Sensor.Gain's +// one detection rule; a lock falls by the existing detection-threshold rule and nothing else. The scene is two +// ships facing each other along z with a fixed visibility, so what a sensor gathers is a number the clouds +// alone change: steady info is visibility x sensitivity / (distance x TargetInfoDecay), and visibility 100, +// sensitivity 1, decay .5 puts it at .5 at range 400 (above the .1 threshold) and saturated at range 40. +public sealed class VapourCloudTests : IDisposable +{ + private const float Dt = .05f; + private const float Threshold = .1f; + private readonly string _root = Path.Combine(Path.GetTempPath(), "aetheria-vapour-" + Guid.NewGuid().ToString("N")); + private readonly List _caches = new List(); + private static readonly object Glow = new object(); + + public VapourCloudTests() => Directory.CreateDirectory(_root); + + public void Dispose() + { + foreach (var c in _caches) c.Dispose(); + Directory.Delete(_root, true); + } + + private static PerformanceStat Constant(float v) => new PerformanceStat { Min = v, Max = v }; + + private static Shape Solid(int w, int h) + { + var shape = new Shape(w, h); + foreach (var cell in shape.AllCoordinates) shape[cell] = true; + return shape; + } + + private sealed class Lab + { + public ItemManager Items; + public Zone Zone; + public Ship Observer; + public Ship Target; + public EquippedItem Dump; + public LockWeapon Lock; + public int Lot = 1; + public bool HoldTarget = true; + } + + private Lab Build(float distance, float radius = 20f, float opacity = .9f, float lifetime = 1000f) + { + var settings = new GameplaySettings + { + DefaultEntitySettings = new EntitySettings(), + Tiers = new[] { new RarityTier { Name = "Common", Quality = .5f, Rarity = 0, Color = new float3(1, 1, 1) } }, + QualityPriceModifier = new ExponentialLerp(), + TargetDetectionInfoThreshold = Threshold, TargetArmorInfoThreshold = .2f, TargetGearInfoThreshold = .8f, + TargetInfoDecay = .5f, VisibilityDecay = 0f, + FiringArc = 170, CommitHorizon = .5f, SchematicCellSize = 1f + }; + var cache = AetheriaStores.Open(Path.Combine(_root, Guid.NewGuid().ToString("N") + ".cc"), catalogWritable: true); + _caches.Add(cache); + cache.Upsert(new TestCatalogGlobal { Name = "Temperament" }); + cache.Upsert(new HullData + { + Name = "Hull", HullType = HullType.Ship, Shape = Solid(5, 5), Durability = 1000000, Mass = 1000, + Hardpoints = { new HardpointData { Type = HardpointType.Sensors, Position = new int2(0, 0), Shape = new Shape() } } + }); + GearData Gear(string name, HardpointType hardpoint, BehaviorData behavior) => new GearData + { + Name = name, Hardpoint = hardpoint, Shape = new Shape(), Durability = 1, + MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000, + Behaviors = { behavior } + }; + cache.Upsert(Gear("Eye", HardpointType.Tool, new SensorData + { + Sensitivity = Constant(1f), + SensitivityCurve = new BezierCurve { Keys = new[] { float4(0, 1, 0, 0), float4(1, 1, 0, 0) } }, + PingBoost = Constant(.000004f), PingEnergy = Constant(0f), PingVisibility = Constant(5f), + PingRange = Constant(300f), PingCooldown = Constant(4f) + })); + cache.Upsert(Gear("Vent", HardpointType.Tool, new VapourDumpData + { + Radius = Constant(radius), Opacity = Constant(opacity), Lifetime = Constant(lifetime) + })); + cache.Upsert(Gear("LockGun", HardpointType.Sensors, new LockWeaponData + { + Damage = Constant(0), Range = Constant(1000), MinRange = Constant(0), Velocity = Constant(0), + Spread = Constant(0), DamageSpread = Constant(0), Penetration = Constant(0), Count = Constant(1), + BurstTime = Constant(0), Cooldown = Constant(1000), + DamageCurve = new BezierCurve { Keys = new[] { float4(0, 1, 0, 0), float4(1, 1, 0, 0) } }, + LockSpeed = Constant(1), SensorImpact = Constant(1), LockAngle = Constant(170), + DirectionImpact = Constant(1), Decay = Constant(1) + })); + cache.FlushAsync().Wait(); + + var ledger = new ProvenanceLedger(); + for (var i = 1; i <= 50; i++) ledger.Lots[i] = new Lot { Origin = new Attributed(), Quality = 1 }; + var