Pickup is a capability: PickupData/Pickup run a timed grab through Zone's hold API and TryPickUp (group A, sim)

GrabEvent carries a FloatingBodyId; Zone gains TryHold/SetHeldProgress/Free and places a held item instead of
integrating it; Entity.TractorPower is derived from Pickup.Power and TractorCommand is the pilot's input
(ActionGameManager writes it undamped, the Time.deltaTime ramp is deleted). Binder and FieldTester change the
delegate type only. PickupTests and a save round-trip pin for the player's zone index.

Group A builds; no beam is on any generated ship until group B.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Meta Vens 2026-10-13 05:00:22 +02:00
commit 5aa989abbf
14 changed files with 736 additions and 27 deletions

View file

@ -1332,9 +1332,7 @@ public class ActionGameManager : MonoBehaviour
TargetShieldsFill.fillAmount = target.Shield == null ? 0 : lerp(.25f, .75f, target.Shield.Progress);
}
var tractorPower = Input.Player.TractorBeam.ReadValue<float>();
CurrentEntity.TractorPower =
saturate(CurrentEntity.TractorPower + sign(tractorPower - CurrentEntity.TractorPower) * Time.deltaTime * 2);
CurrentEntity.TractorCommand = Input.Player.TractorBeam.ReadValue<float>();
}
}
// One clock steps the zone, paused or not: a paused frame feeds it no real time.

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@ -13,15 +13,15 @@ using UnityEngine;
public class CapabilityPresentationBinder : MonoBehaviour
{
private readonly List<IDisposable> _subscriptions = new List<IDisposable>();
private Func<int, Transform> _grabTargetResolver;
private Func<int, Vector3> _grabInitialVelocityResolver;
private Func<FloatingBodyId, Transform> _grabTargetResolver;
private Func<FloatingBodyId, Vector3> _grabInitialVelocityResolver;
// Subscribes every presenter interface implemented by components on this object or its children to
// the matching stream of `events`. `grabTargetResolver`/`grabInitialVelocityResolver` resolve a
// GrabEvent's plain target handle to the live Transform/velocity a grab presenter needs; the owner
// GrabEvent's target id to the live Transform/velocity a grab presenter needs; the owner
// of `events` supplies them (the test scene today; the real pickup capability's caller later).
public void Bind(CapabilityEvents events, Func<int, Transform> grabTargetResolver = null,
Func<int, Vector3> grabInitialVelocityResolver = null)
public void Bind(CapabilityEvents events, Func<FloatingBodyId, Transform> grabTargetResolver = null,
Func<FloatingBodyId, Vector3> grabInitialVelocityResolver = null)
{
Unbind();
if (events == null) return;
@ -40,8 +40,8 @@ public class CapabilityPresentationBinder : MonoBehaviour
var p = presenter;
_subscriptions.Add(events.Grab.Subscribe(e =>
{
var target = _grabTargetResolver?.Invoke(e.TargetHandle);
var velocity = _grabInitialVelocityResolver?.Invoke(e.TargetHandle) ?? Vector3.zero;
var target = _grabTargetResolver?.Invoke(e.Target);
var velocity = _grabInitialVelocityResolver?.Invoke(e.Target) ?? Vector3.zero;
p.Grab(e, target, velocity);
}));
}

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@ -11,7 +11,7 @@ public interface IAbsorbPresenter
}
// Grab needs a live Transform to animate, which the engine-free GrabEvent cannot carry (its
// TargetHandle is a plain identity, not a Unity reference). The binder resolves the handle through a
// Target is a plain identity, not a Unity reference). The binder resolves the id through a
// delegate supplied by the event source's owner and hands the presenter the result, along with the
// initial velocity the target was already moving with (also owner-supplied, for the same reason).
public interface IGrabPresenter

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@ -189,6 +189,7 @@ public interface IPowerConsumer
Union(45, typeof(MunitionSeekerData)),
Union(46, typeof(MunitionControlData)),
Union(47, typeof(MunitionFuelData)),
Union(48, typeof(PickupData)),
JsonObject(MemberSerialization.OptIn)]
public abstract class BehaviorData
{

