diff --git a/Assets/Scripts/ServerShared/Agents/States/Combat.cs b/Assets/Scripts/ServerShared/Agents/States/Combat.cs index 092c6af4c..c5197a909 100644 --- a/Assets/Scripts/ServerShared/Agents/States/Combat.cs +++ b/Assets/Scripts/ServerShared/Agents/States/Combat.cs @@ -36,18 +36,20 @@ public class CombatState : BaseState // Cut 2 (docs/fire-control-cut.md): aim at whichever revealed weapon on the target hits hardest at // this range, or clear the aim point when nothing qualifies -- the same predicate - // (FireControl.IsRevealed) and the same writer (TrySelectTargetItem) the player path uses. + // (FireControl.IsRevealed) and the same writer (TrySelectTargetItem) the player path uses. Which weapons it + // believes the target has, and how hard each hits, come from its book's claims, not the target's live gear + // (aetheria-ew, classify-from-belief; ew-claim-weapon-measure-ruled: the claimed design's rated figures); the + // reveal's Item is the aim and stays the truth. EquippedItem bestTargetItem = null; var bestTargetDps = float.MinValue; - foreach (var targetItem in target.Equipment) + foreach (var reveal in _agent.Ship.RevealedWeapons(target)) { - if (!(targetItem.Behaviors.FirstOrDefault(b => b is Weapon) is Weapon targetWeapon)) continue; - if (!FireControl.IsRevealed(_agent.Ship, targetItem)) continue; - var dps = targetWeapon.RangeDamagePerSecond(targetDistance); + if (!FireControl.IsRevealed(_agent.Ship, reveal.Item)) continue; + var dps = reveal.Claimed.Behaviors.OfType().First().RatedRangeDamagePerSecond(targetDistance); if (dps > bestTargetDps) { bestTargetDps = dps; - bestTargetItem = targetItem; + bestTargetItem = reveal.Item; } } _agent.Ship.TrySelectTargetItem(bestTargetItem); diff --git a/Assets/Scripts/ServerShared/Behaviors/ChargedWeapon.cs b/Assets/Scripts/ServerShared/Behaviors/ChargedWeapon.cs index bc80bc1e5..b25f65403 100644 --- a/Assets/Scripts/ServerShared/Behaviors/ChargedWeapon.cs +++ b/Assets/Scripts/ServerShared/Behaviors/ChargedWeapon.cs @@ -54,6 +54,15 @@ public class ChargedWeaponData : InstantWeaponData { return new ChargedWeapon(this, item); } + + // The one formula of a charged weapon's damage per second at a range (see InstantWeaponData.RangeDamagePerSecond). + internal static float RangeDamagePerSecond(BezierCurve damageCurve, float damage, float chargeFiringDamageMultiplier, + float minRange, float range, float cooldown, float chargeTime, float atRange) => + damage * chargeFiringDamageMultiplier * damageCurve.Evaluate(saturate(unlerp(minRange, range, atRange))) / (cooldown + chargeTime); + + public override float RatedRangeDamagePerSecond(float range) => + RangeDamagePerSecond(DamageCurve, Damage.Max / (int) Count.Max, ChargeFiringDamageMultiplier, MinRange.Max, Range.Max, + Cooldown.Max, ChargeTime.Max, range); } public class ChargedWeapon : InstantWeapon @@ -78,10 +87,8 @@ public class ChargedWeapon : InstantWeapon public override float DamagePerSecond => Damage * _data.ChargeFiringDamageMultiplier / (Cooldown + ChargeTime); public override float RangeDamagePerSecond(float range) { - return Damage * - _data.ChargeFiringDamageMultiplier * - _data.DamageCurve.Evaluate(saturate(unlerp(MinRange, Range, range))) / - (Cooldown + ChargeTime); + return ChargedWeaponData.RangeDamagePerSecond(_data.DamageCurve, Damage, _data.ChargeFiringDamageMultiplier, + MinRange, Range, Cooldown, ChargeTime, range); } public event Action OnStartCharging; diff --git a/Assets/Scripts/ServerShared/Behaviors/ConstantWeapon.cs b/Assets/Scripts/ServerShared/Behaviors/ConstantWeapon.cs index b75611031..afa4394e8 100644 --- a/Assets/Scripts/ServerShared/Behaviors/ConstantWeapon.cs +++ b/Assets/Scripts/ServerShared/Behaviors/ConstantWeapon.cs @@ -23,6 +23,13 @@ public class ConstantWeaponData : WeaponData { return new ConstantWeapon(this, item); } + + // The one formula of a beam's damage per second at a range (see InstantWeaponData.RangeDamagePerSecond). + internal static float RangeDamagePerSecond(BezierCurve damageCurve, float damage, float minRange, float range, float atRange) => + damage * damageCurve.Evaluate(saturate(unlerp(minRange, range, atRange))); + + public override float RatedRangeDamagePerSecond(float range) => + RangeDamagePerSecond(DamageCurve, Damage.Max, MinRange.Max, Range.Max, range); } public class ConstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerConsumer @@ -49,7 +56,7 @@ public class ConstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerC public override float DamagePerSecond => Damage; public override float RangeDamagePerSecond(float range) { - return Damage * _data.DamageCurve.Evaluate(saturate(unlerp(MinRange, Range, range))); + return ConstantWeaponData.RangeDamagePerSecond(_data.DamageCurve, Damage, MinRange, Range, range); } public event Action OnReloadBegin; diff --git a/Assets/Scripts/ServerShared/Behaviors/InstantWeapon.cs b/Assets/Scripts/ServerShared/Behaviors/InstantWeapon.cs index ad93524db..2c678db7b 100644 --- a/Assets/Scripts/ServerShared/Behaviors/InstantWeapon.cs +++ b/Assets/Scripts/ServerShared/Behaviors/InstantWeapon.cs @@ -30,6 +30,14 @@ public class InstantWeaponData : WeaponData { return new InstantWeapon(this, item); } + + // The one formula of an instant weapon's damage per second at a range; the live weapon calls it with its evaluated + // stats, the design with its rated ones (burst divides damage, as UpdateStats does). + internal static float RangeDamagePerSecond(BezierCurve damageCurve, float damage, float minRange, float range, float cooldown, float atRange) => + damage * damageCurve.Evaluate(saturate(unlerp(minRange, range, atRange))) / cooldown; + + public override float RatedRangeDamagePerSecond(float range) => + RangeDamagePerSecond(DamageCurve, Damage.Max / (int) Count.Max, MinRange.Max, Range.Max, Cooldown.Max, range); } public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerConsumer @@ -61,7 +69,7 @@ public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerCo public override float DamagePerSecond => Damage / Cooldown; public override float RangeDamagePerSecond(float range) { - return Damage * _data.DamageCurve.Evaluate(saturate(unlerp(MinRange, Range, range))) / Cooldown; + return InstantWeaponData.RangeDamagePerSecond(_data.DamageCurve, Damage, MinRange, Range, Cooldown, range); } public override int Ammo diff --git a/Assets/Scripts/ServerShared/Behaviors/Weapon.cs b/Assets/Scripts/ServerShared/Behaviors/Weapon.cs index 2093a8598..68f17f591 100644 --- a/Assets/Scripts/ServerShared/Behaviors/Weapon.cs +++ b/Assets/Scripts/ServerShared/Behaviors/Weapon.cs @@ -71,6 +71,12 @@ public abstract class WeaponData : BehaviorData // weapon-tracking-authored). Unauthored is a mount that follows anything: FireControl.PMount reads +infinity as 1. [Inspectable, JsonProperty("tracking"), Key(33), RuntimeInspectable] public PerformanceStat Tracking = new PerformanceStat { Min = float.PositiveInfinity, Max = float.PositiveInfinity }; + + // What an observer who believes this is the design measures it by (aetheria-ew, ew-claim-weapon-measure-ruled): the + // design's rated figures, each stat's Max (what a stat with no terms resolves to), through the same formula the + // live weapon's RangeDamagePerSecond runs over its evaluated stats. Never the carrier's quality, heat, wear or power. + public abstract float RatedRangeDamagePerSecond(float range); + public float RatedRange => Range.Max; } public abstract class Weapon : Behavior, IActivatedBehavior diff --git a/Assets/Scripts/ServerShared/Entity.cs b/Assets/Scripts/ServerShared/Entity.cs index 3ece06ec7..1ab7fe724 100644 --- a/Assets/Scripts/ServerShared/Entity.cs +++ b/Assets/Scripts/ServerShared/Entity.cs @@ -103,7 +103,23 @@ public abstract class Entity // each equipped suppressor folds the strength in equipment order and pays for what it alone removed. foreach (var suppressor in GetBehaviors()) strength = suppressor.Suppress(channel, strength); - _visibilitySources[source] = new Signature(channel, strength, item); + _visibilitySources[source] = new Signature(channel, strength, item, ClaimOf(item)); + } + + // What this ship's acts claim (aetheria-ew, lie-is-own-emission, classify-from-belief): the hull class and, per item, + // the