Command seam, player: PilotCommand gains Tractor, the target Verb, CycleAim and Iff; HelmInput.Demand returns a TurnCommand resolved each step

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
soul 2026-10-22 02:27:28 +02:00
commit 76143e50d1
4 changed files with 209 additions and 9 deletions

View file

@ -13,6 +13,7 @@ public class HelmInput
public void Toggle() => Latched = !Latched;
public float Demand(Ship ship, float2 aim, float turnAxis) =>
FaceAim ? Steering.Toward(ship, aim) : clamp(turnAxis, -1f, 1f);
// The turn the player commands: the aim heading, resolved against the hull at each sim step, or the turn axis.
public TurnCommand Demand(float2 aim, float turnAxis) =>
FaceAim ? TurnCommand.Toward(aim) : TurnCommand.OfRate(clamp(turnAxis, -1f, 1f));
}

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@ -26,6 +26,16 @@ public readonly struct TurnCommand
public float Resolve(Ship ship) => _toward ? Steering.Toward(ship, _heading) : _rate;
}
// The player's target presses, each answered by the entity's own chooser (Entity.TargetNext and the rest) when applied.
public enum TargetVerb
{
None,
UnderReticle,
NearestEnemy,
Next,
Previous
}
// The one input an entity's pilot gives it (its agent, the player, a scripted pilot): only own-ship vectors and handles the
// pilot was given (ruling observation-sensors-only). Commands are per entity, never per Flight or side: a side may be one
// ship (ruling brain-one-per-side-r2). PilotApplier.Apply is the only writer of the entity's fields from it; the pilot
@ -37,12 +47,16 @@ public sealed class PilotCommand
public TurnCommand? Turn;
public float2? Movement;
public float3? Aim;
public float? Tractor;
internal readonly List<TargetRef> Designations = new List<TargetRef>();
internal readonly List<EquippedItem> Selections = new List<EquippedItem>();
internal readonly List<string> Hails = new List<string>();
internal readonly List<ConsumableItemData> Uses = new List<ConsumableItemData>();
internal readonly List<(IActivatedBehavior Behavior, bool Pull)> Triggers = new List<(IActivatedBehavior, bool)>();
internal readonly List<(Entity Other, bool? Hostile)> Iffs = new List<(Entity, bool?)>();
internal TargetVerb TargetVerb;
internal int AimCycles;
public void Designate(TargetRef target) => Designations.Add(target);
public void SelectItem(EquippedItem item) => Selections.Add(item);
@ -50,6 +64,10 @@ public sealed class PilotCommand
public void Use(ConsumableItemData consumable) => Uses.Add(consumable);
public void Pull(IActivatedBehavior behavior) => Triggers.Add((behavior, true));
public void Release(IActivatedBehavior behavior) => Triggers.Add((behavior, false));
// The last verb in a step wins.
public void Verb(TargetVerb verb) => TargetVerb = verb;
public void CycleAim() => AimCycles++;
public void Iff(Entity other, bool? hostile) => Iffs.Add((other, hostile));
// The pilot's own pending decisions, which it reads back instead of the ship (that is last step's applied state).
public TargetRef? Designated => Designations.Count > 0 ? Designations[Designations.Count - 1] : (TargetRef?) null;
@ -69,12 +87,15 @@ public sealed class PilotCommand
Hails.Clear();
Uses.Clear();
Triggers.Clear();
Iffs.Clear();
TargetVerb = TargetVerb.None;
AimCycles = 0;
}
}
// The one writer of an entity's pilot-controlled fields, called only from Zone.Update. The order is a rule: the target
// lands before its item is selected, and the aim before the triggers, so a pilot fires along the aim it commands this
// step, as the player does.
// lands (a designation, then a chooser verb) before its item is selected or the aim cycled, and the aim before the
// triggers, so a pilot fires along the aim it commands this step.
public static class PilotApplier
{
public static void Apply(Entity entity)
@ -82,7 +103,16 @@ public static class PilotApplier
var command = entity.Command;
foreach (var target in command.Designations)
if (!entity.Target.Value.Equals(target)) entity.SetTarget(target);
switch (command.TargetVerb)
{
case TargetVerb.UnderReticle: entity.TargetUnderReticle(); break;
case TargetVerb.NearestEnemy: entity.TargetNearestEnemy(); break;
case TargetVerb.Next: entity.TargetNext(); break;
case TargetVerb.Previous: entity.TargetPrevious(); break;
}
foreach (var item in command.Selections) entity.TrySelectTargetItem(item);
for (var i = 0; i < command.AimCycles; i++) entity.CycleAim();
foreach (var (other, hostile) in command.Iffs) entity.SetIff(other, hostile);
foreach (var hail in command.Hails) entity.SetMessage(hail);
foreach (var consumable in command.Uses) entity.TryActivateConsumable(consumable);
if (command.Aim is float3 aim) entity.Aim = aim;
@ -94,6 +124,7 @@ public static class PilotApplier
if (command.Turn is TurnCommand turn) ship.Turn = turn.Resolve(ship);
if (command.Movement is float2 movement) ship.MovementDirection = movement;
}
if (command.Tractor is float tractor) entity.TractorCommand = tractor;
command.ClearOneShots();
}
}

