Merge eureka/aetheria-arena-sim-rate h6: the AI releases a held automatic gun it no longer commands

Soul pass 4 (aetheria-arena:verdict:cut-sim-rate.s4) holds all three promises; suite 2822/2822 on Yggdrasil. Unity compile and feel unproven.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
soul 2026-10-23 15:21:21 +02:00
commit 8ca5425fcc
6 changed files with 187 additions and 4 deletions

View file

@ -47,9 +47,9 @@ public class CombatState : BaseState
// only a contact a member tracks has a track to fly on, so an untracked target is no target here.
var view = _agent.View;
var target = view.TargetOf(_agent.Ship);
if (target == null) return;
if (target == null) { ReleaseUnwanted(); return; }
var track = view.TrackOf(_agent.Ship, target.Value);
if (track == null) return;
if (track == null) { ReleaseUnwanted(); return; }
_availableGroups.Clear();
_availableLockingWeapons.Clear();
@ -88,7 +88,9 @@ public class CombatState : BaseState
view.Designated(_agent.Ship, weapon, target.Value) &&
!view.Refuses(_agent.Ship, weapon, target.Value) &&
(weapon is ConstantWeapon ||
weapon is InstantWeapon instantWeapon && instantWeapon.CanFire))
// A held AutoWeapon stays a candidate between its rounds (it is cooling because it is firing), so the
// group it belongs to is judged by the same Fires verdict below, not dropped for cooling down.
weapon is InstantWeapon instantWeapon && (instantWeapon.CanFire || weapon is AutoWeapon && weapon.Firing)))
{
if(weapon is LockWeapon lockWeapon)
_availableLockingWeapons.Add(lockWeapon);
@ -151,6 +153,7 @@ public class CombatState : BaseState
_agent.Ship.Command.Release(weapon);
}
}
ReleaseUnwanted();
_agent.Ship.Command.Aim = toTarget;
_agent.Ship.Command.Turn = TurnCommand.Toward(toTarget.xz);
_agent.Accelerate(movementDirection * _agent.TopSpeed, true);//selectedGroup >= 0);
@ -158,6 +161,18 @@ public class CombatState : BaseState
// Fire charged guns!
}
public override void OnExitState() => ReleaseUnwanted();
// The AI's trigger level for an AutoWeapon is what it commands this step: the weapon holds a down trigger until it is
// released, so every held one this step has no command for is let go, whether the target is gone, untracked, out of reach,
// its group is not the pick, or Combat has ended. A plain gun is tapped and lets go of itself.
private void ReleaseUnwanted()
{
var command = _agent.Ship.Command;
foreach (var weapon in _agent.Ship.Weapons)
if (weapon is AutoWeapon && weapon.Firing && !command.Commands(weapon)) command.Release(weapon);
}
// Overdrive to close a distant target ahead, through the same consumable gate as the vent (Agent.VentOnTrack).
private void UseConsumables(float3 toTarget, float targetDistance)
{

View file

@ -94,6 +94,14 @@ public sealed class PilotCommand
// The pilot's own pending decisions, which it reads back instead of the ship (that is last step's applied state).
public TargetRef? Designated => Designations.Count > 0 ? Designations[Designations.Count - 1] : (TargetRef?) null;
// Whether this pilot has commanded a trigger, pull or release, for `behavior` this step.
public bool Commands(ActivatedBehavior behavior)
{
foreach (var trigger in Triggers)
if (ReferenceEquals(trigger.Behavior, behavior)) return true;
return false;
}
// Whether the last trigger this pilot commanded for `behavior` this step is a pull.
public bool Pulls(ActivatedBehavior behavior)
{

View file

@ -43,7 +43,10 @@ public sealed partial class RunStartTests
// order, ties by shot id, so every commit of a step precedes its applies (it was commit then apply, shot by shot, in fire
// order). The two parts measured: commit-then-apply split alone a1318ee0, with the arrival sort 55ecd858; the old walk at the
// h5 head, rebased onto master, still measures 108c93dc, so the rebase and the fire-mode property moved nothing.
private const string TwoAiPinnedDigest = "55ecd858875ca6a5418d6badd40e71d9bbd363ca782843005483a308bcf07d74";
// Repinned a seventh time, once (h6): Combat is the one owner of the AI's trigger level for an AutoWeapon, and lets go of a held one it
// no longer commands (target gone, untracked, another group the pick, Combat ended), where a held gun fired on until a later
// step selected its group (55ecd858 before).
private const string TwoAiPinnedDigest = "85e85c46cfc66693c819dd294ad02f3cd0eae5486c8f152a97e2e2787f854274";
private const float TwoAiSeconds = 60f;
[Fact]

