EW 2: claims ride the act into the book; schematic and AI classify from them
Signature, ActiveEmission and Reveal carry Claimed (the class the ship's EW claims for the item, the true item's data by default); Entity gains the claim slots and one write port; Contact gains Profile, derived from the ship's claimed hull once Identified; Entity.RevealedWeapons is the one classifying read for weapons. Combat and the enemy schematic read it; their reads of the target's live gear are cut. Weapons rate by their claimed design (ew-claim-weapon-measure-ruled, rated-design): WeaponData.RatedRangeDamagePerSecond runs the same per-kind formula as the live weapon. Aim, damage and physics keep the truth. Not yet compiled or run at this commit; the Unity-only SchematicDisplay is unverified. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
parent
cb14a816f8
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18 changed files with 457 additions and 69 deletions
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@ -36,18 +36,20 @@ public class CombatState : BaseState
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// Cut 2 (docs/fire-control-cut.md): aim at whichever revealed weapon on the target hits hardest at
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// this range, or clear the aim point when nothing qualifies -- the same predicate
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// (FireControl.IsRevealed) and the same writer (TrySelectTargetItem) the player path uses.
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// (FireControl.IsRevealed) and the same writer (TrySelectTargetItem) the player path uses. Which weapons it
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// believes the target has, and how hard each hits, come from its book's claims, not the target's live gear
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// (aetheria-ew, classify-from-belief; ew-claim-weapon-measure-ruled: the claimed design's rated figures); the
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// reveal's Item is the aim and stays the truth.
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EquippedItem bestTargetItem = null;
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var bestTargetDps = float.MinValue;
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foreach (var targetItem in target.Equipment)
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foreach (var reveal in _agent.Ship.RevealedWeapons(target))
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{
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if (!(targetItem.Behaviors.FirstOrDefault(b => b is Weapon) is Weapon targetWeapon)) continue;
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if (!FireControl.IsRevealed(_agent.Ship, targetItem)) continue;
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var dps = targetWeapon.RangeDamagePerSecond(targetDistance);
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if (!FireControl.IsRevealed(_agent.Ship, reveal.Item)) continue;
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var dps = reveal.Claimed.Behaviors.OfType<WeaponData>().First().RatedRangeDamagePerSecond(targetDistance);
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if (dps > bestTargetDps)
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{
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bestTargetDps = dps;
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bestTargetItem = targetItem;
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bestTargetItem = reveal.Item;
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}
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}
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_agent.Ship.TrySelectTargetItem(bestTargetItem);
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@ -54,6 +54,15 @@ public class ChargedWeaponData : InstantWeaponData
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{
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return new ChargedWeapon(this, item);
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}
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// The one formula of a charged weapon's damage per second at a range (see InstantWeaponData.RangeDamagePerSecond).
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internal static float RangeDamagePerSecond(BezierCurve damageCurve, float damage, float chargeFiringDamageMultiplier,
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float minRange, float range, float cooldown, float chargeTime, float atRange) =>
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damage * chargeFiringDamageMultiplier * damageCurve.Evaluate(saturate(unlerp(minRange, range, atRange))) / (cooldown + chargeTime);
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public override float RatedRangeDamagePerSecond(float range) =>
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RangeDamagePerSecond(DamageCurve, Damage.Max / (int) Count.Max, ChargeFiringDamageMultiplier, MinRange.Max, Range.Max,
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Cooldown.Max, ChargeTime.Max, range);
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}
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public class ChargedWeapon : InstantWeapon
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@ -78,10 +87,8 @@ public class ChargedWeapon : InstantWeapon
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public override float DamagePerSecond => Damage * _data.ChargeFiringDamageMultiplier / (Cooldown + ChargeTime);
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public override float RangeDamagePerSecond(float range)
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{
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return Damage *
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_data.ChargeFiringDamageMultiplier *
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_data.DamageCurve.Evaluate(saturate(unlerp(MinRange, Range, range))) /
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(Cooldown + ChargeTime);
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return ChargedWeaponData.RangeDamagePerSecond(_data.DamageCurve, Damage, _data.ChargeFiringDamageMultiplier,
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MinRange, Range, Cooldown, ChargeTime, range);
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}
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public event Action OnStartCharging;
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@ -23,6 +23,13 @@ public class ConstantWeaponData : WeaponData
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{
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return new ConstantWeapon(this, item);
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}
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// The one formula of a beam's damage per second at a range (see InstantWeaponData.RangeDamagePerSecond).
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internal static float RangeDamagePerSecond(BezierCurve damageCurve, float damage, float minRange, float range, float atRange) =>
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damage * damageCurve.Evaluate(saturate(unlerp(minRange, range, atRange)));
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public override float RatedRangeDamagePerSecond(float range) =>
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RangeDamagePerSecond(DamageCurve, Damage.Max, MinRange.Max, Range.Max, range);
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}
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public class ConstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerConsumer
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@ -49,7 +56,7 @@ public class ConstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerC
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public override float DamagePerSecond => Damage;
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public override float RangeDamagePerSecond(float range)
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{
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return Damage * _data.DamageCurve.Evaluate(saturate(unlerp(MinRange, Range, range)));
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return ConstantWeaponData.RangeDamagePerSecond(_data.DamageCurve, Damage, MinRange, Range, range);
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}
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public event Action OnReloadBegin;
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@ -30,6 +30,14 @@ public class InstantWeaponData : WeaponData
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{
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return new InstantWeapon(this, item);
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}
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// The one formula of an instant weapon's damage per second at a range; the live weapon calls it with its evaluated
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// stats, the design with its rated ones (burst divides damage, as UpdateStats does).
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internal static float RangeDamagePerSecond(BezierCurve damageCurve, float damage, float minRange, float range, float cooldown, float atRange) =>
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damage * damageCurve.Evaluate(saturate(unlerp(minRange, range, atRange))) / cooldown;
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public override float RatedRangeDamagePerSecond(float range) =>
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RangeDamagePerSecond(DamageCurve, Damage.Max / (int) Count.Max, MinRange.Max, Range.Max, Cooldown.Max, range);
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}
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public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerConsumer
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@ -61,7 +69,7 @@ public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerCo
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public override float DamagePerSecond => Damage / Cooldown;
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public override float RangeDamagePerSecond(float range)
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{
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return Damage * _data.DamageCurve.Evaluate(saturate(unlerp(MinRange, Range, range))) / Cooldown;
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return InstantWeaponData.RangeDamagePerSecond(_data.DamageCurve, Damage, MinRange, Range, Cooldown, range);
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}
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public override int Ammo
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@ -71,6 +71,12 @@ public abstract class WeaponData : BehaviorData
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// weapon-tracking-authored). Unauthored is a mount that follows anything: FireControl.PMount reads +infinity as 1.
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[Inspectable, JsonProperty("tracking"), Key(33), RuntimeInspectable]
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public PerformanceStat Tracking = new PerformanceStat { Min = float.PositiveInfinity, Max = float.PositiveInfinity };
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// What an observer who believes this is the design measures it by (aetheria-ew, ew-claim-weapon-measure-ruled): the
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// design's rated figures, each stat's Max (what a stat with no terms resolves to), through the same formula the
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// live weapon's RangeDamagePerSecond runs over its evaluated stats. Never the carrier's quality, heat, wear or power.
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public abstract float RatedRangeDamagePerSecond(float range);
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public float RatedRange => Range.Max;
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}
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public abstract class Weapon : Behavior, IActivatedBehavior
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@ -103,7 +103,23 @@ public abstract class Entity
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// each equipped suppressor folds the strength in equipment order and pays for what it alone removed.
