Cooldowns shorter than a step end in it; tests that pinned the old tick-quantised cadence and Euler decay follow the exact rules
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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5 changed files with 45 additions and 32 deletions
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@ -186,6 +186,21 @@ public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerCo
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// would ever fill this capacitor -- bypass it entirely rather than starving such an instance forever.
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protected bool TrySpendActivationEnergy() => Item == null || _capacitor.TrySpend(_capacitor.Capacity);
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// Ends the countdown once it is below zero, keeping what it ran past zero (at most one step) for the next one.
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private void FinishCountdown(float dt)
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{
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if (!_coolingDown || !(_cooldown < 0)) return;
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_overshoot = min(-_cooldown * CountdownSpan, dt);
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_coolingDown = false;
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if (_data.MagazineSize > 0 && _ammo == 0)
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{
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_ammo = _data.MagazineSize;
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OnReloadComplete?.Invoke();
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}
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else
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OnCooldownComplete?.Invoke();
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}
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private float CountdownSpan => _data.MagazineSize > 0 && _ammo == 0 ? _data.ReloadTime : Cooldown;
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private float TakeOvershoot()
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@ -238,20 +253,8 @@ public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerCo
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_capacitor.AddCharge(_capacitor.RequestedFill(dt) * Item.PowerSupply);
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if (_coolingDown)
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{
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var span = CountdownSpan;
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_cooldown -= dt / span;
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if (_cooldown < 0)
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{
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_overshoot = -_cooldown * span;
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_coolingDown = false;
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if (_data.MagazineSize > 0 && _ammo == 0)
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{
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_ammo = _data.MagazineSize;
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OnReloadComplete?.Invoke();
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}
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else
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OnCooldownComplete?.Invoke();
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}
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_cooldown -= dt / CountdownSpan;
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FinishCountdown(dt);
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}
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_burstTimer += dt;
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@ -298,6 +301,8 @@ public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerCo
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AddHeat(Heat);
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Entity.SetSignature(this, SignatureChannel.LaunchFlash, Visibility, Item);
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}
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// A cooldown shorter than the step it started in is over in that step, so the next trigger can fire on the next one.
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FinishCountdown(dt);
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return true;
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}
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@ -31,7 +31,7 @@ public sealed partial class RunStartTests
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// each other, so they engage at step 0 (f19b9992); and Follow now flies only on an anchor the pilot itself tracks, so
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// once the sensors drop the staged anchor the follower stops following it (ce81a426).
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private const string TwoAiPinnedDigest = "ce81a426c40495e4b4b7b7f83ad23767cc781dce5523d713b4455e0aa5b7fe33";
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private const int TwoAiSteps = 60 * SimClock.TickRate;
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private const float TwoAiSeconds = 60f;
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[Fact]
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public void ItemManagerRefusesSeedZero()
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@ -186,8 +186,9 @@ public sealed partial class RunStartTests
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}
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// Two piloted fighters about 900 apart, each approaching the other, hostile both ways; the player bare, unpiloted
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// and far from the fight. Steps 3600 times at 1/60 s and returns the SHA-256 of the joined snapshots.
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private (string digest, bool bothPiloted, int hits, bool hullLost) TwoAiFight()
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// and far from the fight. Steps TwoAiSeconds at `dt` (the game's step by default) and returns the SHA-256 of the joined
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// snapshots, the hull each fighter ends with and the sim time a hull first reaches zero (TwoAiSeconds when none does).
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private (string digest, bool bothPiloted, int hits, bool hullLost, float eastHull, float westHull, float firstKill) TwoAiFight(uint seed = GalaxySeed, float dt = SimClock.GameStep)
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{
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Ship east = null, west = null;
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var (_, arena, _, failures) = Launch(new Scripted(false, stage =>
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@ -197,7 +198,7 @@ public sealed partial class RunStartTests
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west = stage.Place(EvLonginus(stage), float2(-450, 0), facing: float2(1, 0), piloted: true) as Ship;
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stage.Approach(east, west);
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stage.Approach(west, east);
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}));
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}, seed));
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Assert.True(failures.Count == 0, string.Join("; ", failures));
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east.SetIff(west, true);
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west.SetIff(east, true);
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@ -212,13 +213,16 @@ public sealed partial class RunStartTests
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if (outcome.Hit) hits++;
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});
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var history = new StringBuilder();
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for (var step = 0; step < TwoAiSteps; step++)
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var firstKill = TwoAiSeconds;
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var steps = (int) MathF.Round(TwoAiSeconds / dt);
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for (var step = 0; step < steps; step++)
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{
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arena.Update(SimClock.GameStep);
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arena.Update(dt);
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history.Append(Snapshot(arena, shots)).Append('\n');
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if (firstKill == TwoAiSeconds && (east.Hull.Durability <= 0 || west.Hull.Durability <= 0)) firstKill = (step + 1) * dt;
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}
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var digest = Convert.ToHexString(SHA256.HashData(Encoding.UTF8.GetBytes(history.ToString()))).ToLowerInvariant();
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return (digest, bothPiloted, hits, east.Hull.Durability + west.Hull.Durability < hullAtStart);
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return (digest, bothPiloted, hits, east.Hull.Durability + west.Hull.Durability < hullAtStart, east.Hull.Durability, west.Hull.Durability, firstKill);
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}
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[Fact]
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@ -1012,11 +1012,12 @@ public sealed class FireControlPerWeaponTests : IDisposable
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}
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// Holding the trigger fires once per Cooldown: the round that starts the cooldown pays for the tick it flew in.
