Merge eureka/aetheria-gravity-floater-fixtures-wells (floater-fixtures-wells, head d6380ca8)

Origin branch lagged at c631e09f; merged the closed head d6380ca8 from the shared object store (branch hands/ag4-floater-fix, unpushed).

Spec aetheria-gravity:cut_spec:cut-floater-fixtures-wells.r1; report h1; Soul s1 holds.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
This commit is contained in:
Meta Vens 2026-10-17 15:03:43 +02:00
commit 7dddcc4727
2 changed files with 79 additions and 28 deletions

View file

@ -10,8 +10,8 @@ using float2 = CultMath.float2;
using float3 = CultMath.float3;
// Batch proof that the presenters read the drawn pose through the clock: DrawnPoseTests pins the pose maths headlessly,
// and this is what pins that each presenter passes ActionGameManager.Clock.Lead into it. A zone is loaded into a fresh
// ZoneRenderer with the pickup and mine prefabs ARPG.unity's ZoneRenderer names; a loose Projectile is launched on the
// and this is what pins that each presenter passes ActionGameManager.Clock.Lead into it. A zone with a sun and a planet on a moving rail
// is built and the pickup and mine prefabs ARPG.unity's ZoneRenderer names are bound to it as the renderer binds them; a loose Projectile is launched on the
// zone. The zone is stepped once, then the clock is set to leads 0, 0.008 and 0.015 s with no step, and each presenter's
// own Update places its transform. A body is drawn at its last step plus its step velocity times the lead, spelled here
// from the body's fields, so a presenter that reads lead 0 (or half the lead) sits on the step and fails.
@ -110,32 +110,34 @@ namespace Aetheria.EditorTools
var oneCell = new Shape(1, 1);
oneCell[new CultMath.int2(0, 0)] = true;
var cache = AetheriaStores.Open(Path.Combine(_work, "wiring.cc"), catalogWritable: true);
var cache = AetheriaStores.Open(Path.Combine(_work, "wiring.cc"), Path.Combine(_work, "wiring-run.cc"), catalogWritable: true);
cache.Upsert(new VerseGrammar { Revision = 1 });
cache.Upsert(new SimpleCommodityData { Name = "Wiring Ore", Shape = oneCell, MaxStack = 100 });
cache.FlushAsync().Wait();
var ledger = new ProvenanceLedger();
var items = new ItemManager(cache, ledger, settings, _ => { });
var zone = new Zone(items, new PlanetSettings(), new ZonePack(), null, null);
// A sun and a planet on a moving rail round it, both near the bodies below: the field under a floater changes with the
// drawn time, so a presenter that samples it at the step's time, drops it, or reads lead 0 for the height draws a different y.
var sunOrbit = cache.Upsert(new OrbitData { FixedPosition = new float2(-55, -.5f) }).Key;
var planetOrbit = cache.Upsert(new OrbitData { Parent = new CultRecordRef<OrbitData>(sunOrbit), Distance = 40f, Phase = 0f }).Key;
var pack = new ZonePack { Radius = 5000f, Mass = 10000f };
pack.Orbits.Add(new CultRecordRef<OrbitData>(sunOrbit));
pack.Orbits.Add(new CultRecordRef<OrbitData>(planetOrbit));
pack.Planets.Add(new CultRecordRef<BodyData>(cache.Upsert(new PlanetData { Name = "Wiring Sun", Orbit = new CultRecordRef<OrbitData>(sunOrbit), Mass = 400f }).Key));
pack.Planets.Add(new CultRecordRef<BodyData>(cache.Upsert(new PlanetData { Name = "Wiring Planet", Orbit = new CultRecordRef<OrbitData>(planetOrbit), Mass = 400f }).Key));
var curves = new PlanetSettings
{
BodyRadius = new ExponentialCurve(),
WellStrength = new ExponentialCurve { Multiplier = 1f, Exponent = 1f },
RocheLimit = new ExponentialCurve { Constant = 10f }
};
var zone = new Zone(items, curves, pack, null, null);
var rootObject = new GameObject("Wiring Zone Root");
var rendererObject = new GameObject("Wiring Zone Renderer");