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foreach (var suppressor in GetBehaviors<LaunchSuppressor>())
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strength = suppressor.Suppress(channel, strength);
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_visibilitySources[source] = new Signature(channel, strength, item);
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_visibilitySources[source] = new Signature(channel, strength, item, ClaimOf(item));
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}
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// What this ship's acts claim (aetheria-ew, lie-is-own-emission, classify-from-belief): the hull class and, per item,
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// the equippable class every act of that item is stamped with (SetSignature, Emit, ReceivePaint). The truth unless
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// claimed otherwise. Claim is the one write port; its production writer is the EW behaviour of cut ew-masquerade,
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// tests only until then. Deactivate clears both. Aim, damage and physics keep the truth.
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private HullData _hullClaim;
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private readonly Dictionary<EquippedItem, EquippableItemData> _itemClaims = new Dictionary<EquippedItem, EquippableItemData>();
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public HullData ClaimedHull => _hullClaim ?? HullData;
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public EquippableItemData ClaimOf(EquippedItem item) =>
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item == null ? null : _itemClaims.TryGetValue(item, out var claimed) ? claimed : item.Data;
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internal void Claim(HullData hull) => _hullClaim = hull;
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internal void Claim(EquippedItem item, EquippableItemData claimed)
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{
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if (claimed == null) _itemClaims.Remove(item);
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else _itemClaims[item] = claimed;
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}
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public readonly ReactiveDictionary<Entity, float> EntityInfoGathered = new ReactiveDictionary<Entity, float>();
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@ -868,6 +884,8 @@ public abstract class Entity
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_pingReturns.Clear();
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_emissions.Clear();
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_reveals.Clear();
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_hullClaim = null;
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_itemClaims.Clear();
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}
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// Zone.Update runs this on every entity before any entity updates, so a paint made during tick N is published
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@ -880,7 +898,7 @@ public abstract class Entity
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foreach (var paint in _paintInbox)
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{
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_incomingPaints.Add(paint.Warning);
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RecordReveal(paint.Emitter, paint.Item, SignatureChannel.Emission);
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RecordReveal(paint.Emitter, paint.Item, SignatureChannel.Emission, paint.Warning.EmitterClass);
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}
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_paintInbox.Clear();
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_pingReturns.Clear();
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@ -900,16 +918,17 @@ public abstract class Entity
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internal void Emit(EquippedItem item, float hearRange)
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{
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if (!_active) return;
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_emissions.Add(new ActiveEmission(item, hearRange));
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_emissions.Add(new ActiveEmission(item, hearRange, ClaimOf(item)));
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}
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// The callers are Sensor.Execute (a Search paint, Strength 0) and LockWeapon.Execute (a Track paint, Strength
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// the emitter's own Lock at that paint). The emitter's class is the item's data (null with no item: a
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// consumable's effect, which has no item and so is never revealed).
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// the emitter's own Lock at that paint). The emitter's class is the class its ship claims for the item (ClaimOf: the
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// item's data unless claimed otherwise; null with no item: a consumable's effect, which has no item and so is never
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// revealed).
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internal void ReceivePaint(Entity emitter, EquippedItem item, PaintMode mode, float strength)
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{
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if (!_active) return;
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_paintInbox.Add(new PendingPaint(new PaintWarning(normalize((emitter.Position - Position).xz), item?.Data, mode, strength), emitter, item));
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_paintInbox.Add(new PendingPaint(new PaintWarning(normalize((emitter.Position - Position).xz), emitter.ClaimOf(item), mode, strength), emitter, item));
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}
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// The reveal book's one way in and its one membership gate (callers: Sense and PublishInbox, both in this file):
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@ -917,13 +936,14 @@ public abstract class Entity
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// radiation, a consumable) reveals nothing, and neither does a subject that is not in the zone: a departed
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// subject's entries are never created or refreshed, from any caller, and neither does an item this observer
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// perceives destroyed (PerceivesDestroyed). A later act of the same item replaces the
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// earlier one.
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internal void RecordReveal(Entity subject, EquippedItem item, SignatureChannel channel)
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// earlier one. `claimed` is the class the carrier (signature, emission or paint) stamped: what this observer's
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// classifying readers will believe of the act; `item` stays the aim and book key.
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internal void RecordReveal(Entity subject, EquippedItem item, SignatureChannel channel, EquippableItemData claimed)
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{
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if (!_active || item == null || !Zone.Entities.Contains(subject) || PerceivesDestroyed(subject, item)) return;
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if (!_reveals.TryGetValue(subject, out var book))
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_reveals[subject] = book = new Dictionary<EquippedItem, Reveal>();
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book[item] = new Reveal(item, channel, normalize((subject.Position - Position).xz), Zone.Time);
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book[item] = new Reveal(item, channel, normalize((subject.Position - Position).xz), Zone.Time, claimed);
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}
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// This observer resolves `subject`'s gear (ContactOf's Identified gate) and `item` of it is destroyed: the one rule
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@ -955,6 +975,12 @@ public abstract class Entity
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public IEnumerable<Reveal> RevealsOf(Entity subject) =>
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_reveals.TryGetValue(subject, out var book) ? book.Values : Enumerable.Empty<Reveal>();
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// The weapons this observer believes `subject` has: each reveal whose claimed class carries a weapon behaviour, in book
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// order. The one classifying read of the book for weapons, shared by the enemy schematic and Combat (aetheria-ew,
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// classify-from-belief); a gun claimed as a non-weapon is not listed, though RevealsOf holds it for aim.
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public IEnumerable<Reveal> RevealedWeapons(Entity subject) =>
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RevealsOf(subject).Where(r => r.Claimed != null && r.Claimed.Behaviors.Any(b => b is WeaponData));
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// Whether this observer's book for `subject` holds `item`: the book's membership, no live gear read.
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internal bool HasReveal(Entity subject, EquippedItem item) =>
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_reveals.TryGetValue(subject, out var book) && book.ContainsKey(item);
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@ -976,7 +1002,9 @@ public abstract class Entity
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var remembered = any && Zone.Time - freshest.Time < settings.BearingMemory;
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var detected = tracked || remembered;
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var bearing = tracked ? normalize((subject.Position - Position).xz) : remembered ? freshest.Bearing : default;
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return new Contact(detected, tracked, detected && any, info >= settings.TargetGearInfoThreshold, bearing, info);
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var identified = info >= settings.TargetGearInfoThreshold;
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// Profile is the one derivation of the hull this observer believes (no stored belief until the judge, ew-masquerade).
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return new Contact(detected, tracked, detected && any, identified, bearing, info, identified ? subject.ClaimedHull : null);
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}
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// What this observer's instruments receive of other ships' acts this tick (Zone.Update calls it once, after every
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@ -1000,7 +1028,7 @@ public abstract class Entity
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{
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if (signature.Item == null) continue;
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if (perSignature < 0f) perSignature = PassiveInfo(other.Position.xz, 1f);
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if (signature.Strength * perSignature > threshold) RecordReveal(other, signature.Item, signature.Channel);
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if (signature.Strength * perSignature > threshold) RecordReveal(other, signature.Item, signature.Channel, signature.Claimed);
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}
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// Every emission this ship made this tick that reaches this observer is revealed, bearing only (ruling
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// sensor-stat-set), through RecordReveal's one gate. It feeds no track.