equippable class every act of that item is stamped with (SetSignature, Emit, ReceivePaint). The truth unless + // claimed otherwise. Claim is the one write port; its production writer is the EW behaviour of cut ew-masquerade, + // tests only until then. Deactivate clears both. Aim, damage and physics keep the truth. + private HullData _hullClaim; + private readonly Dictionary _itemClaims = new Dictionary(); + public HullData ClaimedHull => _hullClaim ?? HullData; + public EquippableItemData ClaimOf(EquippedItem item) => + item == null ? null : _itemClaims.TryGetValue(item, out var claimed) ? claimed : item.Data; + internal void Claim(HullData hull) => _hullClaim = hull; + internal void Claim(EquippedItem item, EquippableItemData claimed) + { + if (claimed == null) _itemClaims.Remove(item); + else _itemClaims[item] = claimed; } public readonly ReactiveDictionary EntityInfoGathered = new ReactiveDictionary(); @@ -868,6 +884,8 @@ public abstract class Entity _pingReturns.Clear(); _emissions.Clear(); _reveals.Clear(); + _hullClaim = null; + _itemClaims.Clear(); } // Zone.Update runs this on every entity before any entity updates, so a paint made during tick N is published @@ -880,7 +898,7 @@ public abstract class Entity foreach (var paint in _paintInbox) { _incomingPaints.Add(paint.Warning); - RecordReveal(paint.Emitter, paint.Item, SignatureChannel.Emission); + RecordReveal(paint.Emitter, paint.Item, SignatureChannel.Emission, paint.Warning.EmitterClass); } _paintInbox.Clear(); _pingReturns.Clear(); @@ -900,16 +918,17 @@ public abstract class Entity internal void Emit(EquippedItem item, float hearRange) { if (!_active) return; - _emissions.Add(new ActiveEmission(item, hearRange)); + _emissions.Add(new ActiveEmission(item, hearRange, ClaimOf(item))); } // The callers are Sensor.Execute (a Search paint, Strength 0) and LockWeapon.Execute (a Track paint, Strength - // the emitter's own Lock at that paint). The emitter's class is the item's data (null with no item: a - // consumable's effect, which has no item and so is never revealed). + // the emitter's own Lock at that paint). The emitter's class is the class its ship claims for the item (ClaimOf: the + // item's data unless claimed otherwise; null with no item: a consumable's effect, which has no item and so is never + // revealed). internal void ReceivePaint(Entity emitter, EquippedItem item, PaintMode mode, float strength) { if (!_active) return; - _paintInbox.Add(new PendingPaint(new PaintWarning(normalize((emitter.Position - Position).xz), item?.Data, mode, strength), emitter, item)); + _paintInbox.Add(new PendingPaint(new PaintWarning(normalize((emitter.Position - Position).xz), emitter.ClaimOf(item), mode, strength), emitter, item)); } // The reveal book's one way in and its one membership gate (callers: Sense and PublishInbox, both in this file): @@ -917,13 +936,14 @@ public abstract class Entity // radiation, a consumable) reveals nothing, and neither does a subject that is not in the zone: a departed // subject's entries are never created or refreshed, from any caller, and neither does an item this observer // perceives destroyed (PerceivesDestroyed). A later act of the same item replaces the - // earlier one. - internal void RecordReveal(Entity subject, EquippedItem item, SignatureChannel channel) + // earlier one. `claimed` is the class the carrier (signature, emission or paint) stamped: what this observer's + // classifying readers will believe of the act; `item` stays the aim and book key. + internal void RecordReveal(Entity subject, EquippedItem item, SignatureChannel channel, EquippableItemData claimed) { if (!_active || item == null || !Zone.Entities.Contains(subject) || PerceivesDestroyed(subject, item)) return; if (!