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@ -0,0 +1,157 @@
using System;
using System.Linq;
using CultMath;
using MessagePack;
using Newtonsoft.Json;
using static CultMath.math;
using float2 = CultMath.float2;
// The tractor beam: the capability that lets a ship collect floating items. It spins its beam up in sim time toward
// the pilot's command, and once the beam is up claims the free item nearest its axis and runs one timed grab
// (extend, envelop, pull) that ends in Zone.TryPickUp, the one commit of a pickup. Its stats are flat
// (Min == Max), as the other behaviours that carry their own timings.
[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class PickupData : BehaviorData
{
// How far along the beam's axis an item can be claimed, and how far off the axis.
[Inspectable, JsonProperty("range"), Key(1), RuntimeInspectable]
public PerformanceStat Range = new PerformanceStat();
[Inspectable, JsonProperty("beamRadius"), Key(2), RuntimeInspectable]
public PerformanceStat BeamRadius = new PerformanceStat();
// The spin-up (0..1) needed to claim an item, and to keep a grab going.
[Inspectable, JsonProperty("grabPower"), Key(3), RuntimeInspectable]
public PerformanceStat GrabPower = new PerformanceStat();
// Seconds of each phase of a grab.
[Inspectable, JsonProperty("extendTime"), Key(4), RuntimeInspectable]
public PerformanceStat ExtendTime = new PerformanceStat();
[Inspectable, JsonProperty("envelopTime"), Key(5), RuntimeInspectable]
public PerformanceStat EnvelopTime = new PerformanceStat();
[Inspectable, JsonProperty("pullTime"), Key(6), RuntimeInspectable]
public PerformanceStat PullTime = new PerformanceStat();
// Spin-up and spin-down, in power per sim second.
[Inspectable, JsonProperty("spinRate"), Key(7), RuntimeInspectable]
public PerformanceStat SpinRate = new PerformanceStat();
public override Behavior CreateInstance(EquippedItem item)
{
return new Pickup(this, item);
}
}
// Owns this ship's beam power and its one grab. Power is written only here; Zone owns the held item's pose.
public class Pickup : Behavior, IAlwaysUpdatedBehavior
{
private readonly PickupData _data;
// Power and the grab clock are kept in double so a fixed tick count lands on the same side of a boundary
// whatever dt the zone steps by.
private double _power;
private bool _grabbing;
private FloatingBodyId _target;
private double _elapsed;
// How many of Envelop and Pull have been published so far (0, 1 or 2).
private int _published;
public Pickup(PickupData data, EquippedItem item) : base(data, item)
{
_data = data;
}
// The beam's spun-up state in [0, 1]: what the pilot's command has driven it to.
public float Power => (float) _power;
public void Update(float dt)
{
var active = Item.Active.Value;
var command = active ? Math.Clamp(Entity.TractorCommand, 0f, 1f) : 0f;
var step = (double) Evaluate(_data.SpinRate) * dt;
_power = Math.Clamp(_power + Math.Clamp(command - _power, -step, step), 0.0, 1.0);
var zone = Entity.Zone;
var grabPower = Evaluate(_data.GrabPower);
var extend = (double) Evaluate(_data.ExtendTime);
var envelop = (double) Evaluate(_data.EnvelopTime);
var pull = (double) Evaluate(_data.PullTime);
var range = Evaluate(_data.Range);
var origin = Entity.Position.xz;
if (!_grabbing)
{
if (!active || _power < grabPower) return;
var item = Select(zone, origin, range, Evaluate(_data.BeamRadius));
if (item == null || !zone.TryHold(Entity, item.Id)) return;
_grabbing = true;
_target = item.Id;
_elapsed = 0;
_published = 0;
Publish(GrabPhase.Started, item, 0);
Publish(GrabPhase.Extend, item, (float) extend);
return;
}
var held = zone.FloatingItems.FirstOrDefault(f => f.Id.Equals(_target));
if (held == null || !ReferenceEquals(held.Holder, Entity))
{
_grabbing = false;
Entity.Capabilities.PublishGrab(new GrabEvent(_target, GrabPhase.Cancelled, float3(0), 0));
return;
}
var pulling = _elapsed >= extend + envelop;
if (!active || _power < grabPower || (!pulling && length(held.Body.Position - origin) > range))
{
_grabbing = false;
zone.Free(_target);
Publish(GrabPhase.Cancelled, held, 0);
return;
}
_elapsed += dt;
if (_published < 1 && _elapsed >= extend) { _published = 1; Publish(GrabPhase.Envelop, held, (float) envelop); }
if (_published < 2 && _elapsed >= extend + envelop) { _published = 2; Publish(GrabPhase.Pull, held, (float) pull); }
if (_published == 2)
zone.SetHeldProgress(_target, pull > 0 ? (float) ((_elapsed - extend - envelop) / pull) : 1f);
if (_elapsed < extend + envelop + pull) return;
_grabbing = false;
if (zone.TryPickUp(Entity, _target)) Publish(GrabPhase.Completed, held, 0);
else
{
zone.Free(_target);
Publish(GrabPhase.Cancelled, held, 0);
}
}
// The free item nearest the beam axis within Range along it and BeamRadius of it; ties go to the lowest id. A
// zero aim selects nothing.
private FloatingItem Select(Zone zone, float2 origin, float range, float radius)
{
var aim = Entity.Aim.xz;
if (lengthsq(aim) <= 0) return null;
var axis = normalize(aim);
FloatingItem best = null;
var bestOff = float.MaxValue;
foreach (var floating in zone.FloatingItems)
{
if (floating.Holder != null) continue;
var to = floating.Body.Position - origin;
var along = dot(to, axis);
var off = length(to - axis * along);
if (along < 0 || along > range || off > radius) continue;
if (off < bestOff || (off == bestOff && floating.Id.Value < best.Id.Value))
{
best = floating;
bestOff = off;
}
}
return best;
}
private void Publish(GrabPhase phase, FloatingItem item, float duration) =>
Entity.Capabilities.PublishGrab(new GrabEvent(item.Id, phase, float3(item.Body.Position.x, Entity.Position.y, item.Body.Position.y), duration));
}