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@ -1011,7 +1039,7 @@ public abstract class Entity
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for (var j = 0; j < other._emissions.Count; j++)
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{
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var emission = other._emissions[j];
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if (planar <= emission.HearRange * hearing * obscuration) RecordReveal(other, emission.Item, SignatureChannel.Emission);
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if (planar <= emission.HearRange * hearing * obscuration) RecordReveal(other, emission.Item, SignatureChannel.Emission, emission.Claimed);
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}
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}
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// The observer resolves this ship's gear (PerceivesDestroyed), so it perceives an item of it destroyed and
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@ -20,15 +20,19 @@ public readonly struct Signature
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public readonly SignatureChannel Channel;
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public readonly float Strength;
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public readonly EquippedItem Item;
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// The class this act claims: the true item's Data unless its ship's EW claims otherwise (aetheria-ew,
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// classify-from-belief). Stamped by Entity.SetSignature from the ship's claim.
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public readonly EquippableItemData Claimed;
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public Signature(SignatureChannel channel, float strength, EquippedItem item)
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public Signature(SignatureChannel channel, float strength, EquippedItem item, EquippableItemData claimed)
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{
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Channel = channel;
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Strength = strength;
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Item = item;
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Claimed = claimed;
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}
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public Signature WithStrength(float strength) => new Signature(Channel, strength, Item);
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public Signature WithStrength(float strength) => new Signature(Channel, strength, Item, Claimed);
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}
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// What a painted ship learns of a beam on it (ruling sensor-stat-set item 4): a Search paint is a ping sweeping
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@ -64,11 +68,14 @@ public readonly struct ActiveEmission
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{
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public readonly EquippedItem Item;
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public readonly float HearRange;
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// The class this emission claims (see Signature.Claimed); stamped by Entity.Emit.
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public readonly EquippableItemData Claimed;
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public ActiveEmission(EquippedItem item, float hearRange)
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public ActiveEmission(EquippedItem item, float hearRange, EquippableItemData claimed)
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{
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Item = item;
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HearRange = hearRange;
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Claimed = claimed;
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}
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}
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@ -90,17 +97,21 @@ public readonly struct PaintWarning
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// What an observer has seen `Item` do (ruling visibility-per-capability-reveal): the channel it showed on, the
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// bearing at that act and the zone clock then. Held per (subject, item) in the observer's Entity; the latest act
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// replaces the earlier one. Position is never carried: only the track gives it.
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// replaces the earlier one. Position is never carried: only the track gives it. `Item` stays the true item: it is the
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// book's key and what aim reads. `Claimed` is the class the act claimed, and is what every classifying reader reads
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// (aetheria-ew, classify-from-belief).
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public readonly struct Reveal
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{
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public readonly EquippedItem Item;
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public readonly EquippableItemData Claimed;
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public readonly SignatureChannel Channel;
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public readonly float2 Bearing;
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public readonly float Time;
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public Reveal(EquippedItem item, SignatureChannel channel, float2 bearing, float time)
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public Reveal(EquippedItem item, SignatureChannel channel, float2 bearing, float time, EquippableItemData claimed)
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{
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Item = item;
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Claimed = claimed;
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Channel = channel;
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Bearing = bearing;
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Time = time;
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@ -127,7 +138,9 @@ public readonly struct Departure
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// How much an observer holds of one subject, derived on read by Entity.ContactOf from its track, its reveals and
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// the zone clock. Detected: tracked, or a reveal younger than GameplaySettings.BearingMemory. Tracked: exactly
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// membership of VisibleEntities. Classified: detected, with any reveal in the book. Identified: the track has reached
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// TargetGearInfoThreshold. Bearing is the true bearing while tracked, else the freshest reveal's.
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// TargetGearInfoThreshold, and holds a hull belief: Profile, the hull class this observer believes the subject is (null
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// below Identified; aetheria-ew, classify-from-belief; seen-through arrives with the judge). Bearing is the true
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// bearing while tracked, else the freshest reveal's.
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public readonly struct Contact
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{
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public readonly bool Detected;
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@ -136,9 +149,11 @@ public readonly struct Contact
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public readonly bool Identified;
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public readonly float2 Bearing;
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public readonly float Info;
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public readonly HullData Profile;
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public Contact(bool detected, bool tracked, bool classified, bool identified, float2 bearing, float info)
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public Contact(bool detected, bool tracked, bool classified, bool identified, float2 bearing, float info, HullData profile)
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{
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Profile = profile;
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Detected = detected;
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Tracked = tracked;
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Classified = classified;
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@ -58,7 +58,10 @@ public class SchematicDisplay : MonoBehaviour
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public class SchematicDisplayItem
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{
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// The true item: the selection mark's key and, on the player's own ship, the live gear. Never classifies an enemy row.
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public EquippedItem Item;
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// The class the row shows: the claim the player's book holds for an enemy row, the item's own data on the player's ship.
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public EquippableItemData Claimed;
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public SchematicListElement ListElement;
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public IProgressBehavior Cooldown;
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// public ItemUsage ItemUsage;
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@ -93,15 +96,19 @@ public class SchematicDisplay : MonoBehaviour
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CargoTemperatureLabel.text = "N/A";
|
||||
}
|
||||
|
||||
BuildRows(_enemy ? RevealedWeapons() : entity.Equipment.Where(IsWeapon));
|
||||
BuildRows(WeaponRows());
|
||||
}
|
||||
|
||||
private static bool IsWeapon(EquippedItem item) => item.Behaviors.Any(b => b.Data is WeaponData);
|
||||
|
||||
// An enemy schematic lists what `_player` has seen the ship's weapons do: the weapon items of the player's book on it,
|
||||
// in book order (ruling reveal-ends-on-perception), never the ship's live gear. The player's own schematic is its
|
||||
// equipment; there is nothing to reveal about your own ship.
|
||||
private IEnumerable<EquippedItem> RevealedWeapons() => _player.RevealsOf(_entity).Select(r => r.Item).Where(IsWeapon);
|
||||
// An enemy schematic lists what `_player` believes the ship's weapons are: the weapon reveals of the player's book on
|
||||
// it (Entity.RevealedWeapons), in book order (ruling reveal-ends-on-perception), each shown as the class it claimed
|
||||
// (aetheria-ew, classify-from-belief), never the ship's live gear. The player's own schematic is its equipment, each
|
||||
// row its own data; there is nothing to doubt about your own ship.