_reveals.TryGetValue(subject, out var book)) _reveals[subject] = book = new Dictionary(); - book[item] = new Reveal(item, channel, normalize((subject.Position - Position).xz), Zone.Time); + book[item] = new Reveal(item, channel, normalize((subject.Position - Position).xz), Zone.Time, claimed); } // This observer resolves `subject`'s gear (ContactOf's Identified gate) and `item` of it is destroyed: the one rule @@ -955,6 +975,12 @@ public abstract class Entity public IEnumerable RevealsOf(Entity subject) => _reveals.TryGetValue(subject, out var book) ? book.Values : Enumerable.Empty(); + // The weapons this observer believes `subject` has: each reveal whose claimed class carries a weapon behaviour, in book + // order. The one classifying read of the book for weapons, shared by the enemy schematic and Combat (aetheria-ew, + // classify-from-belief); a gun claimed as a non-weapon is not listed, though RevealsOf holds it for aim. + public IEnumerable RevealedWeapons(Entity subject) => + RevealsOf(subject).Where(r => r.Claimed != null && r.Claimed.Behaviors.Any(b => b is WeaponData)); + // Whether this observer's book for `subject` holds `item`: the book's membership, no live gear read. internal bool HasReveal(Entity subject, EquippedItem item) => _reveals.TryGetValue(subject, out var book) && book.ContainsKey(item); @@ -976,7 +1002,9 @@ public abstract class Entity var remembered = any && Zone.Time - freshest.Time < settings.BearingMemory; var detected = tracked || remembered; var bearing = tracked ? normalize((subject.Position - Position).xz) : remembered ? freshest.Bearing : default; - return new Contact(detected, tracked, detected && any, info >= settings.TargetGearInfoThreshold, bearing, info); + var identified = info >= settings.TargetGearInfoThreshold; + // Profile is the one derivation of the hull this observer believes (no stored belief until the judge, ew-masquerade). + return new Contact(detected, tracked, detected && any, identified, bearing, info, identified ? subject.ClaimedHull : null); } // What this observer's instruments receive of other ships' acts this tick (Zone.Update calls it once, after every @@ -1000,7 +1028,7 @@ public abstract class Entity { if (signature.Item == null) continue; if (perSignature < 0f) perSignature = PassiveInfo(other.Position.xz, 1f); - if (signature.Strength * perSignature > threshold) RecordReveal(other, signature.Item, signature.Channel); + if (signature.Strength * perSignature > threshold) RecordReveal(other, signature.Item, signature.Channel, signature.Claimed); } // Every emission this ship made this tick that reaches this observer is revealed, bearing only (ruling // sensor-stat-set), through RecordReveal's one gate. It feeds no track. @@ -1011,7 +1039,7 @@ public abstract class Entity for (var j = 0; j < other._emissions.Count; j++) { var emission = other._emissions[j]; - if (planar <= emission.HearRange * hearing * obscuration) RecordReveal(other, emission.Item, SignatureChannel.Emission); + if (planar <= emission.HearRange * hearing * obscuration) RecordReveal(other, emission.Item, SignatureChannel.Emission, emission.Claimed); } } // The observer resolves this ship's gear (PerceivesDestroyed), so it perceives an item of it destroyed and diff --git a/Assets/Scripts/ServerShared/Sensing.cs b/Assets/Scripts/ServerShared/Sensing.cs index a8a11f39f..ec1ad688a 100644 --- a/Assets/Scripts/ServerShared/Sensing.cs +++ b/Assets/Scripts/ServerShared/Sensing.cs @@ -20,15 +20,19 @@ public readonly struct Signature public readonly SignatureChannel Channel; public readonly float Strength; public readonly EquippedItem Item; + // The class this act claims: the true item's Data unless its ship's EW claims otherwise (aetheria-ew, + // classify-from-belief). Stamped by Entity.SetSignature from the ship's claim. + public readonly EquippableItemData Claimed; - public Signature(SignatureChannel channel, float strength, EquippedItem item) + public Signature(SignatureChannel channel, float strength, EquippedItem item, EquippableItemData claimed) { Channel = channel; Strength = strength; Item = item; + Claimed = claimed; } - public Signature WithStrength(float strength) => new Signature(Channel, strength, Item); + public Signature WithStrength(float strength) => new Signature(Channel, strength, Item, Claimed); } // What a painted ship learns of a beam on it (ruling sensor-stat-set item 4): a Search paint is a ping sweeping @@ -64,11 +68,14 @@ public readonly