Merge origin/master into generic-design-names

Conflicts: AetherDb usage line (kept master's list plus generic-designs [apply]), Program.cs class tail (kept the
launch-suppressor catalog and GenericDesigns both), GameData/Aetheria.cc taken from origin/master (f1642a12; the
generic-designs apply rerun follows in its own commit). The old-name sweep of the newly landed code follows separately.
This commit does not pass the generic-name tests: the catalog is master's, not yet renamed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Meta Vens 2026-10-14 01:49:18 +02:00
commit a8394f3f92
41 changed files with 2106 additions and 381 deletions

View file

@ -4818,6 +4818,3 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
ParticleSystem: {fileID: 5087162364086924483}
Radius: 25
Traction: 25
Distance: 75

View file

@ -811,6 +811,9 @@ MonoBehaviour:
Camera: {fileID: 1153356615}
TestField: {fileID: 909026488}
Properties: {fileID: 401779935}
GrabExtendTime: 1.5
GrabEnvelopTime: 0.75
GrabPullTime: 1.5
--- !u!4 &699508827
Transform:
m_ObjectHideFlags: 0
@ -1116,9 +1119,6 @@ MonoBehaviour:
TendrilBaseDamping: 2
TendrilTipRadiusAnimationExponent: 2
TendrilFadeExponent: 2
GrabExtendTime: 1.5
GrabEnvelopTime: 0.75
GrabPullTime: 1.5
RefractionAxis: 1
--- !u!114 &909026489
MonoBehaviour:

View file

@ -0,0 +1,208 @@
using System;
using System.IO;
using System.Linq;
using System.Reflection;
using GameCult.Caching;
using UnityEditor;
using UnityEngine;
using CultMath;
using static CultMath.math;
// Batch proof of the capability presenters' wiring, without a scene: a zone ship is bound to an EntityInstance through the
// game's own SetEntity, and impacts and grabs are published on the ship's Capabilities exactly as the simulation does. A hull absorb spawns
// one hull effect under the instance and, for the player's ship at ScreenShake 1, raises one camera impulse; ScreenShake 0
// or another ship raises none; a shield absorb spawns no hull effect. The shield ripple itself (ShieldManager.ShowHit
// needs a shield material and a rig) is looked at in the editor, not here. Grabs: a Tractor Beam prefab under the instance
// is bound by the same SetEntity and presents a grab from events alone (emission at Power and the aim at the held point
// from Started to Completed or Cancelled, nothing otherwise, nothing for another entity's grab).
//
// Unity -batchmode -nographics -projectPath <project> -executeMethod CapabilityPresentationSmoke.Run -logFile <log>
//
// Do not pass -quit: Run exits the Editor itself, 0 on success and 1 on any failure.
public static class CapabilityPresentationSmoke
{
private const BindingFlags Any = BindingFlags.Instance | BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic;
public static void Run()
{
var work = Path.Combine(Path.GetTempPath(), $"capability-presentation-smoke-{Guid.NewGuid():N}");
GameObject[] objects = null;
try
{
Directory.CreateDirectory(work);
objects = Check(work);
Clean(objects, work);
EditorApplication.Exit(0);
}
catch (Exception exception)
{
Debug.LogException(exception);
Clean(objects, work);
EditorApplication.Exit(1);
}
}
// Edit mode runs no Awake or Start; the smoke runs the ones the game's scene would have.
private static void Awaken(Component component) => component.GetType().GetMethod("Awake", Any)?.Invoke(component, null);
private static GameObject[] Check(string work)
{
var settings = AssetDatabase.LoadAssetAtPath<GameSettings>("Assets/Resources/Settings.asset")?.GameplaySettings
?? throw new InvalidOperationException("No Settings.asset.");
var shape = new Shape(5, 4);
foreach (var cell in shape.AllCoordinates) shape[cell] = true;
var hullData = new HullData
{
Name = "Smoke Hull", HullType = HullType.Ship, Shape = shape, Durability = 1000, Mass = 1000, Armor = 0
};
var cache = AetheriaStores.Open(Path.Combine(work, "smoke.cc"), catalogWritable: true);
cache.Upsert(new VerseGrammar { Revision = 1 });
cache.Upsert(hullData);
cache.FlushAsync().Wait();
var ledger = new ProvenanceLedger();
for (var i = 1; i <= 8; i++) ledger.Lots[i] = new Lot { Origin = new Attributed(), Quality = 1 };
var items = new ItemManager(cache, ledger, settings, _ => { });
var zone = new Zone(items, new PlanetSettings(), new ZonePack(), new GalaxyZone { Name = "Smoke", Owner = null }, null);
var hullRef = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<HullData>("Smoke Hull"));
var ship = new Ship(items, zone, new EquippableItem { Data = hullRef, Durability = 1000, Lot = 1 }, new EntitySettings());
var other = new Ship(items, zone, new EquippableItem { Data = hullRef, Durability = 1000, Lot = 2 }, new EntitySettings());
zone.Admit(ship, piloted: false);
zone.Admit(other, piloted: false);
// The scene's side: the tuning object with a pooled effect, and the game manager that names the player's ship.
var feedbackObject = new GameObject("Smoke Impact Feedback");
var feedback = feedbackObject.AddComponent<ImpactFeedback>();
Awaken(feedback);
var effectObject = new GameObject("Smoke Hull Effect");
feedback.HullEffect = effectObject.AddComponent<Prototype>();
var managerObject = new GameObject("Smoke Game Manager");
var manager = managerObject.AddComponent<ActionGameManager>();
typeof(ActionGameManager).GetProperty("Instance", Any).SetValue(null, manager);
manager.CurrentEntity = ship;
var beamPrefab = AssetDatabase.LoadAssetAtPath<GameObject>("Assets/Content/Prefabs/Tractor Beam.prefab")
?? throw new InvalidOperationException("No Tractor Beam prefab.");
// An entity's instance as the game builds it: the beam is a child before SetEntity on both ship paths, so the
// binder finds it as the game does.
(GameObject Object, EntityInstance Instance, TractorBeam Beam) Bound(string name, Entity entity)
{
var go = new GameObject(name);
var bound = go.AddComponent<EntityInstance>();
Awaken(bound);
bound.HullColliders = new HullCollider[0];
bound.RadiatorHardpoints = new RadiatorHardpoint[0];
bound.ThrusterHardpoints = new ThrusterHardpoint[0];
bound.WeaponHardpoints = new WeaponHardpoint[0];
bound.ArticulationPoints = new ArticulationPoint[0];
var tractor = ((GameObject)PrefabUtility.InstantiatePrefab(beamPrefab, go.transform)).GetComponent<TractorBeam>();
tractor.Power = .8f;
tractor.Direction = Vector3.forward;
bound.SetEntity(null, entity);
return (go, bound, tractor);
}
var (instanceObject, instance, beam) = Bound("Smoke Entity Instance", ship);
var (otherObject, _, otherBeam) = Bound("Smoke Other Instance", other);