items = new ItemManager(cache, ledger, settings, _ => { }); + var zone = new Zone(items, new PlanetSettings(), new ZonePack { Radius = 5000 }, new GalaxyZone { Name = "Vapour", Owner = null }, null); + var lab = new Lab { Items = items, Zone = zone }; + + EquippableItem Make(string name) => new EquippableItem + { + Data = items.ItemData.RefOf(items.ItemData.GetByName(name)), Durability = 1, Lot = lab.Lot++ + }; + Ship NewShip() + { + var hull = items.ItemData.RefOf(items.ItemData.GetByName("Hull")); + var ship = new Ship(items, zone, new EquippableItem { Data = hull, Durability = 1000000, Lot = lab.Lot++ }, new EntitySettings()); + Assert.True(ship.TryEquip(Make("Eye"))); + return ship; + } + + lab.Observer = NewShip(); + Assert.True(lab.Observer.TryEquip(Make("LockGun"), new int2(0, 0))); + lab.Target = NewShip(); + var dump = Make("Vent"); + Assert.True(lab.Target.TryEquip(dump)); + lab.Dump = lab.Target.Equipment.Single(x => x.EquippableItem == dump); + // Held off until a test pulls the trigger: the dump vents on its first run. + lab.Dump.Enabled.Value = false; + + zone.Entities.Add(lab.Observer); + zone.Entities.Add(lab.Target); + lab.Observer.Activate(); + lab.Target.Activate(); + lab.Observer.Position = float3(0, 0, 0); + lab.Observer.Aim = float3(0, 0, 1); + lab.Target.Position = float3(0, 0, distance); + lab.Target.Aim = float3(0, 0, -1); + lab.Observer.SetIff(lab.Target, true); + lab.Target.SetIff(lab.Observer, true); + zone.Update(0f); + lab.Lock = lab.Observer.Weapons.OfType().Single(); + return lab; + } + + // One tick: both ships stay where they were put, facing each other, each a fixed visibility to the other's sensor. + private static void Tick(Lab lab) + { + foreach (var ship in new[] { lab.Observer, lab.Target }) + { + ship.VisibilitySources[Glow] = 100f; + if (ship != lab.Target || lab.HoldTarget) ship.Velocity = float2.zero; + } + lab.Observer.Direction = float2(0, 1); + lab.Target.Direction = float2(0, -1); + lab.Zone.Update(Dt); + } + + private static void Run(Lab lab, int ticks) + { + for (var i = 0; i < ticks; i++) Tick(lab); + } + + private static float Info(Ship watcher, Ship watched) => watcher.EntityInfoGathered[watched]; + + // The observer has settled on the target and holds a full lock on it: the state a cloud has to break. + private static void Establish(Lab lab) + { + Run(lab, 100); + Assert.True(Info(lab.Observer, lab.Target) > Threshold, "the observer never gathered the target"); + Assert.Contains(lab.Target, lab.Observer.VisibleEnemies); + lab.Observer.SetTarget(lab.Target); + Run(lab, 100); + Assert.True(lab.Lock.IsLocked, "the observer never locked the target"); + Assert.Empty(lab.Zone.Clouds); + } + + private static void Vent(Lab lab) + { + lab.Dump.Enabled.Value = true; + for (var i = 0; i < 5 && lab.Zone.Clouds.Count == 0; i++) Tick(lab); + Assert.Single(lab.Zone.Clouds); + } + + private static VapourCloud Hand(Zone zone, float2 at, float radius, float opacity, float lifetime = 1000f) + { + var cloud = new VapourCloud { Body = new KinematicBody { Position = at }, Radius = radius, Opacity = opacity, Lifetime = lifetime }; + zone.Vent(cloud); + return cloud; + } + + [Fact] + public void ACloudBreaksALockAtRange() + { + var lab = Build(400f); + Establish(lab); + + Vent(lab); + var ticks = 0; + while (ticks++ < 600 && !lab.Observer.Target.Value.IsNone) Tick(lab); + + Assert.True(lab.Observer.Target.Value.IsNone, "the cloud never broke the target"); + Assert.True(Info(lab.Observer, lab.Target) < Threshold, $"info {Info(lab.Observer, lab.Target)} is above the threshold"); + Run(lab, 3); + Assert.Equal(0f, lab.Lock.Lock); + Assert.DoesNotContain(lab.Target, lab.Observer.VisibleEnemies); + } + + [Fact] + public void AStrongCloseSensorBurnsThrough() + { + var lab = Build(40f); + Establish(lab); + var before = Info(lab.Observer, lab.Target); + + Vent(lab); + Run(lab, 600); + + var after = Info(lab.Observer, lab.Target); + Assert.True(after < before - .2f, $"the cloud thinned nothing: {before} -> {after}"); + Assert.True(after > Threshold, $"info {after} fell below the threshold"); + Assert.Equal(lab.Target, lab.Observer.Target.Value.Entity); + Assert.True(lab.Lock.IsLocked); + } + + [Fact] + public void TheCloudBlindsItsVenter() + { + var lab = Build(400f); + Run(lab, 100); + Assert.True(Info(lab.Target, lab.Observer) > Threshold, "the venter never gathered the observer"); + Assert.Contains(lab.Observer, lab.Target.VisibleEnemies); + + Vent(lab); + Run(lab, 300); + + Assert.True(Info(lab.Target, lab.Observer) < Threshold); + Assert.DoesNotContain(lab.Observer, lab.Target.VisibleEnemies); + // (The observer updates before the venter in the tick that vents, so it is one tick behind.) + Assert.Equal(Info(lab.Observer, lab.Target), Info(lab.Target, lab.Observer), 3); + } + + [Fact] + public void ACloudFadesAndIsRemoved() + { + var lab = Build(400f); + // Vented 3s into the zone's life: the fade runs from the vent, not from the zone's start. + for (var i = 0; i < 3; i++) lab.Zone.Update(1f); + var cloud = Hand(lab.Zone, float2(0, 0), 10f, .8f, lifetime: 10f); + var a = float2(-5, 0); + var b = float2(5, 0); + Assert.Equal(.2f, lab.Zone.Obscuration(a, b), 5); + + for (var i = 0; i < 5; i++) lab.Zone.Update(1f); + Assert.Equal(.4f, cloud.OpacityAt(lab.Zone.Time), 5); + Assert.Equal(.6f, lab.Zone.Obscuration(a, b), 5); + Assert.Single(lab.Zone.Clouds); + + for (var i = 0; i < 5; i++) lab.Zone.Update(1f); + Assert.Empty(lab.Zone.Clouds); + Assert.Equal(1f, lab.Zone.Obscuration(a, b)); + } + + [Fact] + public void ACloudDriftsWithItsVelocityUntilItFades() + { + var lab = Build(400f); + var cloud = new VapourCloud { Body = new KinematicBody { Position = float2(0, 0), Velocity = float2(10, 0) }, Radius = 5f, Opacity = .5f, Lifetime = 1000f }; + lab.Zone.Vent(cloud); + Assert.Equal(.5f, lab.Zone.Obscuration(float2(0, -20), float2(0, 20)), 5); + + lab.Zone.Update(1f); + + // The launch velocity decays on the zone's launch drag, so it has moved most of the way and no further. + Assert.InRange(cloud.Body.Position.x, 5f, 9.9f); + Assert.Equal(1f, lab.Zone.Obscuration(float2(0, -20), float2(0, 20))); + Assert.Equal(.5f, lab.Zone.Obscuration(float2(cloud.Body.Position.x, -20), float2(cloud.Body.Position.x, 20)), 2); + } + + [Fact] + public void ACloudWithNoLifetimeObscuresNothing() + { + var lab = Build(400f); + var cloud = Hand(lab.Zone, float2(0, 0), 10f, .8f, lifetime: 0f); + Assert.Equal(0f, cloud.OpacityAt(lab.Zone.Time)); + Assert.Equal(1f, lab.Zone.Obscuration(float2(-5, 0), float2(5, 0))); + } + + [Fact] + public void AnEffectVentsOnce() + { + var lab = Build(400f, radius: 17f, opacity: .7f, lifetime: 123f); + lab.HoldTarget = false; + Run(lab, 2); + lab.Target.Velocity = float2(3, 0); + VapourCloud vented = null; + float2 venterVelocity = float2.zero; + float2 venterAt = float2.zero; + float2 cloudVelocity = float2.zero; + float2 cloudAt = float2.zero; + using var sub = lab.Zone.Clouds.ObserveAdd().Subscribe(add => + { + vented = add.Value; + cloudVelocity = add.Value.Body.Velocity; + cloudAt = add.Value.Body.Position; + venterVelocity = lab.Target.Velocity; + venterAt = lab.Target.Position.xz; + }); + + lab.Dump.Enabled.Value = true; + Run(lab, 100); + + Assert.Single(lab.Zone.Clouds); + Assert.Same(vented, lab.Zone.Clouds.Single()); + Assert.True(length(venterVelocity) > 0f, "the venter was not moving"); + Assert.Equal(venterVelocity, cloudVelocity); + Assert.Equal(venterAt, cloudAt); + Assert.Same(lab.Target, vented.Venter); + // Each stat is the authored one, evaluated through the host. + Assert.Equal(17f, vented.Radius); + Assert.Equal(.7f, vented.Opacity); + Assert.Equal(123f, vented.Lifetime); + } + + [Fact] + public void ACloudThinsOnlyTheSightLinesItTouches() + { + var lab = Build(400f); + var first = Hand(lab.Zone, float2(0, 0), 10f, .6f); + float Through(float2 a, float2 b) => lab.Zone.Obscuration(a, b); + + Assert.Equal(.4f, Through(float2(-50, 0), float2(50, 0)), 5); + Assert.Equal(.4f, Through(float2(50, 0), float2(-50, 0)), 5); + // Passing wide of the centre but within the