|
||||
private IEnumerable<(EquippedItem Item, EquippableItemData Claimed)> WeaponRows() =>
|
||||
_enemy
|
||||
? _player.RevealedWeapons(_entity).Select(r => (r.Item, r.Claimed))
|
||||
: _entity.Equipment.Where(IsWeapon).Select(item => (item, item.Data));
|
||||
|
||||
private void ReturnRows()
|
||||
{
|
||||
|
|
@ -111,21 +118,22 @@ public class SchematicDisplay : MonoBehaviour
|
|||
_schematicItems = null;
|
||||
}
|
||||
|
||||
private void BuildRows(IEnumerable<EquippedItem> items)
|
||||
private void BuildRows(IEnumerable<(EquippedItem Item, EquippableItemData Claimed)> rows)
|
||||
{
|
||||
_schematicItems = items
|
||||
_schematicItems = rows
|
||||
.Select(x => new SchematicDisplayItem
|
||||
{
|
||||
Item = x,
|
||||
Item = x.Item,
|
||||
Claimed = x.Claimed,
|
||||
ListElement = ListElementPrototype.Instantiate<SchematicListElement>(),
|
||||
Cooldown = _enemy ? null : (IProgressBehavior) x.Behaviors.FirstOrDefault(b=> b is IProgressBehavior),
|
||||
Cooldown = _enemy ? null : (IProgressBehavior) x.Item.Behaviors.FirstOrDefault(b=> b is IProgressBehavior),
|
||||
// ItemUsage = _enemy ? null : (ItemUsage) x.Behaviors.FirstOrDefault(b=> b is ItemUsage),
|
||||
Weapon = (Weapon) x.Behaviors.FirstOrDefault(b=>b is Weapon)
|
||||
Weapon = _enemy ? null : (Weapon) x.Item.Behaviors.FirstOrDefault(b=>b is Weapon)
|
||||
})
|
||||
.ToArray();
|
||||
foreach (var x in _schematicItems)
|
||||
{
|
||||
if(x.Item.Data is WeaponItemData weaponItemData)
|
||||
if(x.Claimed is WeaponItemData weaponItemData)
|
||||
x.ListElement.ShowWeapon(weaponItemData);
|
||||
//x.ListElement.Label.text = x.Item.EquippableItem.Name;
|
||||
if (!_enemy)
|
||||
|
|
@ -197,10 +205,10 @@ public class SchematicDisplay : MonoBehaviour
|
|||
|
||||
// A reveal gained or ended after selection changes the rows with no event to hook: rebuild when the
|
||||
// revealed weapon set differs from the rows' items.
|
||||
if (_enemy && !RevealedWeapons().SequenceEqual(_schematicItems.Select(x => x.Item)))
|
||||
if (_enemy && !WeaponRows().SequenceEqual(_schematicItems.Select(x => (x.Item, x.Claimed))))
|
||||
{
|
||||
ReturnRows();
|
||||
BuildRows(RevealedWeapons());
|
||||
BuildRows(WeaponRows());
|
||||
}
|
||||
|
||||
// Cut 2 (docs/fire-control-cut.md): marks whichever row is the player's current aim point.
|
||||
|
|
@ -240,10 +248,12 @@ public class SchematicDisplay : MonoBehaviour
|
|||
}
|
||||
}
|
||||
|
||||
if (x.Weapon.WeaponData != null)
|
||||
// The range label: the live range on the player's own ship, the claimed design's rated range on an enemy row
|
||||
// (ew-claim-weapon-measure-ruled; the observer never sees a target weapon's quality, wear or power).
|
||||
if (x.ListElement.RangeLabel)
|
||||
{
|
||||
if(x.ListElement.RangeLabel)
|
||||
x.ListElement.RangeLabel.text = ((int) x.Weapon.Range).ToString();
|
||||
var range = _enemy ? x.Claimed.Behaviors.OfType<WeaponData>().First().RatedRange : x.Weapon.Range;
|
||||
x.ListElement.RangeLabel.text = ((int) range).ToString();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
217
tests/Aetheria.Shared.Tests/ClaimTests.cs
Normal file
217
tests/Aetheria.Shared.Tests/ClaimTests.cs
Normal file
|
|
@ -0,0 +1,217 @@
|
|||
using System.Linq;
|
||||
using CultMath;
|
||||
using GameCult.Caching;
|
||||
using Xunit;
|
||||
using static CultMath.math;
|
||||
using float3 = CultMath.float3;
|
||||
|
||||
// Cut ew-claims-in-the-book (aetheria-ew, classify-from-belief, lie-is-own-emission, belief-one-writer): every act a ship
|
||||
// makes is stamped with the class its ship claims for the item (the true item's data unless claimed otherwise), the
|
||||
// observer's book keeps that claim beside the true item, and every classifying read takes the claim while aim keeps the
|
||||
// truth. The fixtures drive the production path: real ships fire, ping and lock inside Zone.Update.
|
||||
public sealed partial class ContactRevealTests
|
||||
{
|
||||
private EquippableItemData DataOf(string name) => (EquippableItemData) _items.ItemData.GetByName<ItemData>(name);
|
||||
|
||||
private static PerformanceStat Span(float min, float max) => new PerformanceStat { Min = min, Max = max };
|
||||
|
||||
private static BezierCurve Flat() => new BezierCurve { Keys = new[] { float4(0, 1, 0, 0), float4(1, 1, 0, 0) } };
|
||||
|
||||
// ---- ClaimsDefaultToTheTruth ----
|
||||
|
||||
[Fact]
|
||||
public void ClaimsDefaultToTheTruth()
|
||||
{
|
||||
var e = Add(float3(30, 0, 40), new[] { "Gun" });
|
||||
var o = Add(float3(0, 0, 0), new[] { "Eye" });
|
||||
var gun = Guns(e)[0];
|
||||
Fire(e, gun);
|
||||
Assert.Same(gun.Data, Assert.Single(o.RevealsOf(e)).Claimed); // a fired gun claims its own design
|
||||
|
||||
// The hull belief: none below the gear threshold, the true hull at it (TargetGearInfoThreshold .8).
|
||||
o.EntityInfoGathered[e] = .79f;
|
||||
Assert.Null(o.ContactOf(e).Profile);
|
||||
o.EntityInfoGathered[e] = .8f;
|
||||
Assert.Same(e.HullData, o.ContactOf(e).Profile);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void AHeardPingDefaultsToTheTruth()
|
||||
{
|
||||
var p = Add(float3(0, 0, 0), new[] { "Shout" });
|
||||
var hearer = Add(float3(149, 0, 0), new[] { "Eye" }); // off the beam: heard, never painted
|
||||
PingAt(p);
|
||||
Assert.Same(SensorItemOf(p).Data, Assert.Single(hearer.RevealsOf(p)).Claimed);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void APaintDefaultsToTheTruth()
|
||||
{
|
||||
var (locker, target) = LockOn("Locker");
|
||||
Tick(.5f);
|
||||
Tick(.5f);
|
||||
var lockItem = locker.Equipment.Single(i => i.Behaviors.Any(b => b is LockWeapon));
|
||||
Assert.Same(lockItem.Data, Assert.Single(target.IncomingPaints).EmitterClass);
|
||||
Assert.Same(lockItem.Data, Assert.Single(target.RevealsOf(locker)).Claimed);
|
||||
}
|
||||
|
||||
// ---- AnItemClaimIsWhatTheBookSays ----
|
||||
|
||||
// The book keeps the true item as its key and the claim beside it; RevealedWeapons lists it by the claim, and aim
|
||||
// still opens on the true item. Mutation: stamp item.Data in SetSignature, or have RecordReveal store the true data.