int Effects() => instance.GetComponentsInChildren<Prototype>(true).Count(p => p != null && !p.isOriginalPrototype);
void Expect(string what, int effects, int kicks)
{
if (Effects() != effects || feedback.KicksRaised != kicks)
throw new InvalidOperationException($"{what}: {Effects()} hull effects (want {effects}), {feedback.KicksRaised} impulses (want {kicks}).");
}
AbsorbEvent Hit(AbsorbLayer layer) => new AbsorbEvent(float3(1f, 0f, 2f), float3(0f, 0f, 1f), 100f, DamageType.Kinetic, layer);
ActionGameManager.PlayerSettings.GraphicsSettings.ScreenShake = 1f;
ship.Capabilities.PublishAbsorb(Hit(AbsorbLayer.Hull));
Expect("player's hull hit", 1, 1);
var effect = instance.GetComponentsInChildren<Prototype>(true).Single(p => !p.isOriginalPrototype);
var drawn = DrawAhead.Carried(ship, float3(1f, 0f, 2f), ActionGameManager.Clock.Lead);
if (abs(effect.transform.position.x - drawn.x) > 1e-3f || abs(effect.transform.position.z - drawn.z) > 1e-3f)
throw new InvalidOperationException("The hull effect is not at the drawn impact point.");
ActionGameManager.PlayerSettings.GraphicsSettings.ScreenShake = 0f;
ship.Capabilities.PublishAbsorb(Hit(AbsorbLayer.Hull));
Expect("hull hit at ScreenShake 0", 2, 1);
ActionGameManager.PlayerSettings.GraphicsSettings.ScreenShake = 1f;
manager.CurrentEntity = other;
ship.Capabilities.PublishAbsorb(Hit(AbsorbLayer.Hull));
// An untracked ship is not drawn at (ActionGameManager.DrawsAt, since contact-hud): no hull effect, no impulse.
Expect("hull hit on an untracked ship", 2, 1);
// Once the player's instruments track it, the same hit is drawn.
other.VisibleEntities.Add(ship);
ship.Capabilities.PublishAbsorb(Hit(AbsorbLayer.Hull));
Expect("hull hit on a tracked ship", 3, 1);
other.VisibleEntities.Remove(ship);
manager.CurrentEntity = ship;
ship.Capabilities.PublishAbsorb(Hit(AbsorbLayer.Shield));
Expect("player's shield hit", 3, 2);
// Grabs: the beam presents the simulation's events and nothing else.
float Emission() => beam.ParticleSystem.emission.rateOverTimeMultiplier;
void ExpectBeam(string what, float emission, bool towardHeld)
{
beam.Update();
var forward = beam.transform.forward;
var aimed = towardHeld ? forward.x > .999f : forward.z > .999f;
if (abs(Emission() - emission) > 1e-4f || !aimed)
throw new InvalidOperationException($"{what}: emission {Emission()} (want {emission}), forward {forward} (want {(towardHeld ? "+x" : "+z")}).");
}
GrabEvent Grab(GrabPhase phase, float3 at) => new GrabEvent(new FloatingBodyId(7), phase, at, 1f);
ExpectBeam("idle beam", 0f, false);
ship.Capabilities.PublishGrab(Grab(GrabPhase.Started, float3(20f, 0f, 0f)));
ExpectBeam("grab started", .8f, true);
foreach (var phase in new[] { GrabPhase.Extend, GrabPhase.Envelop, GrabPhase.Pull })
{
ship.Capabilities.PublishGrab(Grab(phase, float3(20f, 0f, 0f)));
ExpectBeam($"grab {phase}", .8f, true);
}
ship.Capabilities.PublishGrab(Grab(GrabPhase.Completed, float3(20f, 0f, 0f)));
ExpectBeam("grab completed", 0f, false);
// A grab cancelled after its item vanished carries no position: the beam goes dark and never turns toward it.
ship.Capabilities.PublishGrab(Grab(GrabPhase.Started, float3(20f, 0f, 0f)));
ExpectBeam("second grab started", .8f, true);
ship.Capabilities.PublishGrab(Grab(GrabPhase.Cancelled, float3(0f, 0f, 0f)));
ExpectBeam("grab cancelled", 0f, false);
// Aim is on the ground plane: a beam above the held point does not pitch toward it.
var beamHome = beam.transform.position;
beam.transform.position = beamHome + new Vector3(0f, 10f, 0f);
ship.Capabilities.PublishGrab(Grab(GrabPhase.Started, float3(20f, 7f, 0f)));
ExpectBeam("grab from above", .8f, true);
ship.Capabilities.PublishGrab(Grab(GrabPhase.Completed, float3(20f, 7f, 0f)));
beam.transform.position = beamHome;
// A grab held at the beam's own position has no direction to take: the beam keeps the aim it had.
beam.Direction = Vector3.right;
var atBeam = float3(beam.transform.position.x, 0f, beam.transform.position.z);
ship.Capabilities.PublishGrab(Grab(GrabPhase.Started, atBeam));
ExpectBeam("grab at the beam", .8f, true);
ship.Capabilities.PublishGrab(Grab(GrabPhase.Completed, atBeam));
beam.Direction = Vector3.forward;
ExpectBeam("after the grab at the beam", 0f, false);
// The beam belongs to the ship's entity: another entity's grab, with its own beam bound, moves only that beam.
other.Capabilities.PublishGrab(Grab(GrabPhase.Started, float3(20f, 0f, 0f)));
ExpectBeam("another entity's grab", 0f, false);
otherBeam.Update();
if (abs(otherBeam.ParticleSystem.emission.rateOverTimeMultiplier - .8f) > 1e-4f)
throw new InvalidOperationException("The other entity's own beam did not present its grab.");
Debug.Log("CAPABILITY_PRESENTATION_SMOKE ok effects=3 impulses=2 grabs=ok");
return new[] { feedbackObject, effectObject, managerObject, instanceObject, otherObject };
}
private static void Clean(GameObject[] objects, string work)
{
if (objects != null)
foreach (var go in objects)
if (go != null) UnityEngine.Object.DestroyImmediate(go);
try { if (Directory.Exists(work)) Directory.Delete(work, true); }
catch (Exception error) { Debug.LogWarning($"Impact presenter smoke left {work}: {error.Message}"); }
}
}