radius, neither end inside the disc. + Assert.Equal(.4f, Through(float2(-50, 9.9f), float2(50, 9.9f)), 5); + Assert.Equal(1f, Through(float2(-50, 10.1f), float2(50, 10.1f))); + // Ending inside the disc, and a point inside it (the observer inside its own cloud). + Assert.Equal(.4f, Through(float2(-50, 0), float2(5, 0)), 5); + Assert.Equal(.4f, Through(float2(3, 0), float2(3, 0)), 5); + Assert.Equal(1f, Through(float2(30, 0), float2(30, 0))); + // A segment that stops short of the disc, or starts past it, touches nothing even on the same line. + Assert.Equal(1f, Through(float2(-50, 0), float2(-20, 0))); + Assert.Equal(1f, Through(float2(20, 0), float2(50, 0))); + + // Two clouds on one sight line multiply. + var second = Hand(lab.Zone, float2(30, 0), 5f, .5f); + Assert.NotEqual(first.Id, second.Id); + Assert.Equal(.2f, Through(float2(-50, 0), float2(50, 0)), 5); + Assert.Equal(.4f, Through(float2(-50, 0), float2(15, 0)), 5); + } + + // Where the rule is decided: once the start-up seed has decayed away, the info a sensor settles at is what + // survives the cloud times what the open sight line settles at, in both directions. + [Fact] + public void TheGainIsScaledByWhatSurvivesTheCloud() + { + var clear = Build(400f); + var cloudy = Build(400f); + // Mid-way between them and clear of both: only the segment, not either end, touches it. + Hand(cloudy.Zone, float2(0, 200), 10f, .6f, lifetime: 1e6f); + Run(clear, 400); + Run(cloudy, 400); + + Assert.True(Info(clear.Observer, clear.Target) > Threshold); + Assert.Equal(.4f, Info(cloudy.Observer, cloudy.Target) / Info(clear.Observer, clear.Target), 2); + Assert.Equal(.4f, Info(cloudy.Target, cloudy.Observer) / Info(clear.Target, clear.Observer), 2); + } + + // A ping is gathered through the same rule. Settled, the tick that a ping reaches the target adds the ping gain + // in place of the passive one; that extra, in a lab with a cloud on the sight line, is what survives the + // cloud times the extra in the open (info is linear in the gain while nothing saturates). + [Fact] + public void ThePingGainIsScaledToo() + { + float PingExtra(Lab lab) + { + Run(lab, 400); + lab.Observer.Sensor.Ping(); + var biggest = 0f; + var last = Info(lab.Observer, lab.Target); + for (var i = 0; i < 38; i++) + { + Tick(lab); + biggest = max(biggest, Info(lab.Observer, lab.Target) - last); + last = Info(lab.Observer, lab.Target); + } + return biggest; + } + + var clear = Build(250f); + var cloudy = Build(250f); + Hand(cloudy.Zone, float2(0, 125), 10f, .6f, lifetime: 1e6f); + + var open = PingExtra(clear); + Assert.True(open > .05f, $"the ping left no mark on the open trace ({open})"); + Assert.Equal(.4f, PingExtra(cloudy) / open, 2); + } + + // The chunk path reads the same rule: the passive rate toward a point is scaled by the same survivor fraction. + [Fact] + public void TheChunkRateIsScaledByTheSameFactor() + { + var lab = Build(100f); + var at = float2(0, 100); + var open = lab.Observer.Sensor.PassiveRate(100f, at); + Assert.True(open > 0f); + + Hand(lab.Zone, float2(0, 50), 10f, .6f); + Assert.Equal(.4f, lab.Observer.Sensor.PassiveRate(100f, at) / open, 5); + } + + // The dump's wire shape: BehaviorData union 42, its radius, opacity and lifetime at keys 1, 2 and 3. + [Fact] + public void TheDumpIsUnion42WithRadiusOpacityLifetimeAtKeys1To3() + { + var options = CultDocumentMessagePackSerialization.OptionsFor(typeof(ZonePack).Assembly); + var data = new VapourDumpData { Radius = Constant(1f), Opacity = Constant(2f), Lifetime = Constant(3f) }; + var bytes = MessagePackSerializer.Serialize(data, options); + + var reader = new MessagePackReader(bytes); + Assert.Equal(2, reader.ReadArrayHeader()); + Assert.Equal(42, reader.ReadInt32()); + Assert.Equal(4, reader.ReadArrayHeader()); + reader.Skip(); + Assert.Equal(1f, MessagePackSerializer.Deserialize(ref reader, options).Min); + Assert.Equal(2f, MessagePackSerializer.Deserialize(ref reader, options).Min); + Assert.Equal(3f, MessagePackSerializer.Deserialize(ref reader, options).Min); + } +}