|
||||
[Fact]
|
||||
public void AnItemClaimIsWhatTheBookSays()
|
||||
{
|
||||
var e = Add(float3(30, 0, 40), new[] { "Gun" });
|
||||
var o = Add(float3(0, 0, 0), new[] { "Eye" });
|
||||
var gun = Guns(e)[0];
|
||||
var other = DataOf("Beam");
|
||||
e.Claim(gun, other);
|
||||
|
||||
Fire(e, gun);
|
||||
|
||||
var reveal = Assert.Single(o.RevealsOf(e));
|
||||
Assert.Same(gun, reveal.Item);
|
||||
Assert.Same(other, reveal.Claimed);
|
||||
Assert.Same(gun, Assert.Single(o.RevealedWeapons(e)).Item);
|
||||
Assert.True(FireControl.IsRevealed(o, gun));
|
||||
}
|
||||
|
||||
// ---- AGunClaimedAsNonWeaponIsNotListed ----
|
||||
|
||||
[Fact]
|
||||
public void AGunClaimedAsNonWeaponIsNotListed()
|
||||
{
|
||||
var e = Add(float3(30, 0, 40), new[] { "Gun" });
|
||||
var o = Add(float3(0, 0, 0), new[] { "Eye" });
|
||||
var gun = Guns(e)[0];
|
||||
e.Claim(gun, DataOf("Eye"));
|
||||
|
||||
Fire(e, gun);
|
||||
|
||||
Assert.Empty(o.RevealedWeapons(e));
|
||||
Assert.Single(o.RevealsOf(e)); // the book still holds the gun, for aim
|
||||
Assert.True(FireControl.IsRevealed(o, gun));
|
||||
}
|
||||
|
||||
// ---- AHullClaimIsTheProfile ----
|
||||
|
||||
// Mutation: ContactOf reads subject.HullData, or reads the claim below the gear threshold.
|
||||
[Fact]
|
||||
public void AHullClaimIsTheProfile()
|
||||
{
|
||||
var e = Add(float3(30, 0, 40), new[] { "Gun" });
|
||||
var o = Add(float3(0, 0, 0), new[] { "Eye" });
|
||||
var truth = e.HullData;
|
||||
var hull = e.Hull;
|
||||
var decoy = new HullData { Name = "Decoy" };
|
||||
e.Claim(decoy);
|
||||
Fire(e, Guns(e)[0]);
|
||||
|
||||
o.EntityInfoGathered[e] = .79f;
|
||||
Assert.Null(o.ContactOf(e).Profile);
|
||||
o.EntityInfoGathered[e] = .8f;
|
||||
Assert.Same(decoy, o.ContactOf(e).Profile);
|
||||
Assert.Same(truth, e.HullData); // the truth is untouched: damage, shape and physics keep it
|
||||
Assert.Same(hull, e.Hull);
|
||||
}
|
||||
|
||||
// ---- APaintCarriesTheClaim ----
|
||||
|
||||
[Fact]
|
||||
public void APaintCarriesTheClaim()
|
||||
{
|
||||
var locker = Add(float3(0, 0, 0), new[] { "Locker" });
|
||||
var target = Add(float3(0, 0, 200));
|
||||
var lockItem = locker.Equipment.Single(i => i.Behaviors.Any(b => b is LockWeapon));
|
||||
var claimed = DataOf("Eye");
|
||||
locker.Claim(lockItem, claimed);
|
||||
locker.SetIff(target, true);
|
||||
locker.EntityInfoGathered[target] = 1f;
|
||||
locker.SetTarget(target);
|
||||
locker.Aim = normalize(target.Position - locker.Position);
|
||||
|
||||
Tick(.5f);
|
||||
Tick(.5f);
|
||||
|
||||
Assert.Same(claimed, Assert.Single(target.IncomingPaints).EmitterClass);
|
||||
var reveal = Assert.Single(target.RevealsOf(locker));
|
||||
Assert.Same(lockItem, reveal.Item);
|
||||
Assert.Same(claimed, reveal.Claimed);
|
||||
}
|
||||
|
||||
// The emission a ping makes is stamped by the ship that makes it. Mutation: Emit stamps item.Data.
|
||||
[Fact]
|
||||
public void AHeardPingCarriesTheClaim()
|
||||
{
|
||||
var p = Add(float3(0, 0, 0), new[] { "Shout" });
|
||||
var hearer = Add(float3(149, 0, 0), new[] { "Eye" }); // off the beam: heard, never painted
|
||||
var claimed = DataOf("Ear");
|
||||
p.Claim(SensorItemOf(p), claimed);
|
||||
|
||||
PingAt(p);
|
||||
|
||||
Assert.Same(claimed, Assert.Single(hearer.RevealsOf(p)).Claimed);
|
||||
}
|
||||
|
||||
// ---- AClaimEndsWithItsShip ----
|
||||
|
||||
[Fact]
|
||||
public void AClaimEndsWithItsShip()
|
||||
{
|
||||
var e = Add(float3(30, 0, 40), new[] { "Gun" });
|
||||
var gun = Guns(e)[0];
|
||||
e.Claim(new HullData { Name = "Decoy" });
|
||||
e.Claim(gun, DataOf("Eye"));
|
||||
|
||||
e.Deactivate();
|
||||
|
||||
Assert.Same(e.HullData, e.ClaimedHull);
|
||||
Assert.Same(gun.Data, e.ClaimOf(gun));
|
||||
}
|
||||
|
||||
// ---- Rated figures (ruling ew-claim-weapon-measure-ruled) ----
|
||||
|
||||
// A design's rated figure is each stat's Max through the live weapon's own formula. Every stat is authored with
|
||||
// Min below Max and every divisor distinct, so reading Min, the wrong stat or the wrong operator changes the answer.
|
||||
// Mutation: any rated override reads a Min, drops the burst divisor, the charge multiplier or the charge time.
|
||||
[Fact]
|
||||
public void ARatedFigureIsTheDesignsMaxThroughTheSharedFormula()
|
||||
{
|
||||
var instant = new InstantWeaponData
|
||||
{
|
||||
Damage = Span(10, 100), Count = Span(1, 2), Cooldown = Span(8, 2), MinRange = Span(0, 0), Range = Span(5, 400), DamageCurve = Flat()
|
||||
};
|
||||
Assert.Equal(25f, instant.RatedRangeDamagePerSecond(10f)); // 100 / 2 rounds / 2 s
|
||||
Assert.Equal(400f, instant.RatedRange);
|
||||
|
||||
var charged = new ChargedWeaponData
|
||||
{
|
||||
Damage = Span(10, 100), Count = Span(1, 2), Cooldown = Span(8, 2), ChargeTime = Span(1, 3), MinRange = Span(0, 0),
|
||||
Range = Span(5, 400), DamageCurve = Flat(), ChargeFiringDamageMultiplier = 2f
|
||||
};
|
||||
Assert.Equal(20f, charged.RatedRangeDamagePerSecond(10f)); // 100 / 2 * 2 / (2 s + 3 s)
|
||||
|
||||
var beam = new ConstantWeaponData { Damage = Span(10, 80), MinRange = Span(0, 0), Range = Span(5, 90), DamageCurve = Flat() };
|
||||
Assert.Equal(80f, beam.RatedRangeDamagePerSecond(10f));
|
||||
Assert.Equal(90f, beam.RatedRange);
|
||||
}
|
||||
|
||||
// The rated read and the live read are one formula: a nominal weapon's live figure is its design's rated figure.
|
||||
// Mutation: a rated override with its own arithmetic, or a live read that stops calling the shared formula.