View file

@ -180,6 +180,32 @@ public static class FloatingItemsDrawnSmoke
At(drawn, released, "step");
Require(drawn.transform.position != before, "the pickup did not move with the body.");
// A held item keeps its label lit, so a pull is read as it happens. The label is let go dark first (nothing views
// it), then the zone holds the item through its own TryHold and the label must come up.
var earlyPickup = Pickups().Single(p => p.Item == early.Item);
earlyPickup.LabelPersistDuration = 1;
earlyPickup.LabelFadeDuration = .2f;
for (var i = 0; i < 1200 && earlyPickup.ScanLabel.color.a > .05f; i++) yield return null;
Require(earlyPickup.ScanLabel.color.a <= .05f, "label: an unviewed, unheld label did not go dark.");
Require(zone.TryHold(taker, early.Id), "label: the zone refused to hold the item.");
for (var i = 0; i < 1200 && earlyPickup.ScanLabel.color.a < .95f; i++) yield return null;
Require(earlyPickup.ScanLabel.color.a >= .95f, "label: a held item's label is not lit.");
// The test scene's stand-in sim and tendril ride the zone's own held-pose curve: its pose at each point of a grab
// is where the zone puts a held item at the same progress.
var (extend, envelop, pull) = (1.5f, .75f, 1.5f);
var holderAt = new CultMath.float3(taker.Position.x, 0f, taker.Position.z);
var claimedAt = new CultMath.float3(early.HeldFrom.x, 0f, early.HeldFrom.y);
foreach (var elapsed in new[] { 0f, extend + envelop - .01f, extend + envelop + .3f, extend + envelop + .75f, extend + envelop + pull })
{
zone.SetHeldProgress(early.Id, Mathf.Clamp01((elapsed - extend - envelop) / pull)); // the pull starts after Extend and Envelop
zone.Update(.01f);
var want = FieldTester.PulledPosition(claimedAt, holderAt, elapsed, extend, envelop, pull);
Require(Mathf.Abs(early.Body.Position.x - want.x) < 1e-3f && Mathf.Abs(early.Body.Position.y - want.z) < 1e-3f,
$"stand-in pose at {elapsed}s is {want}, the zone holds the item at {early.Body.Position}.");
}
zone.Free(early.Id);
// Pickup destroys exactly the picked-up item's pickup.
Require(zone.TryPickUp(taker, released.Id), "the station refused a one-cell stack.");
yield return null;