struct ActiveEmission { public readonly EquippedItem Item; public readonly float HearRange; + // The class this emission claims (see Signature.Claimed); stamped by Entity.Emit. + public readonly EquippableItemData Claimed; - public ActiveEmission(EquippedItem item, float hearRange) + public ActiveEmission(EquippedItem item, float hearRange, EquippableItemData claimed) { Item = item; HearRange = hearRange; + Claimed = claimed; } } @@ -90,17 +97,21 @@ public readonly struct PaintWarning // What an observer has seen `Item` do (ruling visibility-per-capability-reveal): the channel it showed on, the // bearing at that act and the zone clock then. Held per (subject, item) in the observer's Entity; the latest act -// replaces the earlier one. Position is never carried: only the track gives it. +// replaces the earlier one. Position is never carried: only the track gives it. `Item` stays the true item: it is the +// book's key and what aim reads. `Claimed` is the class the act claimed, and is what every classifying reader reads +// (aetheria-ew, classify-from-belief). public readonly struct Reveal { public readonly EquippedItem Item; + public readonly EquippableItemData Claimed; public readonly SignatureChannel Channel; public readonly float2 Bearing; public readonly float Time; - public Reveal(EquippedItem item, SignatureChannel channel, float2 bearing, float time) + public Reveal(EquippedItem item, SignatureChannel channel, float2 bearing, float time, EquippableItemData claimed) { Item = item; + Claimed = claimed; Channel = channel; Bearing = bearing; Time = time; @@ -127,7 +138,9 @@ public readonly struct Departure // How much an observer holds of one subject, derived on read by Entity.ContactOf from its track, its reveals and // the zone clock. Detected: tracked, or a reveal younger than GameplaySettings.BearingMemory. Tracked: exactly // membership of VisibleEntities. Classified: detected, with any reveal in the book. Identified: the track has reached -// TargetGearInfoThreshold. Bearing is the true bearing while tracked, else the freshest reveal's. +// TargetGearInfoThreshold, and holds a hull belief: Profile, the hull class this observer believes the subject is (null +// below Identified; aetheria-ew, classify-from-belief; seen-through arrives with the judge). Bearing is the true +// bearing while tracked, else the freshest reveal's. public readonly struct Contact { public readonly bool Detected; @@ -136,9 +149,11 @@ public readonly struct Contact public readonly bool Identified; public readonly float2 Bearing; public readonly float Info; + public readonly HullData Profile; - public Contact(bool detected, bool tracked, bool classified, bool identified, float2 bearing, float info) + public Contact(bool detected, bool tracked, bool classified, bool identified, float2 bearing, float info, HullData profile) { + Profile = profile; Detected = detected; Tracked = tracked; Classified = classified; diff --git a/Assets/Scripts/UI/HUD/SchematicDisplay.cs b/Assets/Scripts/UI/HUD/SchematicDisplay.cs index b3dc8662e..4b71fb2bb 100644 --- a/Assets/Scripts/UI/HUD/SchematicDisplay.cs +++ b/Assets/Scripts/UI/HUD/SchematicDisplay.cs @@ -58,7 +58,10 @@ public class SchematicDisplay : MonoBehaviour public class SchematicDisplayItem { + // The true item: the selection mark's key and, on the player's own ship, the live gear. Never classifies an enemy row. public EquippedItem Item; + // 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. + public EquippableItemData Claimed; public SchematicListElement ListElement; public IProgressBehavior Cooldown; // public ItemUsage ItemUsage; @@ -93,15 +96,19 @@ public class SchematicDisplay : MonoBehaviour 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 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 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(), - 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().First().RatedRange : x.Weapon.Range; + x.ListElement.RangeLabel.text = ((int) range).ToString(); } } } diff --git a/tests/Aetheria.Shared.Tests/ClaimTests.cs b/tests/Aetheria.Shared.Tests/ClaimTests.cs