|
||||
[Fact]
|
||||
public void ARatedFigureIsTheLiveFigureOfANominalWeapon()
|
||||
{
|
||||
var e = Add(float3(0, 0, 0), new[] { "Gun", "Beam" });
|
||||
Tick(.1f);
|
||||
var weapons = e.Equipment.Where(i => i.Behaviors.Any(b => b is Weapon)).ToArray();
|
||||
Assert.Equal(2, weapons.Length);
|
||||
foreach (var item in weapons)
|
||||
{
|
||||
var live = item.Behaviors.OfType<Weapon>().Single();
|
||||
var rated = item.Data.Behaviors.OfType<WeaponData>().Single();
|
||||
Assert.Equal(100f, live.RangeDamagePerSecond(10f)); // fixture: Damage 100, one round per second
|
||||
Assert.Equal(live.RangeDamagePerSecond(10f), rated.RatedRangeDamagePerSecond(10f));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -478,7 +478,7 @@ public sealed class FireAuthorityTests : IDisposable
|
|||
var aimedItem = e.Target.Equipment.Single(x => x.EquippableItem == aimedGear);
|
||||
|
||||
e.Shooter.EntityInfoGathered[e.Target] = 1f; // fully tracked
|
||||
e.Shooter.RecordReveal(e.Target, aimedItem, SignatureChannel.LaunchFlash);
|
||||
e.Shooter.RecordReveal(e.Target, aimedItem, SignatureChannel.LaunchFlash, aimedItem.Data);
|
||||
Assert.True(e.Shooter.TrySelectTargetItem(aimedItem));
|
||||
|
||||
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
|
||||
|
|
|
|||
|
|
@ -519,7 +519,7 @@ public sealed class FireControlCut12Tests : IDisposable
|
|||
var aim = new int2(2, 2);
|
||||
var e = Build(TestSettings(), SolidShape(6, 6), precision: 1000f, markerCells: new[] { aim });
|
||||
var aimed = e.Markers[0];
|
||||
e.Shooter.RecordReveal(e.Target, aimed, SignatureChannel.LaunchFlash);
|
||||
e.Shooter.RecordReveal(e.Target, aimed, SignatureChannel.LaunchFlash, aimed.Data);
|
||||
Assert.True(e.Shooter.TrySelectTargetItem(aimed));
|
||||
|
||||
// The aimed item is still equipped (Entity.TryUnequip refuses on an active entity, and reveal/aim
|
||||
|
|
@ -546,7 +546,7 @@ public sealed class FireControlCut12Tests : IDisposable
|
|||
public void AimingAtAnItemBiggerThanOneCellCentresOnItsCentroid()
|
||||
{
|
||||
var e = Build(TestSettings(), SolidShape(9, 9), precision: 1f, targetFacing: float2(1, 0), equipBigMarker: true);
|
||||
e.Shooter.RecordReveal(e.Target, e.BigMarker, SignatureChannel.LaunchFlash);
|
||||
e.Shooter.RecordReveal(e.Target, e.BigMarker, SignatureChannel.LaunchFlash, e.BigMarker.Data);
|
||||
Assert.True(e.Shooter.TrySelectTargetItem(e.BigMarker));
|
||||
|
||||
var travelDirection = FireControl.TravelDirection(e.Weapon, e.Shooter, e.Target);
|
||||
|
|
@ -584,7 +584,7 @@ public sealed class FireControlCut12Tests : IDisposable
|
|||
// the bounding-box centre along the diagonal, not along either grid axis -- fully onto the lateral
|
||||
// axis, instead of losing most of it to the axis a purely axis-aligned facing would leave unmeasured.
|
||||
var e = Build(TestSettings(), SolidShape(9, 9), precision: 1f, targetFacing: normalize(float2(1, 1)), equipLMarker: true);
|
||||
e.Shooter.RecordReveal(e.Target, e.LMarker, SignatureChannel.LaunchFlash);
|
||||
e.Shooter.RecordReveal(e.Target, e.LMarker, SignatureChannel.LaunchFlash, e.LMarker.Data);
|
||||
Assert.True(e.Shooter.TrySelectTargetItem(e.LMarker));
|
||||
|
||||
var travelDirection = FireControl.TravelDirection(e.Weapon, e.Shooter, e.Target);
|
||||
|
|
@ -975,7 +975,7 @@ public sealed class FireControlCut12Tests : IDisposable
|
|||
var aim = new int2(1, 1);
|
||||
var e = Build(settings, hullShape, precision, spread: 0, targetFacing: normalize(float2(1f, 1f)),
|
||||
markerCells: new[] { aim });
|
||||
e.Shooter.RecordReveal(e.Target, e.Markers[0], SignatureChannel.LaunchFlash);
|
||||
e.Shooter.RecordReveal(e.Target, e.Markers[0], SignatureChannel.LaunchFlash, e.Markers[0].Data);
|
||||
Assert.True(e.Shooter.TrySelectTargetItem(e.Markers[0]));
|
||||
|
||||
var shotId = FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
|
||||
|
|
@ -1158,7 +1158,7 @@ public sealed class FireControlCut12Tests : IDisposable
|
|||
|
||||
var aim = new int2(1, 1);
|
||||
var e = Build(TestSettings(), shape, precision: .3f, targetFacing: normalize(float2(.8f, .6f)), markerCells: new[] { aim });
|
||||
e.Shooter.RecordReveal(e.Target, e.Markers[0], SignatureChannel.LaunchFlash);
|
||||
e.Shooter.RecordReveal(e.Target, e.Markers[0], SignatureChannel.LaunchFlash, e.Markers[0].Data);
|
||||
Assert.True(e.Shooter.TrySelectTargetItem(e.Markers[0]));
|
||||
|
||||
var outcomes = FireMany(e, 1500);
|
||||
|
|
@ -1192,7 +1192,7 @@ public sealed class FireControlCut12Tests : IDisposable
|
|||
{
|
||||
var e = Build(settings, hullShape, precision: .6f, targetFacing: facing, markerCells: new[] { aimCell });
|
||||
var aimed = e.Markers[0];
|
||||
e.Shooter.RecordReveal(e.Target, aimed, SignatureChannel.LaunchFlash);
|
||||
e.Shooter.RecordReveal(e.Target, aimed, SignatureChannel.LaunchFlash, aimed.Data);
|
||||
Assert.True(e.Shooter.TrySelectTargetItem(aimed));
|
||||
Assert.Same(aimed, e.Shooter.ResolvedTargetItem);
|
||||
|
||||
|
|
|
|||
|
|
@ -587,8 +587,8 @@ public sealed class FireControlCut5Tests : IDisposable
|
|||
target.Zone.Admit(observer, piloted: false);
|
||||
observer.SetTarget(target);
|
||||
|
||||
observer.RecordReveal(target, big, SignatureChannel.LaunchFlash);
|
||||
observer.RecordReveal(target, medium, SignatureChannel.LaunchFlash);
|
||||
observer.RecordReveal(target, big, SignatureChannel.LaunchFlash, big.Data);
|
||||
observer.RecordReveal(target, medium, SignatureChannel.LaunchFlash, medium.Data);
|
||||
Assert.True(FireControl.IsRevealed(observer, big));
|
||||
Assert.True(FireControl.IsRevealed(observer, medium));
|
||||
Assert.True(observer.TrySelectTargetItem(big));
|
||||
|
|
|
|||
|
|
@ -169,7 +169,7 @@ public sealed class FireControlCut6dTests : IDisposable
|
|||
if (marker != null)
|
||||
{
|
||||
var markerItem = target.Equipment.Single(x => x.EquippableItem == marker);
|
||||
shooter.RecordReveal(target, markerItem, SignatureChannel.LaunchFlash);
|
||||
shooter.RecordReveal(target, markerItem, SignatureChannel.LaunchFlash, markerItem.Data);
|
||||
Assert.True(shooter.TrySelectTargetItem(markerItem));
|
||||
Assert.Same(markerItem, shooter.ResolvedTargetItem);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -167,7 +167,7 @@ public sealed class FireControlCut7Tests : IDisposable
|
|||
|
||||
// The shooter tracks the target fully and has seen the interior item act; it selects it as the aim point.