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@ -1,132 +0,0 @@
using System;
using System.IO;
using System.Linq;
using System.Reflection;
using GameCult.Caching;
using UnityEditor;
using UnityEngine;
using static CultMath.math;
// Batch proof of ImpactPresenter's wiring, without a scene: a zone ship is bound to an EntityInstance through the game's
// own SetEntity, and impacts are published on the ship's Capabilities exactly as FireControl does. A hull absorb spawns
// one hull effect under the instance and, for the player's ship at ScreenShake 1, raises one camera impulse; ScreenShake 0
// or another ship raises none; a shield absorb spawns no hull effect. The shield ripple itself (ShieldManager.ShowHit
// needs a shield material and a rig) is looked at in the editor, not here.
//
// Unity -batchmode -nographics -projectPath <project> -executeMethod ImpactPresenterSmoke.Run -logFile <log>
//
// Do not pass -quit: Run exits the Editor itself, 0 on success and 1 on any failure.
public static class ImpactPresenterSmoke
{
private const BindingFlags Any = BindingFlags.Instance | BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic;
public static void Run()
{
var work = Path.Combine(Path.GetTempPath(), $"impact-presenter-smoke-{Guid.NewGuid():N}");
GameObject[] objects = null;
try
{
Directory.CreateDirectory(work);
objects = Check(work);
Clean(objects, work);
EditorApplication.Exit(0);
}
catch (Exception exception)
{
Debug.LogException(exception);
Clean(objects, work);
EditorApplication.Exit(1);
}
}
// Edit mode runs no Awake or Start; the smoke runs the ones the game's scene would have.
private static void Awaken(Component component) => component.GetType().GetMethod("Awake", Any)?.Invoke(component, null);
private static GameObject[] Check(string work)
{
var settings = AssetDatabase.LoadAssetAtPath<GameSettings>("Assets/Resources/Settings.asset")?.GameplaySettings
?? throw new InvalidOperationException("No Settings.asset.");
var shape = new Shape(5, 4);
foreach (var cell in shape.AllCoordinates) shape[cell] = true;
var hullData = new HullData
{
Name = "Smoke Hull", HullType = HullType.Ship, Shape = shape, Durability = 1000, Mass = 1000, Armor = 0
};
var cache = AetheriaStores.Open(Path.Combine(work, "smoke.cc"), catalogWritable: true);
cache.Upsert(new VerseGrammar { Revision = 1 });
cache.Upsert(hullData);
cache.FlushAsync().Wait();
var ledger = new ProvenanceLedger();
for (var i = 1; i <= 8; i++) ledger.Lots[i] = new Lot { Origin = new Attributed(), Quality = 1 };
var items = new ItemManager(cache, ledger, settings, _ => { });
var zone = new Zone(items, new PlanetSettings(), new ZonePack(), new GalaxyZone { Name = "Smoke", Owner = null }, null);
var hullRef = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<HullData>("Smoke Hull"));
var ship = new Ship(items, zone, new EquippableItem { Data = hullRef, Durability = 1000, Lot = 1 }, new EntitySettings());
var other = new Ship(items, zone, new EquippableItem { Data = hullRef, Durability = 1000, Lot = 2 }, new EntitySettings());
zone.Admit(ship, piloted: false);
zone.Admit(other, piloted: false);
// The scene's side: the tuning object with a pooled effect, and the game manager that names the player's ship.
var feedbackObject = new GameObject("Smoke Impact Feedback");
var feedback = feedbackObject.AddComponent<ImpactFeedback>();
Awaken(feedback);
var effectObject = new GameObject("Smoke Hull Effect");
feedback.HullEffect = effectObject.AddComponent<Prototype>();
var managerObject = new GameObject("Smoke Game Manager");
var manager = managerObject.AddComponent<ActionGameManager>();
typeof(ActionGameManager).GetProperty("Instance", Any).SetValue(null, manager);
manager.CurrentEntity = ship;
var instanceObject = new GameObject("Smoke Entity Instance");
var instance = instanceObject.AddComponent<EntityInstance>();
Awaken(instance);
instance.HullColliders = new HullCollider[0];
instance.RadiatorHardpoints = new RadiatorHardpoint[0];
instance.ThrusterHardpoints = new ThrusterHardpoint[0];
instance.WeaponHardpoints = new WeaponHardpoint[0];
instance.ArticulationPoints = new ArticulationPoint[0];
instance.SetEntity(null, ship);
int Effects() => instance.GetComponentsInChildren<Prototype>(true).Count(p => p != null && !p.isOriginalPrototype);
void Expect(string what, int effects, int kicks)
{
if (Effects() != effects || feedback.KicksRaised != kicks)
throw new InvalidOperationException($"{what}: {Effects()} hull effects (want {effects}), {feedback.KicksRaised} impulses (want {kicks}).");
}
AbsorbEvent Hit(AbsorbLayer layer) => new AbsorbEvent(float3(1f, 0f, 2f), float3(0f, 0f, 1f), 100f, DamageType.Kinetic, layer);
ActionGameManager.PlayerSettings.GraphicsSettings.ScreenShake = 1f;
ship.Capabilities.PublishAbsorb(Hit(AbsorbLayer.Hull));
Expect("player's hull hit", 1, 1);
var effect = instance.GetComponentsInChildren<Prototype>(true).Single(p => !p.isOriginalPrototype);
var drawn = DrawAhead.Carried(ship, float3(1f, 0f, 2f), ActionGameManager.Clock.Lead);
if (abs(effect.transform.position.x - drawn.x) > 1e-3f || abs(effect.transform.position.z - drawn.z) > 1e-3f)
throw new InvalidOperationException("The hull effect is not at the drawn impact point.");
ActionGameManager.PlayerSettings.GraphicsSettings.ScreenShake = 0f;
ship.Capabilities.PublishAbsorb(Hit(AbsorbLayer.Hull));
Expect("hull hit at ScreenShake 0", 2, 1);
ActionGameManager.PlayerSettings.GraphicsSettings.ScreenShake = 1f;
manager.CurrentEntity = other;
ship.Capabilities.PublishAbsorb(Hit(AbsorbLayer.Hull));
Expect("hull hit on another ship", 3, 1);
manager.CurrentEntity = ship;
ship.Capabilities.PublishAbsorb(Hit(AbsorbLayer.Shield));
Expect("player's shield hit", 3, 2);
Debug.Log("IMPACT_PRESENTER_SMOKE ok effects=3 impulses=2");
return new[] { feedbackObject, effectObject, managerObject, instanceObject };
}
private static void Clean(GameObject[] objects, string work)
{
if (objects != null)
foreach (var go in objects)
if (go != null) UnityEngine.Object.DestroyImmediate(go);
try { if (Directory.Exists(work)) Directory.Delete(work, true); }
catch (Exception error) { Debug.LogWarning($"Impact presenter smoke left {work}: {error.Message}"); }
}
}