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@ -0,0 +1,11 @@
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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@ -52,19 +52,18 @@ public enum GrabPhase
Cancelled
}
// The target is identified by a plain handle, not a Unity type: the simulation will own the real
// target identity (a loot drop or item instance id) once the pickup capability exists. Today's only
// publisher (the FieldShieldTest scene) hands out its own handles; nothing here interprets them.
// One phase of a grab. The target is the floating item the Pickup behaviour holds (the FieldShieldTest scene
// publishes its own handles as ids); nothing here interprets it.
public readonly struct GrabEvent
{
public readonly int TargetHandle;
public readonly FloatingBodyId Target;
public readonly GrabPhase Phase;
public readonly float3 TargetPosition;
public readonly float PhaseDuration;
public GrabEvent(int targetHandle, GrabPhase phase, float3 targetPosition, float phaseDuration)
public GrabEvent(FloatingBodyId target, GrabPhase phase, float3 targetPosition, float phaseDuration)
{
TargetHandle = targetHandle;
Target = target;
Phase = phase;
TargetPosition = targetPosition;
PhaseDuration = phaseDuration;

View file

@ -144,7 +144,11 @@ public abstract class Entity
public bool OverrideShutdown { get; set; }
public float TractorPower { get; set; }
// The pilot's tractor command (0..1); the Pickup behaviour spins its beam toward it.
public float TractorCommand;
// The beam's spun-up state: Pickup's, or 0 without one.
public float TractorPower => GetBehavior<Pickup>()?.Power ?? 0f;
public bool Active
{

View file

@ -42,7 +42,8 @@ public struct KinematicBody
}
// An item adrift in a zone: a death drop or jettisoned cargo. Zone.Release is its only adder; Zone's floating-item
// step (expiry) and TryPickUp are its only removers. Runtime state, never saved.
// step (expiry) and TryPickUp are its only removers. Zone.TryHold and Free are the only writers of Holder, the
// entity grabbing it with a tractor beam; a held item is placed by Zone, not drifted. Runtime state, never saved.
public sealed class FloatingItem
{
public FloatingBodyId Id;
@ -50,4 +51,9 @@ public sealed class FloatingItem
public KinematicBody Body;
public double ReleasedAt;
public float Lifetime;
// The entity holding it, or null when it floats free; HeldFrom is where it was claimed and HeldProgress how far
// along its pull to the holder (0..1).
public Entity Holder;
public float2 HeldFrom;
public float HeldProgress;
}

View file

@ -48,7 +48,8 @@ public class Zone
public ReactiveCollection<VapourCloud> Clouds = new ReactiveCollection<VapourCloud>();
// Floating items (death drops, jettisoned cargo), in release order. Zone owns their existence: Release is the one
// adder; StepFloatingItems (expiry) and TryPickUp are the only removers. Runtime state, never saved.
// adder; StepFloatingItems (expiry) and TryPickUp are the only removers. TryHold, Free and Remove-of-the-holder
// are the only writers of FloatingItem.Holder. Runtime state, never saved.
public ReactiveCollection<FloatingItem> FloatingItems = new ReactiveCollection<FloatingItem>();
public Dictionary<CultRecordKey, BodyData> Planets = new Dictionary<CultRecordKey, BodyData>();
public Dictionary<CultRecordKey, Planet> PlanetInstances = new Dictionary<CultRecordKey, Planet>();
@ -228,6 +229,8 @@ public class Zone
if (!_entities.Remove(entity)) return false;
_deathWatches.Remove(entity, out var watch);
watch.Dispose();
foreach (var floating in FloatingItems)
if (ReferenceEquals(floating.Holder, entity)) Free(floating.Id);
return true;
}
@ -330,14 +333,44 @@ public class Zone
// The one commit of a pickup: the first of the taker's cargo bays that accepts the item stores it and the item
// stops floating. Otherwise nothing changes.
// An item held by another entity is refused: one holder per item holds at the commit as well.
public bool TryPickUp(Entity taker, FloatingBodyId id)
{
var floating = FloatingItems.FirstOrDefault(f => f.Id.Equals(id));
if (floating == null || !taker.CargoBays.Any(bay => bay.TryStore(floating.Item))) return false;
if (floating == null || (floating.Holder != null && !ReferenceEquals(floating.Holder, taker))) return false;
if (!taker.CargoBays.Any(bay => bay.TryStore(floating.Item))) return false;
FloatingItems.Remove(floating);
return true;
}
// The tractor beam's claim on a floating item: false if it is absent or already held. The item stays where it is
// until its pull begins; StepFloatingItems places it from then on.
public bool TryHold(Entity holder, FloatingBodyId id)
{
var floating = FloatingItems.FirstOrDefault(f => f.Id.Equals(id));
if (floating == null || floating.Holder != null) return false;
floating.Holder = holder;
floating.HeldFrom = floating.Body.Position;
floating.HeldProgress = 0;
return true;
}
// How far along its pull to the holder a held item is, 0..1.
public void SetHeldProgress(FloatingBodyId id, float progress)
{
var floating = FloatingItems.FirstOrDefault(f => f.Id.Equals(id));
if (floating?.Holder != null) floating.HeldProgress = saturate(progress);
}
// Lets a held item go: it floats on from where it is with the Velocity and Drift it had.
public void Free(FloatingBodyId id)
{
var floating = FloatingItems.FirstOrDefault(f => f.Id.Equals(id));
if (floating == null) return;
floating.Holder = null;
floating.HeldProgress = 0;
}
// Called from the death subscription, before the entity leaves the zone: one generator per death. Each equipped
// item but the hull drops on a LootDropProbability draw; every cargo stack drops whole. Each drop leaves from the
// dead entity's position at a random heading. Draw order: Equipment order (the probability draw, then the heading
@ -359,12 +392,18 @@ public class Zone
}
// After StepClouds and before FireControl.Step: each floating item drifts as a KinematicBody on the zone's force
// and is removed once its lifetime has run out.
// and is removed once its lifetime has run out. A held item is neither integrated nor expired: it is placed
// between where it was claimed and its holder, now that the entities have moved.
private void StepFloatingItems(float deltaTime)
{
var settings = _itemManager.GameplaySettings;
foreach (var floating in FloatingItems.ToArray())
{
if (floating.Holder != null)
{
floating.Body.Position = lerp(floating.HeldFrom, floating.Holder.Position.xz, smoothstep(0f, 1f, floating.HeldProgress));
continue;
}
floating.Body.Step(deltaTime, GetForce(floating.Body.Position), settings);
if (floating.ReleasedAt + floating.Lifetime <= _time) FloatingItems.Remove(floating);
}