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@ -0,0 +1,168 @@
/* 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.Collections.Generic;
using System.Linq;
using Xunit;
using static CultMath.math;
using float2 = CultMath.float2;
using float3 = CultMath.float3;
// The command seam, player half (aetheria-arena, cut command-seam-player): the player's input writes only its entity's
// PilotCommand, as the agents do, and PilotApplier lands it at the next zone step. Its target presses are verbs the entity's
// chooser answers, its stance and aim-cycle presses are one-shots, its helm and tractor are held, and its triggers are
// edges: a press is one pull and a let-go one release.
public sealed partial class RunStartTests
{
// East, west 200 away and a third 250 away, all seen by east once the zone has stepped.
private (Zone arena, Ship east, Ship west, Ship third) PlayerSeamTrio()
{
Ship third = null;
var (arena, east, west) = SeamPair(false, (stage, e, w) =>
third = stage.Place(EvLonginus(stage), float2(350, 0), facing: float2(-1, 0)) as Ship);
for (var step = 0; step < 60; step++) arena.Update(SeamDt);
Assert.Contains(west, east.VisibleEntities);
Assert.Contains(third, east.VisibleEntities);
return (arena, east, west, third);
}
[Fact]
public void HelmDemandIsAnIntent()
{
var (arena, east, _) = SeamPair(false);
var held = new HelmInput { Held = true };
var heading = float2(0, 1); // a quarter turn from its facing
Assert.Equal(Steering.Toward(east, heading), held.Demand(heading, .5f).Resolve(east));
Assert.Equal(.5f, new HelmInput().Demand(heading, .5f).Resolve(east));
Assert.Equal(-1f, new HelmInput().Demand(heading, -4f).Resolve(east));
// One face-aim demand, held: it re-resolves against the hull at every step as the hull comes round.
east.Command.Turn = held.Demand(heading, 0);
var turns = new List<float>();
for (var step = 0; step < 600; step++)
{
var expected = Steering.Toward(east, heading);
arena.Update(SeamDt);
Assert.Equal(expected, east.Turn);
turns.Add(east.Turn);
}
Assert.True(turns.Distinct().Count() > 2, "the resolved turn changes as the hull turns");
}
[Fact]
public void TargetVerbsApplyOnceAtTheStep()
{
var (arena, east, west, third) = PlayerSeamTrio();
Assert.True(east.Target.Value.IsNone);
// The last verb in a step wins: Previous would pick the farthest (third), Next picks the nearest.
east.Command.Verb(TargetVerb.Previous);
east.Command.Verb(TargetVerb.Next);
Assert.True(east.Target.Value.IsNone, "nothing lands before the step");
arena.Update(SeamDt);
Assert.Same(west, east.Target.Value.Entity);
arena.Update(SeamDt);
Assert.Same(west, east.Target.Value.Entity);
east.Command.Verb(TargetVerb.Next);
arena.Update(SeamDt);
Assert.Same(third, east.Target.Value.Entity);
east.Command.Verb(TargetVerb.Previous);
arena.Update(SeamDt);
Assert.Same(west, east.Target.Value.Entity);
// Enemies only: the farther hostile, not the nearer neutral.
east.SetIff(third, true);
east.Command.Verb(TargetVerb.NearestEnemy);
arena.Update(SeamDt);
Assert.Same(third, east.Target.Value.Entity);
// The reticle picks along the aim; picking the held target again would clear it.
east.Command.Aim = float3(-1, 0, 0);
east.Command.Verb(TargetVerb.UnderReticle);
arena.Update(SeamDt);
Assert.Same(west, east.Target.Value.Entity);
arena.Update(SeamDt);
Assert.Same(west, east.Target.Value.Entity);
}
[Fact]
public void IffAndCycleAimAreOneShots()
{