|
||||
e.Shooter.EntityInfoGathered[e.Target] = 1f;
|
||||
e.Shooter.RecordReveal(e.Target, aimedItem, SignatureChannel.LaunchFlash);
|
||||
e.Shooter.RecordReveal(e.Target, aimedItem, SignatureChannel.LaunchFlash, aimedItem.Data);
|
||||
Assert.True(e.Shooter.TrySelectTargetItem(aimedItem));
|
||||
Assert.Same(aimedItem, e.Shooter.ResolvedTargetItem);
|
||||
|
||||
|
|
|
|||
|
|
@ -68,6 +68,13 @@ public sealed class FireControlTests : IDisposable
|
|||
MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000,
|
||||
Behaviors = { new InstantWeaponData() }
|
||||
});
|
||||
// A second design, so a target can carry two guns whose true figures differ (claim tests).
|
||||
buildCache.Upsert(new GearData
|
||||
{
|
||||
Name = "WeakGun", Hardpoint = HardpointType.Sensors, Shape = new Shape(), Durability = 1,
|
||||
MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000,
|
||||
Behaviors = { new InstantWeaponData() }
|
||||
});
|
||||
buildCache.FlushAsync().Wait();
|
||||
}
|
||||
|
||||
|
|
@ -175,9 +182,10 @@ public sealed class FireControlTests : IDisposable
|
|||
}
|
||||
|
||||
// A shooter with one in-range, in-arc gun, a detected target at `targetPosition`, and a Minion driving the shooter.
|
||||
private (Ship shooter, Ship target, Zone zone) BuildCombatEncounter(float3 targetPosition, float projectileSpeed = 0f)
|
||||
private (Ship shooter, Ship target, Zone zone) BuildCombatEncounter(float3 targetPosition, float projectileSpeed = 0f, bool twoTargetGuns = false)
|
||||
{
|
||||
var (items, shooter, weapons) = BuildShipWithHardpoints((ItemRotation.None, 0f));
|
||||
var mounts = twoTargetGuns ? new[] { (ItemRotation.None, 0f), (ItemRotation.None, 0f) } : new[] { (ItemRotation.None, 0f) };
|
||||
var (items, shooter, weapons) = BuildShipWithHardpoints(mounts);
|
||||
var weaponData = (InstantWeaponData) weapons[0].Data.Behaviors.Single(b => b is InstantWeaponData);
|
||||
weaponData.Damage = new PerformanceStat { Min = 10, Max = 10 };
|
||||
weaponData.Cooldown = new PerformanceStat { Min = 1, Max = 1 };
|
||||
|
|
@ -194,6 +202,20 @@ public sealed class FireControlTests : IDisposable
|
|||
// gun so the target is a real, ordinarily-constructed ship rather than a workaround-shaped one.
|
||||
var targetGunRef = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<GearData>("Gun"));
|
||||
Assert.True(target.TryEquip(new EquippableItem { Data = targetGunRef, Durability = 1, Lot = 1 }, new int2(0, 0)));
|
||||
if (twoTargetGuns)
|
||||
{
|
||||
// Both true guns are finite, authored figures: the strong one rates 10, the weak one 1.
|
||||
weaponData.Count = new PerformanceStat { Min = 1, Max = 1 };
|
||||
var weakRef = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<GearData>("WeakGun"));
|
||||
var weakData = (InstantWeaponData) items.ItemData.GetByName<GearData>("WeakGun").Behaviors.Single();
|
||||
weakData.Damage = new PerformanceStat { Min = 1, Max = 1 };
|
||||
weakData.Count = new PerformanceStat { Min = 1, Max = 1 };
|
||||
weakData.Cooldown = new PerformanceStat { Min = 1, Max = 1 };
|
||||
weakData.Range = new PerformanceStat { Min = 1000, Max = 1000 };
|
||||
weakData.MinRange = new PerformanceStat { Min = 0, Max = 0 };
|
||||
weakData.DamageCurve = new BezierCurve { Keys = new[] { float4(0, 1, 0, 0), float4(1, 1, 0, 0) } };
|
||||
Assert.True(target.TryEquip(new EquippableItem { Data = weakRef, Durability = 1, Lot = 2 }, new int2(1, 0)));
|
||||
}
|
||||
zone.Admit(target, piloted: false);
|
||||
|
||||
shooter.Position = float3.zero;
|
||||
|
|
@ -249,7 +271,7 @@ public sealed class FireControlTests : IDisposable
|
|||
zone.Update(1f);
|
||||
Assert.Null(shooter.TargetItem.Value);
|
||||
|
||||
shooter.RecordReveal(target, targetGun, SignatureChannel.LaunchFlash);
|
||||
shooter.RecordReveal(target, targetGun, SignatureChannel.LaunchFlash, targetGun.Data);
|
||||
zone.Update(1f);
|
||||
|
||||
Assert.Same(targetGun, shooter.TargetItem.Value);
|
||||
|
|
@ -262,6 +284,72 @@ public sealed class FireControlTests : IDisposable
|
|||
Assert.Null(shooter.TargetItem.Value);
|
||||
}
|
||||
|
||||
// A design as an observer might be told it is: an instant weapon with rated figures, held in memory (a claim is data,
|
||||
// not a catalog item). Rated damage per second at any range is damage / cooldown (one round, flat curve).
|
||||
private static GearData ClaimedDesign(string name, float damage) => new GearData
|
||||
{
|
||||
Name = name,
|
||||
Behaviors =
|
||||
{
|
||||
new InstantWeaponData
|
||||
{
|
||||
Damage = new PerformanceStat { Min = 0, Max = damage }, Count = new PerformanceStat { Min = 1, Max = 1 },
|
||||
Cooldown = new PerformanceStat { Min = 1, Max = 1 }, Range = new PerformanceStat { Min = 0, Max = 1000 },
|
||||
MinRange = new PerformanceStat { Min = 0, Max = 0 },
|
||||
DamageCurve = new BezierCurve { Keys = new[] { float4(0, 1, 0, 0), float4(1, 1, 0, 0) } }
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
// Ruling ew-aim: the AI classifies from its book, not the target's gear (aetheria-ew, classify-from-belief). A gun
|
||||
// the target claims is not a weapon is not something Combat picks as a weapon, though the gun is truly one and
|
||||
// the shooter has seen it act; clearing the claim and seeing it act again restores the choice. Mutation: Combat
|
||||
// walks target.Equipment (or reveal.Item's true behaviours) instead of RevealedWeapons.
|
||||
[Fact]
|
||||
public void TheAIChoosesFromWhatItBelieves()
|
||||
{
|
||||
var (shooter, target, zone) = BuildCombatEncounter(float3(0, 0, 10));
|
||||
var targetGun = target.Equipment.Single(x => x.Behaviors.Any(b => b is Weapon));
|
||||
|
||||
target.Claim(targetGun, new GearData { Name = "NotAGun" });
|
||||
shooter.RecordReveal(target, targetGun, SignatureChannel.LaunchFlash, target.ClaimOf(targetGun));
|
||||
zone.Update(1f);
|
||||
zone.Update(1f);
|
||||
Assert.Null(shooter.TargetItem.Value);
|
||||
|
||||
target.Claim(targetGun, null);
|
||||
shooter.RecordReveal(target, targetGun, SignatureChannel.LaunchFlash, target.ClaimOf(targetGun));
|
||||
zone.Update(1f);
|
||||
Assert.Same(targetGun, shooter.TargetItem.Value);
|
||||
}
|
||||
|
||||
// Ruling ew-claim-weapon-measure-ruled (rated-design): the AI ranks revealed weapons by their claimed design's
|
||||
// rated figures, so the truly weaker gun claimed as the stronger design is the one chosen, and the unclaimed pair
|
||||
// picks the truly stronger. Mutation: rank by the true weapon's live figure, or by the carrier's stats.