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@ -60,9 +60,9 @@ public class FieldTester : MonoBehaviour
Debug.LogError("FieldTester expects a CapabilityPresentationBinder on TestField's GameObject; no capability events will reach the field.");
else
binder.Bind(_capabilityEvents,
grabTargetResolver: handle => handle >= 0 && handle < _pickups.Count ? _pickups[handle].transform : null,
grabInitialVelocityResolver: handle => Vector3.forward *
(PickupTravelDistance / lerp(PickupTravelTimeMin, PickupTravelTimeMax, _pickups[handle].lerp)));
grabTargetResolver: id => (int) id.Value >= 0 && (int) id.Value < _pickups.Count ? _pickups[(int) id.Value].transform : null,
grabInitialVelocityResolver: id => Vector3.forward *
(PickupTravelDistance / lerp(PickupTravelTimeMin, PickupTravelTimeMax, _pickups[(int) id.Value].lerp)));
// Impact absorption (fork L): what used to be FieldDriver's own click handler is now this
// scene's stand-in for whatever will eventually detect a hit and publish AbsorbEvent.
@ -102,7 +102,7 @@ public class FieldTester : MonoBehaviour
if (!TestField.CanGrab) return;
click.Clear();
var p = _pickups[i1];
_capabilityEvents.PublishGrab(new GrabEvent(i1, GrabPhase.Started, p.transform.position.ToCultMath(), 0));
_capabilityEvents.PublishGrab(new GrabEvent(new FloatingBodyId((uint) i1), GrabPhase.Started, p.transform.position.ToCultMath(), 0));
p.transform = null;
_pickups[i1] = p;
};

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@ -26,7 +26,7 @@ public sealed class CapabilityEventsTests
events.Thrust.Subscribe(thrust.Add);
var absorbEvent = new AbsorbEvent(float3(1, 2, 3), float3(0, 0, 1), 5f, DamageType.Corrosive, AbsorbLayer.Hull);
var grabEvent = new GrabEvent(7, GrabPhase.Started, float3(1, 0, 0), 1.5f);
var grabEvent = new GrabEvent(new FloatingBodyId(7), GrabPhase.Started, float3(1, 0, 0), 1.5f);
var meleeEvent = new MeleeEvent(float3(0, 0, 1), 10f, 90f, 0.5f);
var thrustEvent = new ThrustEvent(float2(1, 0), 0.5f, float2(0.2f, -0.2f));