View file

@ -1041,6 +1041,124 @@ public sealed class FireControlPerWeaponTests : IDisposable
if (shots == 0) Assert.Equal(60, readyTicks);
}
// ==== The AI's trigger level for an AutoWeapon ====
public enum Loss { NoTarget, Untracked }
private static void LoseTheTarget(Rig r, Loss loss)
{
if (loss == Loss.NoTarget) r.Shooter.SetTarget(TargetRef.None);
else r.Shooter.VisibleEntities.Remove(r.Target);
}
// A pilot that pulled an AutoWeapon and then loses its target, or its track of it, lets the trigger go: the weapon holds
// a down trigger until told otherwise, and an early return that issued no release left it firing on at nothing. Through
// the whole agent (Combat, then the transition out of it), and through Combat's Update alone. Kills: Combat never
// releasing, releasing only when the target is gone (not when it is untracked), releasing a step late.
[Theory]
[InlineData(Loss.NoTarget)]
[InlineData(Loss.Untracked)]
public void ACombatPilotThatLosesItsTargetReleasesItsHeldAutoWeaponAndItFiresNoMore(Loss loss)
{
var r = Build(auto: true);
var gun = (InstantWeapon) r.Gun.Weapon;
var rounds = 0;
gun.OnFire += _ => rounds++;
r.Zone.Agents.Add(new Minion(r.Shooter, FactionDoctrine.Default(r.Shooter.ItemManager.GameplaySettings).Combatant));
const float dt = 1f / 30f;
for (var i = 0; i < 90; i++) r.Zone.Update(dt);
Assert.True(gun.Firing, "control: the pilot holds the gun while it has a target");
Assert.True(rounds >= 2, $"control: {rounds} rounds in 3 s at a 1 s cooldown");
LoseTheTarget(r, loss);
r.Zone.Update(dt);
var after = rounds;
Assert.False(gun.Firing, "the trigger is let go the step the target is lost");
for (var i = 0; i < 90; i++) r.Zone.Update(dt);
Assert.Equal(after, rounds);
}
[Theory]
[InlineData(Loss.NoTarget)]
[InlineData(Loss.Untracked)]
public void CombatUpdateReleasesAHeldAutoWeaponWhenItHasNoTargetOrNoTrack(Loss loss)
{
var r = Build(auto: true);
var gun = (InstantWeapon) r.Gun.Weapon;
var combat = new CombatState(new Minion(r.Shooter, FactionDoctrine.Default(r.Shooter.ItemManager.GameplaySettings).Combatant));
gun.Activate();
Assert.True(gun.Firing, "control: the trigger is down");
LoseTheTarget(r, loss);
combat.Update(.1f);
r.Zone.Update(.1f);
Assert.False(gun.Firing);
}
// Combat's end lets go of what it held, wherever the end comes from.
[Fact]
public void CombatExitReleasesAHeldAutoWeapon()
{
var r = Build(auto: true);
var gun = (InstantWeapon) r.Gun.Weapon;
var combat = new CombatState(new Minion(r.Shooter, FactionDoctrine.Default(r.Shooter.ItemManager.GameplaySettings).Combatant));
gun.Activate();
Assert.True(gun.Firing, "control: the trigger is down");
combat.OnExitState();
r.Zone.Update(.1f);
Assert.False(gun.Firing);
}
// The target stands but its group is no longer a candidate (it moved out of the gun's reach): the held gun is let go
// the same step, not left to fire at the last aim. Kills: Combat's release sweep after its group pick being lost.
[Fact]
public void CombatReleasesAHeldAutoWeaponWhoseTargetMovesOutOfReach()
{
var r = Build(auto: true);
var gun = (InstantWeapon) r.Gun.Weapon;
var rounds = 0;
gun.OnFire += _ => rounds++;
r.Zone.Agents.Add(new Minion(r.Shooter, FactionDoctrine.Default(r.Shooter.ItemManager.GameplaySettings).Combatant));
const float dt = 1f / 30f;
for (var i = 0; i < 90; i++) r.Zone.Update(dt);
Assert.True(gun.Firing, "control: the pilot holds the gun while the target is in reach");
r.Target.Position = r.Shooter.Position + float3(0, 0, 500);
r.Zone.Update(dt);
var after = rounds;
Assert.False(gun.Firing);
for (var i = 0; i < 30; i++) r.Zone.Update(dt);
Assert.Equal(after, rounds);
}
// A held AutoWeapon is cooling between its rounds because it is firing: its group is not dropped for cooling down, or
// the trigger would be let go and pressed again at step granularity. Kills: releasing a held gun whose cooldown is
// running while its target stands.
[Fact]
public void CombatKeepsAnAutoWeaponHeldThroughItsCooldownWhileTheTargetStands()
{
var r = Build(auto: true);
var gun = (InstantWeapon) r.Gun.Weapon;
var rounds = 0;
gun.OnFire += _ => rounds++;
r.Zone.Agents.Add(new Minion(r.Shooter, FactionDoctrine.Default(r.Shooter.ItemManager.GameplaySettings).Combatant));
const float dt = 1f / 30f;
for (var i = 0; i < 60; i++) r.Zone.Update(dt);
var cooling = 0;
for (var i = 0; i < 240; i++)
{
r.Zone.Update(dt);
Assert.True(gun.Firing, $"step {i}: the held gun was let go with its target standing");
if (!gun.CanFire) cooling++;
}
Assert.True(cooling > 100, $"{cooling} of 240 steps spent cooling");
Assert.InRange(rounds, 8, 10);
}
// Kills: Trigger that leaves _burstStarted true from the previous burst, so the next burst reads as started
// (and ready) before its first round has flown.
[Fact]