var (arena, east, west, _) = PlayerSeamTrio();
Assert.False(east.IsHostileTo(west));
east.Command.Iff(west, true);
Assert.False(east.IsHostileTo(west), "nothing lands before the step");
arena.Update(SeamDt);
Assert.True(east.IsHostileTo(west));
// Not replayed: a stance set after the step stays.
east.SetIff(west, false);
arena.Update(SeamDt);
Assert.False(east.IsHostileTo(west));
east.Command.Iff(west, true);
east.Command.Iff(west, null);
arena.Update(SeamDt);
Assert.False(east.IsHostileTo(west), "the later stance in a step lands last");
var first = SeamGun(west).Item;
var second = west.Weapons.Select(w => w.Item).First(i => i != first && i.Data.Name == first.Data.Name);
east.RecordReveal(west, first, SignatureChannel.Emission, west.ClaimOf(first));
east.RecordReveal(west, second, SignatureChannel.Emission, west.ClaimOf(second));
east.Command.Verb(TargetVerb.Next);
arena.Update(SeamDt);
Assert.Same(west, east.Target.Value.Entity);
var before = east.ResolvedAim;
east.Command.CycleAim();
Assert.Equal(before.Item, east.ResolvedAim.Item);
arena.Update(SeamDt);
var once = east.ResolvedAim;
Assert.True(once.Item != before.Item || once.Mount != before.Mount, "the cycle advanced the aim");
arena.Update(SeamDt);
Assert.Equal(once.Item, east.ResolvedAim.Item);
Assert.Equal(once.Mount, east.ResolvedAim.Mount);
}
// A trigger that counts its edges: a semi-auto fires once per Activate.
private sealed class SeamTrigger : IActivatedBehavior
{
public int Pulled, Released;
public void Activate() => Pulled++;
public void Deactivate() => Released++;
}
// A press is one pull at the next step and the button held after it pulls nothing more, so a semi-auto fires once;
// the let-go is one release.
[Fact]
public void PlayerTriggerIsAnEdge()
{
var (arena, east, _) = SeamPair(false);
var trigger = new SeamTrigger();
east.Command.Pull(trigger);
Assert.Equal(0, trigger.Pulled);
for (var step = 0; step < 10; step++) arena.Update(SeamDt);
Assert.Equal((1, 0), (trigger.Pulled, trigger.Released));
east.Command.Release(trigger);
for (var step = 0; step < 10; step++) arena.Update(SeamDt);
Assert.Equal((1, 1), (trigger.Pulled, trigger.Released));
}
[Fact]
public void TractorIsHeld()
{
var (arena, east, _) = SeamPair(false);
east.Command.Tractor = 1;
for (var step = 0; step < 5; step++)
{
east.TractorCommand = 0; // a disturbance between steps: the held command lands again at every step
arena.Update(SeamDt);
Assert.Equal(1f, east.TractorCommand);
}
east.Command.Tractor = .25f;
arena.Update(SeamDt);
Assert.Equal(.25f, east.TractorCommand);
}
}

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@ -88,8 +88,8 @@ public sealed class SteeringTests
{
ship.Direction = direction;
var expected = Steering.Toward(ship, aim);
Assert.Equal(expected, held.Demand(ship, aim, axis));
Assert.Equal(expected, latched.Demand(ship, aim, axis));
Assert.Equal(expected, held.Demand(aim, axis).Resolve(ship));
Assert.Equal(expected, latched.Demand(aim, axis).Resolve(ship));
}
}
@ -102,9 +102,9 @@ public sealed class SteeringTests
foreach (var aim in new[] { float2(0, 1), float2(1, 0), float2(-1, -1) })
{
Assert.Equal(.25f, helm.Demand(ship, aim, .25f));
Assert.Equal(1f, helm.Demand(ship, aim, 3f));
Assert.Equal(-1f, helm.Demand(ship, aim, -3f));
Assert.Equal(.25f, helm.Demand(aim, .25f).Resolve(ship));
Assert.Equal(1f, helm.Demand(aim, 3f).Resolve(ship));
Assert.Equal(-1f, helm.Demand(aim, -3f).Resolve(ship));
}
helm.Toggle();