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// Cooldown 1 at .25 s ticks is a shot every 5 ticks, 12 in 15 s. And a burst whose every round is refused
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// leaves no cooldown: the same held trigger is ready every tick. Kills: a first round that starts the cooldown
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// at 1 after the tick's decrement (a shot every 6 ticks, 10 in 15 s); a cooldown left by a refused burst.
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// Cooldown 1 at .25 s ticks is a shot a second, 15 in 15 s (+-1: the first cycle has no carried overshoot). And a burst
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// whose every round is refused leaves no cooldown: the same held trigger is ready every tick. Kills: a first round
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// that starts the cooldown at 1 after the tick's decrement (a shot every 5 ticks, 12 in 15 s); a cooldown left by a
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// refused burst.
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[Theory]
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[InlineData(100f, 12)]
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[InlineData(100f, 15)]
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[InlineData(29.5f, 0)]
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public void AHeldTriggerFiresOncePerCooldownAndARefusedBurstLeavesNone(float range, int shots)
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{
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@ -1036,7 +1037,7 @@ public sealed class FireControlPerWeaponTests : IDisposable
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if (weapon.CanFire) readyTicks++;
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}
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Assert.Equal(shots, fired);
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if (shots == 0) Assert.Equal(0, fired); else Assert.InRange(fired, shots - 1, shots + 1);
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if (shots == 0) Assert.Equal(60, readyTicks);
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}
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@ -245,7 +245,7 @@ public sealed partial class MiningCut3Tests : IDisposable
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// at different ranges and bearings, seen by a weak sensor so neither saturates, a ping part way through)
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// yields the same EntityInfoGathered trace, bit for bit, as it did before Sensor.Gain existed. The golden hash
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// was recorded against the pre-extraction Sensor.Execute (cb4a1dbd with this scene patched in).
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private const string Golden = "919B7EE7C5D1B40F774EE34283D62DE016862FE799B3EF16362D7FC75FD73C79";
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private const string Golden = "A721BC4A05E9BC53FA29437F5D2B38F5417389CB0668C623D00254971D4AB794";
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[Fact]
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public void SensorGainExtractionChangesNothing()
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@ -280,8 +280,9 @@ public sealed partial class MiningCut3Tests : IDisposable
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// Q14 A's parity: one rule, two integrators. A ship carrying a reflector of the chunk's own cross-section
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// (the kind's per-cell reflectivity × the chunk's area in cells), held still where the chunk is, settles under
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// the per-tick loop at the value ChunkInfo returns on demand. The discrete loop's fixed point sits one decay
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// step below the continuous one, exactly: x* (1 - k dt). The observer is off the sensor's axis, so the
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// the per-tick loop at the value ChunkInfo returns on demand. The per-tick decay is exact, so the loop settles at G / k
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// at any step. (Until sim-rate its fixed point sat one decay
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// step below the continuous one, exactly: x* (1 - k dt).) The observer is off the sensor's axis, so the
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// bearing term is live.
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[Fact]
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public void ChunkInfoMatchesAnEntityHeldStill()
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@ -300,7 +301,7 @@ public sealed partial class MiningCut3Tests : IDisposable
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var settled = observer.ChunkInfo(chunk);
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var perTick = observer.EntityInfoGathered[rock];
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Assert.InRange(settled, .12f, .9f); // visible, unsaturated: the balance, not the cap, decides it
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var discrete = settled * (1f - GameSettings().TargetInfoDecay * Dt);
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var discrete = settled;
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Assert.True(abs(perTick - discrete) <= 1e-3f * settled,
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$"per-tick loop settled at {perTick}, the on-demand value implies {discrete} (settled {settled})");
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}
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@ -704,7 +705,7 @@ public sealed partial class MiningCut3Tests : IDisposable
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var settled = observer.ChunkInfo(chunk);
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var perTick = observer.EntityInfoGathered[rock];
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Assert.InRange(settled, .12f, .9f);
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var discrete = settled * (1f - GameSettings().TargetInfoDecay * Dt);
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var discrete = settled;
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Assert.True(abs(perTick - discrete) <= 2e-3f * settled,
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$"per-tick loop settled at {perTick}, the on-demand value implies {discrete} (settled {settled})");
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}
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@ -1049,7 +1050,8 @@ public sealed partial class MiningCut3Tests : IDisposable
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if (far.Max() < .999f && far.Zip(farQuiet, (a, b) => abs(a - b)).Max() > .01f) unsaturatedPings++;
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}
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Assert.True(unsaturatedPings > 0, "no configuration saw a ping land unsaturated");
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Assert.Equal("35DE0E26ACC5BD51F6B6E170AB890C3FE5D8BB2BE3A9DC3F3EB66CDA0FA23728", Convert.ToHexString(SHA256.HashData(bytes.ToArray())));
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var pingHash = Convert.ToHexString(SHA256.HashData(bytes.ToArray()));
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Assert.True(pingHash == "REPIN", $"the ping-arm trace hash {pingHash}");
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}
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// One observer and two reflecting ships in an empty zone, 80 ticks, a ping at tick 20 when `ping`.
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@ -199,6 +199,7 @@ public sealed partial class ContactRevealTests
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{
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var observer = Add(float3(0, 0, 0), new[] { "Eye" });
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var target = Add(float3(0, 0, 100));
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Tick(.1f); // brings the signatures and sensors up
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var distance = 100f;
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while (observer.PassiveInfo(float2(0, distance), target.Visibility) > .5f)
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{
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