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@ -0,0 +1,448 @@
/* 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 System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using CultMath;
using GameCult.Caching;
using UniRx;
using Xunit;
using static CultMath.math;
using float2 = CultMath.float2;
using float3 = CultMath.float3;
using int2 = CultMath.int2;
// The tractor beam in the sim (aetheria-release cut loot-2): a Pickup behaviour spins its beam up in sim time and runs
// one timed grab of a floating item, ending in Zone.TryPickUp. Rulings: jettison-shared-floating-items,
// unity-presents-only-r3, sim-speed-presentation; the question loot-grab-release-cancels, built hold-required. Every
// grab here is run by Zone.Update ticking a ship's own gear: nothing calls the behaviour directly.
public sealed class PickupTests : IDisposable
{
private readonly string _root = Path.Combine(Path.GetTempPath(), "aetheria-pickup-" + Guid.NewGuid().ToString("N"));
private readonly List<CultCache> _caches = new List<CultCache>();
public PickupTests() => 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 static PickupData Beam(float extend = .3f, float envelop = .2f, float pull = .5f) => new PickupData
{
Range = Constant(75), BeamRadius = Constant(25), GrabPower = Constant(.5f), SpinRate = Constant(2),
ExtendTime = Constant(extend), EnvelopTime = Constant(envelop), PullTime = Constant(pull)
};
private sealed class Lab
{
public ItemManager Items;
public Zone Zone;
public int Lot = 1;
public EquippableItem Make(string name) => new EquippableItem
{
Data = Items.ItemData.RefOf<ItemData>(Items.ItemData.GetByName<EquippableItemData>(name)), Durability = 1, Lot = Lot++
};
public SimpleCommodity Ore(int quantity) => new SimpleCommodity
{
Data = Items.ItemData.RefOf<ItemData>(Items.ItemData.GetByName<SimpleCommodityData>("Ore")), Quantity = quantity
};
}
private Lab Build(PickupData beam, float lifetime = 30f)
{
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 = .1f, TargetArmorInfoThreshold = .2f, TargetGearInfoThreshold = .8f,
FiringArc = 170, CommitHorizon = .5f, SchematicCellSize = 1f,
UnaidedAccuracy = .05f, UnaidedTracking = 10f, UnaidedPrecision = 2f, AgentMinHitProbability = 0f,
LootDropProbability = 0, LootDropVelocity = 25, FloatingItemLifetime = lifetime
};
var cache = AetheriaStores.Open(Path.Combine(_root, Guid.NewGuid().ToString("N") + ".cc"), catalogWritable: true);
_caches.Add(cache);
cache.Upsert(new VerseGrammar { Revision = 1 });
cache.Upsert(new HullData { Name = "Skiff", HullType = HullType.Ship, Shape = Solid(5, 5), Durability = 1000000, Mass = 1000 });
cache.Upsert(new GearData
{
Name = "Tractor", Hardpoint = HardpointType.Tool, Shape = Solid(1, 1), Durability = 1,
MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000,
Behaviors = { beam }
});
cache.Upsert(new GearData
{
Name = "Spare", Hardpoint = HardpointType.Tool, Shape = Solid(1, 1), Durability = 1,
MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000
});
cache.Upsert(new CargoBayData { Name = "Crate", Shape = new Shape(), InteriorShape = Solid(4, 4), Durability = 4 });
cache.Upsert(new SimpleCommodityData { Name = "Ore", Shape = Solid(1, 1), MaxStack = 100 });
cache.FlushAsync().Wait();
var ledger = new ProvenanceLedger();
for (var i = 1; i <= 9000; 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 = 0 }, new GalaxyZone { Name = "Pickup", Owner = null }, null);
return new Lab { Items = items, Zone = zone };
}
// A ship with a cargo bay, aimed along +x and (unless told otherwise) carrying the tractor beam.
private static Ship Spawn(Lab lab, float3 at, bool beam = true)
{
var hull = lab.Items.ItemData.RefOf<ItemData>(lab.Items.ItemData.GetByName<HullData>("Skiff"));
var ship = new Ship(lab.Items, lab.Zone, new EquippableItem { Data = hull, Durability = 1000000, Lot = lab.Lot++ }, new EntitySettings());
var crate = lab.Make("Crate");
Assert.True(ship.TryFindSpace(crate, out var cratePos));
Assert.True(ship.TryEquip(crate, cratePos));
if (beam) Equip(ship, lab.Make("Tractor"));
lab.Zone.Admit(ship, piloted: false);
ship.Position = at;
ship.Aim = float3(1, 0, 0);
return ship;
}
private static void Equip(Ship ship, EquippableItem gear)
{
Assert.True(ship.TryFindSpace(gear, out var pos));
Assert.True(ship.TryEquip(gear, pos));
}
private static FloatingItem Drift(Lab lab, float x, float y, float2 velocity = default, int ore = 5) =>
lab.Zone.Release(lab.Ore(ore), float2(x, y), velocity);
private static List<GrabEvent> Watch(Entity ship, CompositeDisposable bag)
{
var events = new List<GrabEvent>();
ship.Capabilities.Grab.Subscribe(events.Add).AddTo(bag);
return events;
}
private static void Tick(Lab lab, int ticks, float dt)
{
for (var i = 0; i < ticks; i++) lab.Zone.Update(dt);
}
private static void Kill(Entity e) => e.HeatstrokeDeath.OnNext(Unit.Default);
[Fact]
public void NoPickupBehaviourNoGrab()
{
using var bag = new CompositeDisposable();
var lab = Build(Beam());