View file

@ -967,6 +967,32 @@ public sealed class LoadoutTests : IDisposable
Assert.Equal(1f, effect.Evaluate(undeclared), 3);
}
// Creating a behaviour reads the fire mode from the data wherever the weapon is carried: a consumable's automatic gun is an
// AutoWeapon that repeats, every other kind a plain semi-automatic InstantWeapon. Kills: the consumable CreateInstance
// ignoring Automatic.
[Theory]
[InlineData(false)]
[InlineData(true)]
public void CreatingABehaviourFromAConsumableHonoursAutomatic(bool automatic)
{
using var cache = AetheriaStores.Open(Catalog, catalogWritable: true);
var maker = cache.RefOf(cache.GetByName<Faction>("Maker"));
var hullData = cache.GetByName<HullData>("Skiff");
InstantWeaponData gun = automatic ? new AutoWeaponData() : new InstantWeaponData();
var consumableRef = cache.Upsert(new ConsumableItemData { Name = "Dose", Duration = 10, Behaviors = { gun } });
cache.FlushAsync().Wait();
var items = new ItemManager(1u, cache, new ProvenanceLedger(), RunSaveTests.TestSettings(), _ => { });
var hullItem = (EquippableItem) items.CreateInstance(items.CreateLot(hullData, maker, .5f));
var ship = new Ship(items, null, hullItem, new EntitySettings());
var consumableItem = (ConsumableItem) items.CreateInstance(items.CreateLot(cache.Get(consumableRef), maker, .5f));
var behavior = new ConsumableItemEffect(consumableItem, ship).Behaviors.Single();
Assert.True(automatic == (behavior is AutoWeapon), $"automatic {automatic}: created a {behavior.GetType().Name}");
Assert.IsAssignableFrom<InstantWeapon>(behavior);
}
// F4: CreateLot(product) fills each of the design's roles from the product's own per-role spread
// (FactionProductData.Roles), not the design-wide default.
[Fact]

View file

@ -83,4 +83,17 @@ public sealed class SemiAutoCatalogTests
Assert.True(auto.Automatic);
Assert.Empty(InstantWeaponData.SemiAutoFaults(new ItemData[] { Gun("Auto", auto), new ConsumableItemData { Name = "Auto dose", Behaviors = { auto } } }));
}
// The floor is the 0.1 s constant itself, not a function of the tick: a 0.08 s semi-auto gun is refused at a step length
// whose own multiple (2 x GameStep at 30 Hz is 0.067 s) would let it through, and refused at the constant's edge from
// below however the step moves. Kills: SemiAutoFaults comparing against a step-derived value.
[Fact]
public void TheFloorIsTheConstantNotAMultipleOfTheStep()
{
Assert.NotEqual(InstantWeaponData.ShortestSemiAutoCooldown, SimClock.GameStep * 2f);
Assert.True(SimClock.GameStep * 2f < .08f, "fixture: a step-derived floor would let 0.08 s through");
Assert.Single(InstantWeaponData.SemiAutoFaults(new[] { Gun("Eighty", new InstantWeaponData { Cooldown = Const(.08f) }) }));
Assert.Single(InstantWeaponData.SemiAutoFaults(new[] { Gun("Just under", new InstantWeaponData { Cooldown = Const(.0999f) }) }));
Assert.Empty(InstantWeaponData.SemiAutoFaults(new[] { Gun("Just over", new InstantWeaponData { Cooldown = Const(.1001f) }) }));
}
}