|
||||
[Fact]
|
||||
public void AWeakerGunClaimedAsAStrongerDesignIsChosen()
|
||||
{
|
||||
var (shooter, target, zone) = BuildCombatEncounter(float3(0, 0, 10), twoTargetGuns: true);
|
||||
var strong = target.Equipment.Single(x => x.Data.Name == "Gun");
|
||||
var weak = target.Equipment.Single(x => x.Data.Name == "WeakGun");
|
||||
|
||||
void See()
|
||||
{
|
||||
shooter.RecordReveal(target, strong, SignatureChannel.LaunchFlash, target.ClaimOf(strong));
|
||||
shooter.RecordReveal(target, weak, SignatureChannel.LaunchFlash, target.ClaimOf(weak));
|
||||
zone.Update(1f);
|
||||
zone.Update(1f);
|
||||
}
|
||||
|
||||
See();
|
||||
Assert.Same(strong, shooter.TargetItem.Value); // unclaimed: the truly stronger gun (rated 10 against 1)
|
||||
|
||||
target.Claim(strong, ClaimedDesign("Pea", 2f));
|
||||
target.Claim(weak, ClaimedDesign("Cannon", 90f));
|
||||
See();
|
||||
Assert.Same(weak, shooter.TargetItem.Value);
|
||||
}
|
||||
|
||||
// Controls cut (helm split): Combat aims the shooter at the intercept (Aim) and commands the hull toward it
|
||||
// through the one steering law (Turn); it never turns the hull by writing Aim.
|
||||
[Fact]
|
||||
|
|
|
|||
|
|
@ -43,7 +43,7 @@ public sealed partial class FireControlCut124Tests
|
|||
// Fires until a shot lands; returns that outcome and the absorbs the target published for that shot alone.
|
||||
private static (ShotOutcome Outcome, List<AbsorbEvent> Absorbs) FireAtTheMarker(Engagement e, List<IDisposable> subs)
|
||||
{
|
||||
e.Shooter.RecordReveal(e.Target, e.Custom["Marker"], SignatureChannel.LaunchFlash); // the book must hold the item: aiming is earned by seeing it act
|
||||
e.Shooter.RecordReveal(e.Target, e.Custom["Marker"], SignatureChannel.LaunchFlash, e.Custom["Marker"].Data); // the book must hold the item: aiming is earned by seeing it act
|
||||
Assert.True(e.Shooter.TrySelectTargetItem(e.Custom["Marker"]), "fixture: the marker is aimable");
|
||||
var absorbs = Collect(e.Target, subs);
|
||||
ShotOutcome landed = null;
|
||||
|
|
|
|||
|
|
@ -454,7 +454,7 @@ public sealed class SignatureTests : IDisposable
|
|||
var view = r.Ship.VisibilitySources;
|
||||
Assert.False(view is Dictionary<object, Signature>);
|
||||
Assert.True(ReferenceEquals(view, r.Ship.VisibilitySources), "one view object per entity"); // not Assert.Same: its failure message formats the entity graph and aborts the test host
|
||||
Assert.Throws<NotSupportedException>(() => ((IDictionary<object, Signature>) view)[r.Ship] = new Signature(SignatureChannel.Thermal, 1f, null));
|
||||
Assert.Throws<NotSupportedException>(() => ((IDictionary<object, Signature>) view)[r.Ship] = new Signature(SignatureChannel.Thermal, 1f, null, null));
|
||||
}
|
||||
|
||||
// ---- APlumeKeepsTheLargerBurn ----
|
||||
|
|
|
|||
|
|
@ -168,7 +168,7 @@ public sealed class TargetingSystemTests : IDisposable
|
|||
Assert.False(observer.TrySelectTargetItem(weapon)); // nothing seen yet
|
||||
Assert.Null(observer.TargetItem.Value);
|
||||
|
||||
observer.RecordReveal(target, weapon, SignatureChannel.LaunchFlash);
|
||||
observer.RecordReveal(target, weapon, SignatureChannel.LaunchFlash, weapon.Data);
|
||||
Assert.True(observer.TrySelectTargetItem(weapon));
|
||||
Assert.Same(weapon, observer.TargetItem.Value);
|
||||
Assert.Same(weapon, observer.ResolvedTargetItem);
|
||||
|
|
@ -196,7 +196,7 @@ public sealed class TargetingSystemTests : IDisposable
|
|||
var observer = BuildObserver(items, target.Zone);
|
||||
observer.SetTarget(target);
|
||||
|
||||
observer.RecordReveal(target, weapon, SignatureChannel.LaunchFlash);
|
||||
observer.RecordReveal(target, weapon, SignatureChannel.LaunchFlash, weapon.Data);
|
||||
|
||||
Assert.True(FireControl.IsRevealed(observer, weapon));
|
||||
Assert.False(FireControl.IsRevealed(observer, wideItem));
|
||||
|
|
@ -230,8 +230,8 @@ public sealed class TargetingSystemTests : IDisposable
|
|||
var (items, target, weapon, wideItem, _, _) = BuildTarget(TestSettings());
|
||||
var observer = BuildObserver(items, target.Zone);
|
||||
observer.SetTarget(target);
|
||||
observer.RecordReveal(target, weapon, SignatureChannel.LaunchFlash);
|
||||
observer.RecordReveal(target, wideItem, SignatureChannel.LaunchFlash);
|
||||
observer.RecordReveal(target, weapon, SignatureChannel.LaunchFlash, weapon.Data);
|
||||
observer.RecordReveal(target, wideItem, SignatureChannel.LaunchFlash, wideItem.Data);
|
||||
Assert.True(observer.TrySelectTargetItem(weapon));
|
||||
|
||||
weapon.EquippableItem.Durability = 0f;
|
||||
|
|
@ -250,7 +250,7 @@ public sealed class TargetingSystemTests : IDisposable
|
|||
var (items, target, weapon, _, _, _) = BuildTarget(TestSettings());
|
||||
var observer = BuildObserver(items, target.Zone);
|
||||
observer.SetTarget(target);
|
||||
observer.RecordReveal(target, weapon, SignatureChannel.LaunchFlash);
|
||||
observer.RecordReveal(target, weapon, SignatureChannel.LaunchFlash, weapon.Data);
|
||||
Assert.True(FireControl.IsRevealed(observer, weapon));
|
||||
|
||||
target.Deactivate(); // an active ship refuses to unequip
|
||||
|
|
@ -269,7 +269,7 @@ public sealed class TargetingSystemTests : IDisposable
|
|||
var (items, target, weapon, _, _, _) = BuildTarget(TestSettings());
|
||||
var observer = BuildObserver(items, target.Zone);
|
||||
observer.EntityInfoGathered[target] = .5f; // below TargetGearInfoThreshold (.9)
|
||||
observer.RecordReveal(target, weapon, SignatureChannel.LaunchFlash);
|
||||
observer.RecordReveal(target, weapon, SignatureChannel.LaunchFlash, weapon.Data);
|
||||
Assert.True(FireControl.IsRevealed(observer, weapon));
|
||||
|
||||
weapon.EquippableItem.Durability = 0f;
|
||||
|
|
|
|||
Loading…
Reference in a new issue