var ship = Spawn(lab, float3(0, 0, 0), beam: false);
var item = Drift(lab, 40, 0);
var events = Watch(ship, bag);
ship.TractorCommand = 1;
Tick(lab, 240, 1 / 60f);
Assert.Null(item.Holder);
Assert.Contains(item, lab.Zone.FloatingItems);
Assert.Equal(0f, ship.TractorPower);
Assert.Empty(events);
// The same ship with the beam equipped claims the item.
Equip(ship, lab.Make("Tractor"));
Tick(lab, 60, 1 / 60f);
Assert.Same(ship, item.Holder);
Assert.Equal(GrabPhase.Started, events.First().Phase);
Assert.True(ship.TractorPower > 0f);
}
[Theory]
[InlineData(60)]
[InlineData(600)]
public void TheBeamSpinsUpInSimTime(int ticksPerSecond)
{
var dt = 1f / ticksPerSecond;
var lab = Build(Beam());
var ship = Spawn(lab, float3(0, 0, 0));
var item = Drift(lab, 40, 0);
// Power rises two per sim second and not faster, at any tick rate; the claim comes on the tick it passes GrabPower.
ship.TractorCommand = 1;
int claim = -1, full = -1;
var before = 0f;
for (var tick = 1; tick <= ticksPerSecond; tick++)
{
lab.Zone.Update(dt);
if (claim < 0 && item.Holder != null)
{
claim = tick;
Assert.True(ship.TractorPower >= .5f);
Assert.True(before < .5f);
}
if (full < 0 && ship.TractorPower >= 1f) full = tick;
before = ship.TractorPower;
}
Assert.Equal(ticksPerSecond / 4, claim);
Assert.Equal(ticksPerSecond / 2, full);
// Command 0 spins it down at the same rate.
ship.TractorCommand = 0;
var empty = -1;
for (var tick = 1; tick <= ticksPerSecond; tick++)
{
lab.Zone.Update(dt);
if (empty < 0 && ship.TractorPower <= 0f) empty = tick;
}
Assert.Equal(ticksPerSecond / 2, empty);
}
[Theory]
[InlineData(.3f, .2f, .5f, 60)]
[InlineData(1f, 1f, 1f, 180)]
public void AGrabTakesExactlyItsPhasesThenCommits(float extend, float envelop, float pull, int ticksAfterClaim)
{
foreach (var rate in new[] { 60, 600 })
{
var dt = 1f / rate;
var lab = Build(Beam(extend, envelop, pull));
var ship = Spawn(lab, float3(0, 0, 0));
var item = Drift(lab, 40, 0);
ship.TractorCommand = 1;
int claim = -1, commit = -1;
for (var tick = 1; tick <= rate * 6 && commit < 0; tick++)
{
lab.Zone.Update(dt);
if (claim < 0 && item.Holder != null) claim = tick;
if (!lab.Zone.FloatingItems.Contains(item)) commit = tick;
}
Assert.True(claim > 0);
Assert.Equal(ticksAfterClaim * rate / 60, commit - claim);
Assert.Equal(5, ship.CargoBays.Single().Cargo.Keys.OfType<SimpleCommodity>().Single().Quantity);
}
}
[Fact]
public void GrabEventsNameTheFloatingItem()
{
using var bag = new CompositeDisposable();
var lab = Build(Beam());
var ship = Spawn(lab, float3(0, 0, 0));
var other = Drift(lab, 40, 20);
var item = Drift(lab, 40, 0);
var events = Watch(ship, bag);
ship.TractorCommand = 1;
Tick(lab, 150, 1 / 60f);
Assert.Equal(new[] { GrabPhase.Started, GrabPhase.Extend, GrabPhase.Envelop, GrabPhase.Pull, GrabPhase.Completed },
events.Take(5).Select(e => e.Phase).ToArray());
Assert.All(events.Take(5), e => Assert.Equal(item.Id, e.Target));
Assert.NotEqual(other.Id, item.Id);
Assert.Equal(.3f, events[1].PhaseDuration, 4);
Assert.Equal(.2f, events[2].PhaseDuration, 4);
Assert.Equal(.5f, events[3].PhaseDuration, 4);
}
[Fact]
public void ReleasingTheBeamCancelsAndTheItemFloatsFree()
{
using var bag = new CompositeDisposable();
const float dt = 1 / 60f;
var lab = Build(Beam(), lifetime: 2f);
var ship = Spawn(lab, float3(0, 0, 0));
var item = Drift(lab, 40, 0, float2(3, 1));
var events = Watch(ship, bag);
ship.TractorCommand = 1;
var tick = 0;
while (!events.Any(e => e.Phase == GrabPhase.Pull) && tick++ < 600) lab.Zone.Update(dt);
Assert.Same(ship, item.Holder);
var velocity = item.Body.Velocity;
var drift = item.Body.Drift;
// The key comes up during the pull: Power falls below GrabPower and the grab is dropped.
ship.TractorCommand = 0;
while (!events.Any(e => e.Phase == GrabPhase.Cancelled) && tick++ < 600) lab.Zone.Update(dt);
Assert.True(tick < 110);
Assert.DoesNotContain(events, e => e.Phase == GrabPhase.Completed);
Assert.Null(item.Holder);
Assert.Contains(item, lab.Zone.FloatingItems);
Assert.Equal(velocity, item.Body.Velocity);
Assert.Equal(drift, item.Body.Drift);
// It drifts on with that velocity and expires on the clock it was released on, not from the cancel.
var at = item.Body.Position;
lab.Zone.Update(dt);
Assert.True(item.Body.Position.x > at.x);
while (lab.Zone.FloatingItems.Contains(item) && tick++ < 600) lab.Zone.Update(dt);
Assert.InRange(tick, 118, 122);
}
[Fact]
public void AFullHoldCancelsAtTheEnd()
{
using var bag = new CompositeDisposable();
var lab = Build(Beam());
var ship = Spawn(lab, float3(0, 0, 0));
var bay = ship.CargoBays.Single();
for (var i = 0; i < 16; i++) Assert.True(bay.TryStore(lab.Make("Spare")));
Assert.False(bay.TryStore(lab.Make("Spare")));
var item = Drift(lab, 40, 0);
var events = Watch(ship, bag);
ship.TractorCommand = 1;
var tick = 0;
while (!events.Any(e => e.Phase == GrabPhase.Cancelled) && tick++ < 300) lab.Zone.Update(1 / 60f);
