From 4bac2623bf83ea25da1322e2a7bf62a2d77f22a2 Mon Sep 17 00:00:00 2001 From: Meta Vens Date: Thu, 15 Oct 2026 18:39:28 +0200 Subject: [PATCH] AI aim and turret aim ride Entity.RideHeight; tests pin the hull GridOffset on a slope and at both aim sites Combat and TurretController spelled GetHeight + GridOffset inline; they call target.RideHeight now. The drawn-ship test authors a hull with GridOffset 2.5 on the well's slope. Two new tests aim at a target hull raised 40 u. Co-Authored-By: Claude Opus 5.5 --- .../ServerShared/Agents/States/Combat.cs | 3 +- .../Behaviors/TurretController.cs | 3 +- .../FireControlPerWeaponTests.cs | 39 +++++++++++++++++-- .../Aetheria.Shared.Tests/FireControlTests.cs | 10 +++-- 4 files changed, 44 insertions(+), 11 deletions(-) diff --git a/Assets/Scripts/ServerShared/Agents/States/Combat.cs b/Assets/Scripts/ServerShared/Agents/States/Combat.cs index 5169969ec..3e143eb52 100644 --- a/Assets/Scripts/ServerShared/Agents/States/Combat.cs +++ b/Assets/Scripts/ServerShared/Agents/States/Combat.cs @@ -109,9 +109,8 @@ public class CombatState : BaseState // Cut 3 (docs/fire-control-cut.md): the one prediction function, shared with FireControl.Fire's // own snapshot and the roll's deviation measurement -- two separate predictions here and in the // roll would let an AI aim at one point and get judged for missing a different one. - var targetHullData = _agent.ItemManager.GetData(target.Hull) as HullData; var predictedPosition = FireControl.PredictedIntercept(testWeapon, _agent.Ship, target); - predictedPosition.y = _agent.Ship.Zone.GetHeight(predictedPosition.xz) + targetHullData.GridOffset; + predictedPosition.y = target.RideHeight(predictedPosition.xz); toTarget = normalize(predictedPosition - _agent.Ship.Position); } diff --git a/Assets/Scripts/ServerShared/Behaviors/TurretController.cs b/Assets/Scripts/ServerShared/Behaviors/TurretController.cs index 654ee5ec1..88578c637 100644 --- a/Assets/Scripts/ServerShared/Behaviors/TurretController.cs +++ b/Assets/Scripts/ServerShared/Behaviors/TurretController.cs @@ -64,13 +64,12 @@ public class TurretController : Behavior, IInitializableBehavior var diff = target.Position - Entity.Position; if (_predictShots) { - var targetHullData = Entity.ItemManager.GetData(target.Hull) as HullData; var targetVelocity = float3(target.Velocity.x, 0, target.Velocity.y); var predictedPosition = first_order_intercept( Entity.Position, float3.zero, _shotSpeed, target.Position, targetVelocity ); - predictedPosition.y = Entity.Zone.GetHeight(predictedPosition.xz) + targetHullData.GridOffset; + predictedPosition.y = target.RideHeight(predictedPosition.xz); Entity.Aim = normalize(predictedPosition - Entity.Position); } else diff --git a/tests/Aetheria.Shared.Tests/FireControlPerWeaponTests.cs b/tests/Aetheria.Shared.Tests/FireControlPerWeaponTests.cs index 21566f81a..4e9a23268 100644 --- a/tests/Aetheria.Shared.Tests/FireControlPerWeaponTests.cs +++ b/tests/Aetheria.Shared.Tests/FireControlPerWeaponTests.cs @@ -84,12 +84,12 @@ public sealed class FireControlPerWeaponTests : IDisposable (ItemRotation Rotation, float Arc)[] mounts = null, bool beam = false, WeaponFuse? fuse = null, float blast = 0f, float range = 100f, float targetRange = 60f, float accuracy = 1f, float minHit = .2f, bool lockWeapon = false, bool turret = false, float energy = 0f, float heat = 0f, float visibility = 0f, int magazine = 0, bool singleAmmoBurst = false, bool decoy = false, bool charged = false, bool auto = false, - float effective = float.PositiveInfinity, float damageAtMax = 0f) + float effective = float.PositiveInfinity, float damageAtMax = 0f, float velocity = 0f, float targetGridOffset = 0f) { mounts ??