rendererObject.SetActive(false); // inactive: ZoneRenderer.Update needs a GPU and is not part of this check
var renderer = rendererObject.AddComponent<ZoneRenderer>();
renderer.ZoneRoot = rootObject.transform;
renderer.SimpleCommodityPickup = pickupPrefab;
renderer.MinePrefab = minePrefab;
renderer.ItemManager = items;
renderer.SectorBrushes = new GameObject("Wiring Brushes").transform;
renderer.AmbientLight = AmbientEdgeVerify.NewAmbientLight();
renderer.SlimeGravityCamera = new GameObject("Wiring Gravity Camera").AddComponent<Camera>();
var slimeObject = new GameObject("Wiring Slime");
slimeObject.SetActive(false);
renderer.SlimeRenderer = slimeObject.AddComponent<Slime>();
renderer.LoadZone(zone);
var ore = new SimpleCommodity { Data = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<SimpleCommodityData>("Wiring Ore")), Quantity = 7 };
var floating = zone.Release(ore, new float2(3, 4), new float2(10, 0));
var floating = zone.Release(ore, new float2(-17, 4), new float2(10, 0));
var mine = new Mine
{
Body = new KinematicBody { Position = new float2(-20, 8), Velocity = new float2(0, 14) },
@ -143,6 +145,13 @@ namespace Aetheria.EditorTools
};
zone.Lay(mine);
// Bound the way ZoneRenderer.LoadFloatingItem and LoadMine bind them: the prefab ARPG.unity names, Bind(zone, body, settings).
// (A ZoneRenderer would load this zone's sun and planet too, and that needs the planet prefab, the map and a GPU.)
var pickup = UnityEngine.Object.Instantiate(pickupPrefab, rootObject.transform);
pickup.Bind(zone, floating, settings);
var mineInstance = UnityEngine.Object.Instantiate(minePrefab, rootObject.transform);
mineInstance.Bind(zone, mine, settings);
// A round on its frozen line, no target and no outcome known: drawn at FireOrigin + direction * speed * (T - FireTime).
var shot = new PendingShot
{
@ -155,13 +164,17 @@ namespace Aetheria.EditorTools
zone.Update(.5f);
var pickup = rootObject.GetComponentsInChildren<ItemPickup>(true).Single(p => p.Item == ore);
var mineInstance = UnityEngine.Object.FindObjectsByType<MineInstance>(FindObjectsInactive.Include, FindObjectsSortMode.None).Single();
var pickupVelocity = floating.Body.TotalVelocity;
var mineVelocity = mine.Body.TotalVelocity;
Require(Mathf.Abs(pickupVelocity.x) > 1f && Mathf.Abs(mineVelocity.y) > 1f, "The fixture's bodies stopped: a lead would not move them.");
// The field under each floater really is a function of the drawn time here, by more than the tolerance at the largest lead.
const float LargestLead = .015f;
foreach (var at in new[] { floating.Body.Position + pickupVelocity * LargestLead, mine.Body.Position + mineVelocity * LargestLead })
Require(Mathf.Abs(DrawAhead.Height(zone, at, LargestLead) - zone.GetHeight(at, zone.ExactTime)) > 5 * Tolerance,
$"The fixture's field is flat under a floater: height {DrawAhead.Height(zone, at, LargestLead)} at the drawn time, {zone.GetHeight(at, zone.ExactTime)} at the step, planet at {zone.OrbitPositionAt(planetOrbit, zone.ExactTime)}, floater at {at}.");
Vector2 baseline = default;
foreach (var leadSeconds in new[] { 0f, .008f, .015f })
{
@ -176,6 +189,9 @@ namespace Aetheria.EditorTools
Require(Mathf.Abs(seen.x - want.x) < Tolerance && Mathf.Abs(seen.z - want.y) < Tolerance,
$"ItemPickup at lead {lead}: drawn x/z {seen.x},{seen.z}, the step plus velocity times lead {want.x},{want.y}.");
Require(Mathf.Abs(seen.y - DrawAhead.FloaterHeight(zone, settings, new float2(want.x, want.y), lead)) < Tolerance,
$"ItemPickup y {seen.y} is not on the floater layer.");
seen = mineInstance.transform.position;
want = mine.Body.Position + mineVelocity * lead;
Require(Mathf.Abs(seen.x - want.x) < Tolerance && Mathf.Abs(seen.z - want.y) < Tolerance,