Assert.Equal(new[] { GrabPhase.Started, GrabPhase.Extend, GrabPhase.Envelop, GrabPhase.Pull, GrabPhase.Cancelled },
events.Select(e => e.Phase).ToArray());
Assert.Null(item.Holder);
Assert.Contains(item, lab.Zone.FloatingItems);
Assert.Equal(16, bay.Cargo.Count);
}
[Fact]
public void OneHolderPerItem()
{
using var bag = new CompositeDisposable();
var lab = Build(Beam());
var a = Spawn(lab, float3(0, 0, 0));
var b = Spawn(lab, float3(0, 0, 10));
var eventsA = Watch(a, bag);
var eventsB = Watch(b, bag);
// One item, two beams: exactly one claims it, the other never does, and the non-holder cannot take it.
var only = Drift(lab, 40, 5);
a.TractorCommand = 1;
b.TractorCommand = 1;
Tick(lab, 20, 1 / 60f);
Assert.Equal(1, new[] { eventsA, eventsB }.Count(e => e.Any(x => x.Phase == GrabPhase.Started)));
var holder = only.Holder;
var loser = ReferenceEquals(holder, a) ? b : a;
Assert.False(lab.Zone.TryPickUp(loser, only.Id));
Assert.Contains(only, lab.Zone.FloatingItems);
Assert.Empty(loser.CargoBays.Single().Cargo);
Tick(lab, 120, 1 / 60f);
Assert.DoesNotContain(only, lab.Zone.FloatingItems);
Assert.Single(holder.CargoBays.Single().Cargo);
Assert.Empty(loser.CargoBays.Single().Cargo);
// Two items, each nearest a different beam's axis: each ship holds its own.
var first = Drift(lab, 60, 0);
var second = Drift(lab, 60, 10);
Tick(lab, 20, 1 / 60f);
Assert.NotNull(first.Holder);
Assert.NotNull(second.Holder);
Assert.NotSame(first.Holder, second.Holder);
}
[Fact]
public void SelectionIsTheItemNearestTheBeamAxis()
{
using var bag = new CompositeDisposable();
var lab = Build(Beam());
var ship = Spawn(lab, float3(0, 0, 0));
var events = Watch(ship, bag);
ship.TractorCommand = 1;
// The nearer to the axis wins, though the other is closer to the ship.
var near = Drift(lab, 20, 12);
var onAxis = Drift(lab, 60, 3);
Tick(lab, 30, 1 / 60f);
Assert.Same(ship, onAxis.Holder);
Assert.Null(near.Holder);
Assert.Equal(onAxis.Id, events.First().Target);
// Out of the beam, past its range or behind the ship, an item is never taken.
foreach (var (x, y) in new[] { (30f, 30f), (80f, 0f), (-10f, 0f) })
{
var other = Build(Beam());
var lone = Spawn(other, float3(0, 0, 0));
var stray = Drift(other, x, y);
lone.TractorCommand = 1;
Tick(other, 240, 1 / 60f);
Assert.Null(stray.Holder);
Assert.Contains(stray, other.Zone.FloatingItems);
}
// Equally far from the axis, the lower id.
var tie = Build(Beam());
var pilot = Spawn(tie, float3(0, 0, 0));
var lower = Drift(tie, 40, 5);
var higher = Drift(tie, 40, -5);
pilot.TractorCommand = 1;
Tick(tie, 30, 1 / 60f);
Assert.Same(pilot, lower.Holder);
Assert.Null(higher.Holder);
}
[Fact]
public void AHeldItemIsPlacedNotIntegratedAndDoesNotExpire()
{
using var bag = new CompositeDisposable();
const float dt = 1 / 60f;
var lab = Build(Beam(), lifetime: 1f);
var ship = Spawn(lab, float3(0, 0, 0));
var item = Drift(lab, 40, 0, float2(3, 0));
var events = Watch(ship, bag);
ship.TractorCommand = 1;
while (item.Holder == null) lab.Zone.Update(dt);
var claimed = item.Body.Position;
Assert.Equal(claimed, item.HeldFrom);
// Through Extend and Envelop the item stays where it was claimed, whatever velocity it had.
while (!events.Any(e => e.Phase == GrabPhase.Pull))
{
lab.Zone.Update(dt);
if (events.Any(e => e.Phase == GrabPhase.Pull)) break;
Assert.Equal(claimed, item.Body.Position);
}
// During the pull it moves toward the holder, and a held item outlives its lifetime.
lab.Zone.Update(dt * 10);
Assert.True(item.Body.Position.x < claimed.x);
Assert.True(item.Body.Position.x > 0);
var held = Build(Beam(), lifetime: 1f);
var carrier = Spawn(held, float3(5, 0, 7));
var stuck = Drift(held, 40, 0);
Assert.True(held.Zone.TryHold(carrier, stuck.Id));
Tick(held, 180, dt);
Assert.Contains(stuck, held.Zone.FloatingItems);
Assert.Equal(float2(40, 0), stuck.Body.Position);
// At progress 1 it is at the holder; freed, an item past its lifetime goes on the next step.
held.Zone.SetHeldProgress(stuck.Id, 1);
held.Zone.Update(dt);
Assert.Equal(5f, stuck.Body.Position.x, 3);
Assert.Equal(7f, stuck.Body.Position.y, 3);
held.Zone.Free(stuck.Id);
held.Zone.Update(dt);
Assert.DoesNotContain(stuck, held.Zone.FloatingItems);
}
[Fact]
public void TheHoldersLeavingFreesItsItems()
{
using var bag = new CompositeDisposable();
var lab = Build(Beam());
var ship = Spawn(lab, float3(0, 0, 0));
Assert.True(ship.CargoBays.Single().TryStore(lab.Ore(7)));
var item = Drift(lab, 40, 0, ore: 3);
ship.TractorCommand = 1;
Tick(lab, 30, 1 / 60f);
Assert.Same(ship, item.Holder);
var before = lab.Zone.FloatingItems.Count;
// Death goes through the zone's one removal: the held item is free, and the ship's own cargo drops as always.
Kill(ship);
Assert.Null(item.Holder);
Assert.Contains(item, lab.Zone.FloatingItems);
Assert.Equal(before + 1, lab.Zone.FloatingItems.Count);
Assert.Equal(7, ((SimpleCommodity) lab.Zone.FloatingItems.Last().Item).Quantity);
Tick(lab, 60, 1 / 60f);
Assert.Contains(item, lab.Zone.FloatingItems);
Assert.Null(item.Holder);
}
}