= new[] { (ItemRotation.None, 0f) }; var hullData = new HullData { - Name = "Hull", HullType = HullType.Ship, Shape = SolidShape(5, 4), Durability = 1000000, Mass = 1000, Armor = 0, + Name = "Hull", HullType = HullType.Ship, Shape = SolidShape(5, 4), Durability = 1000000, Mass = 1000, Armor = 0, GridOffset = targetGridOffset, Hardpoints = { new HardpointData { Type = HardpointType.Sensors, Position = new int2(0, 0), Shape = new Shape() } } }; var shooterHullData = new HullData @@ -135,7 +135,7 @@ public sealed class FireControlPerWeaponTests : IDisposable behavior.MinRange = Constant(0); behavior.EffectiveRange = Constant(effective); behavior.DamageAtMaxRange = damageAtMax; - behavior.Velocity = Constant(0); + behavior.Velocity = Constant(velocity); behavior.Spread = Constant(0); behavior.DamageSpread = Constant(0); behavior.Penetration = Constant(0); @@ -308,6 +308,39 @@ public sealed class FireControlPerWeaponTests : IDisposable Assert.True(r.Gun.Weapon.Firing, "the turret must fire a fused weapon at a designated target out of arc"); } + // The AI aims at the height a target rides at (Entity.RideHeight: field plus the hull's GridOffset), not at the + // plane. A target hull raised 40 u, a shot fast enough to be predicted: the turret's and Combat's aim point at the + // target's stepped pose. Kills: either aim site spelling its own offset (dropped, added to, or scaled). + [Fact] + public void ATurretAimsAtTheHeightATargetRidesAt() + { + var r = Build(turret: true, velocity: 500f, targetGridOffset: 40f); + r.Zone.Update(1f); + + AssertAimsAtTarget(r); + } + + [Fact] + public void CombatAimsAtTheHeightATargetRidesAt() + { + var r = Build(velocity: 500f, targetGridOffset: 40f); + r.Zone.Agents.Add(new Minion(r.Shooter)); + r.Zone.Update(1f); + r.Zone.Update(1f); + + AssertAimsAtTarget(r); + } + + private static void AssertAimsAtTarget(Rig r) + { + var toTarget = r.Target.Position - r.Shooter.Position; + Assert.True(abs(toTarget.y) > 30f, "fixture: the raised hull is well above the shooter"); + var expected = normalize(toTarget); + Assert.Equal(expected.x, r.Shooter.Aim.x, 3); + Assert.Equal(expected.y, r.Shooter.Aim.y, 3); + Assert.Equal(expected.z, r.Shooter.Aim.z, 3); + } + public enum Withheld { NoTarget, OutOfRange, NotVisible, Unlocked } // The AI never fires a fused weapon at nothing: a missing target, one out of range, one not visible and one diff --git a/tests/Aetheria.Shared.Tests/FireControlTests.cs b/tests/Aetheria.Shared.Tests/FireControlTests.cs index 6c7b46d3a..2110751ae 100644 --- a/tests/Aetheria.Shared.Tests/FireControlTests.cs +++ b/tests/Aetheria.Shared.Tests/FireControlTests.cs @@ -45,13 +45,13 @@ public sealed class FireControlTests : IDisposable // `well` digs the zone one well at the origin (WellFixture), so heights differ across the zone. private (ItemManager items, Ship ship, EquippedItem[] weapons) BuildShipWithHardpoints( - bool well, (ItemRotation rotation, float firingArc)[] hardpoints) + bool well, (ItemRotation rotation, float firingArc)[] hardpoints, float gridOffset = 0f) { var hullShape = new Shape(Math.Max(hardpoints.Length, 3), 3); foreach (var cell in hullShape.AllCoordinates) hullShape[cell] = true; // Mass defaults to 0 (ItemData.cs:285), which zeroes ThermalMass (Entity.cs MapEntity) and NaNs // UpdateTemperature -- author a real mass so the entity's own temperature stays a real number. - var hullData = new HullData { Name = "TestHull", HullType = HullType.Ship, Shape = hullShape, Durability = 1, Mass = 1000 }; + var hullData = new HullData { Name = "TestHull", HullType = HullType.Ship, Shape = hullShape, Durability = 1, Mass = 1000, GridOffset = gridOffset }; for (var i = 0; i < hardpoints.Length; i++) hullData.Hardpoints.Add(new HardpointData { @@ -386,7 +386,7 @@ public sealed class FireControlTests : IDisposable [Fact] public void ADrawnShipRidesTheFieldAtItsDrawnPosition() { - var (items, ship, _) = BuildShipWithHardpoints(true, new[] { (ItemRotation.None, 0f) }); + var (items, ship, _) = BuildShipWithHardpoints(true, new[] { (ItemRotation.None, 0f) }, gridOffset: 2.5f); var zone = ship.Zone; ship.Position = float3(200, 0, 0); zone.Update(1f); @@ -396,7 +396,9 @@ public sealed class FireControlTests : IDisposable var drawn = DrawAhead.Position(ship, lead); Assert.Equal(ship.Position.x + 100 * lead, drawn.x, 4); - Assert.Equal(zone.GetHeight(float2(drawn.x, drawn.z)) + ((HullData) ship.ItemManager.GetData(ship.Hull)).GridOffset, drawn.y, 4); + // The hull rides 2.5 u above the field (authored above): dropping or doubling the offset moves the ship by 2.5. + Assert.Equal(zone.GetHeight(float2(drawn.x, drawn.z)) + 2.5f, drawn.y, 4); + Assert.Equal(zone.GetHeight(float2(ship.Position.x, ship.Position.z)) + 2.5f, ship.Position.y, 4); Assert.True(abs(drawn.y - ship.Position.y) > .1f, "the slope is real: the drawn height differs from the last step's"); var still = DrawAhead.Position(ship, 0f); Assert.Equal(ship.Position.x, still.x);