new file mode 100644 index 000000000..e7119d1c4 --- /dev/null +++ b/tests/Aetheria.Shared.Tests/ClaimTests.cs @@ -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(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().Single(); + var rated = item.Data.Behaviors.OfType().Single(); + Assert.Equal(100f, live.RangeDamagePerSecond(10f)); // fixture: Damage 100, one round per second + Assert.Equal(live.RangeDamagePerSecond(10f), rated.RatedRangeDamagePerSecond(10f)); + } + } +} diff --git a/tests/Aetheria.Shared.Tests/FireAuthorityTests.cs b/tests/Aetheria.Shared.Tests/FireAuthorityTests.cs index 6f1f3b7b4..efe79b116 100644 --- a/tests/Aetheria.Shared.Tests/FireAuthorityTests.cs +++ b/tests/Aetheria.Shared.Tests/FireAuthorityTests.cs @@ -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); diff --git a/tests/Aetheria.Shared.Tests/FireControlCut12Tests.cs b/tests/Aetheria.Shared.Tests/FireControlCut12Tests.cs index 44aa2d90d..b93df8281 100644 --- a/tests/Aetheria.Shared.Tests/FireControlCut12Tests.cs +++ b/tests/Aetheria.Shared.Tests/FireControlCut12Tests.cs @@ -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); diff --git a/tests/Aetheria.Shared.Tests/FireControlCut5Tests.cs b/tests/Aetheria.Shared.Tests/FireControlCut5Tests.cs index 8c18523fd..406a5d66b 100644 --- a/tests/Aetheria.Shared.Tests/FireControlCut5Tests.cs +++ b/tests/Aetheria.Shared.Tests/FireControlCut5Tests.cs @@ -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)); diff --git a/tests/Aetheria.Shared.Tests/FireControlCut6dTests.cs b/tests/Aetheria.Shared.Tests/FireControlCut6dTests.cs index b41ea8ad2..c11438266 100644 --- a/tests/Aetheria.Shared.Tests/FireControlCut6dTests.cs +++ b/tests/Aetheria.Shared.Tests/FireControlCut6dTests.cs @@ -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); } diff --git a/tests/Aetheria.Shared.Tests/FireControlCut7Tests.cs b/tests/Aetheria.Shared.Tests/FireControlCut7Tests.cs index 953dd0a37..a35a836b6 100644 --- a/tests/Aetheria.Shared.Tests/FireControlCut7Tests.cs +++ b/tests/Aetheria.Shared.Tests/FireControlCut7Tests.cs @@ -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); diff --git a/tests/Aetheria.Shared.Tests/FireControlTests.cs b/tests/Aetheria.Shared.Tests/FireControlTests.cs index 749923547..03d945d35 100644 --- a/tests/Aetheria.Shared.Tests/FireControlTests.cs +++ b/tests/Aetheria.Shared.Tests/FireControlTests.cs @@ -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(items.ItemData.GetByName("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(items.ItemData.GetByName("WeakGun")); + var weakData = (InstantWeaponData) items.ItemData.GetByName("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] diff --git a/tests/Aetheria.Shared.Tests/ImpactFeedbackTests.cs b/tests/Aetheria.Shared.Tests/ImpactFeedbackTests.cs index a968cec7e..d735b68a8 100644 --- a/tests/Aetheria.Shared.Tests/ImpactFeedbackTests.cs +++ b/tests/Aetheria.Shared.Tests/ImpactFeedbackTests.cs @@ -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 Absorbs) FireAtTheMarker(Engagement e, List 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; diff --git a/tests/Aetheria.Shared.Tests/SignatureTests.cs b/tests/Aetheria.Shared.Tests/SignatureTests.cs index 1c95dc38f..198e82cc2 100644 --- a/tests/Aetheria.Shared.Tests/SignatureTests.cs +++ b/tests/Aetheria.Shared.Tests/SignatureTests.cs @@ -454,7 +454,7 @@ public sealed class SignatureTests : IDisposable var view = r.Ship.VisibilitySources; Assert.False(view is Dictionary); 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(() => ((IDictionary) view)[r.Ship] = new Signature(SignatureChannel.Thermal, 1f, null)); + Assert.Throws(() => ((IDictionary) view)[r.Ship] = new Signature(SignatureChannel.Thermal, 1f, null, null)); } // ---- APlumeKeepsTheLargerBurn ---- diff --git a/tests/Aetheria.Shared.Tests/TargetingSystemTests.cs b/tests/Aetheria.Shared.Tests/TargetingSystemTests.cs index 603d5a138..3415014c3 100644 --- a/tests/Aetheria.Shared.Tests/TargetingSystemTests.cs +++ b/tests/Aetheria.Shared.Tests/TargetingSystemTests.cs @@ -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;