View file

@ -80,6 +80,52 @@ public sealed class RunSaveTests : IDisposable
Assert.Equal(8, RecordsIn(Run));
}
// Continue finds the player's entity by its place in the saved zone: the index Capture writes must be the entity's
// place in the live zone, and survive the round trip to the same entity's pack.
[Fact]
public void ThePlayersZoneIndexSurvivesSaveAndContinue()
{
using (var cache = AetheriaStores.Open(Catalog, catalogWritable: true))
{
var shape = new Shape(4, 4);
foreach (var cell in shape.AllCoordinates) shape[cell] = true;
foreach (var name in new[] { "Skiff", "Barge" })
cache.Upsert(new HullData { Name = name, HullType = HullType.Ship, Shape = shape, Durability = 100, Mass = 100 });
cache.FlushAsync().Wait();
}
using (var cache = Open())
RunSave.Commit(cache, Game(cache), Zones(2, StageZoneContents(cache), 0), new ProvenanceLedger());
using (var cache = Open())
{
var galaxy = new Galaxy(cache, cache.GetGlobal<SavedGame>(), _ => { });
var ledger = new ProvenanceLedger();
for (var i = 1; i <= 2; i++) ledger.Lots[i] = new Lot { Origin = new Attributed(), Quality = 1 };
var items = new ItemManager(cache, ledger, TestSettings(), _ => { });
var zone = new Zone(items, new PlanetSettings(), new ZonePack(), galaxy.Zones[0], galaxy);
galaxy.Zones[0].Contents = zone;
Ship Make(string hull, int lot) => new Ship(items, zone, new EquippableItem
{
Data = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<HullData>(hull)), Durability = 100, Lot = lot
}, new EntitySettings());
var other = Make("Skiff", 1);
var player = Make("Barge", 2);
zone.Admit(other, piloted: false);
zone.Admit(player, piloted: false);
var (game, zones) = RunSave.Capture(cache, galaxy, zone, player, new SavedActionBarBinding[0], 0);
RunSave.Commit(cache, game, zones, items.Lots);
}
using (var cache = Open())
{
var saved = cache.GetGlobal<SavedGame>();
Assert.Equal(1, saved.CurrentZoneEntity);
var packs = cache.Get(saved.Zones[saved.CurrentZone]).Contents.Entities;
Assert.Equal("Barge", cache.Get(packs[saved.CurrentZoneEntity].Hull.Data).Name);
}
}
[Fact]
public void ResumeThenSaveKeepsUnloadedZoneContents()
{