View file

@ -8,27 +8,18 @@ using UnityEngine;
// playground-cut.md fork L: "presentation is chosen per item, independently of capability... one
// presentation... can visualize any subset of an item's capabilities"). This binder has no knowledge
// of FieldDriver or any other concrete presentation, and no knowledge of what publishes events --
// today the FieldShieldTest scene calls Bind() directly; a real capability owner will do the same
// later without this binder changing.
// EntityInstance binds every entity's events, and the FieldShieldTest scene binds its stand-in sim's the same way.
public class CapabilityPresentationBinder : MonoBehaviour
{
private readonly List<IDisposable> _subscriptions = new List<IDisposable>();
private Func<FloatingBodyId, Transform> _grabTargetResolver;
private Func<FloatingBodyId, Vector3> _grabInitialVelocityResolver;
// Subscribes every presenter interface implemented by components on this object or its children to
// the matching stream of `events`. `grabTargetResolver`/`grabInitialVelocityResolver` resolve a
// GrabEvent's target id to the live Transform/velocity a grab presenter needs; the owner
// of `events` supplies them (the test scene today; the real pickup capability's caller later).
public void Bind(CapabilityEvents events, Func<FloatingBodyId, Transform> grabTargetResolver = null,
Func<FloatingBodyId, Vector3> grabInitialVelocityResolver = null)
// the matching stream of `events`.
public void Bind(CapabilityEvents events)
{
Unbind();
if (events == null) return;
_grabTargetResolver = grabTargetResolver;
_grabInitialVelocityResolver = grabInitialVelocityResolver;
foreach (var presenter in GetComponentsInChildren<IAbsorbPresenter>(true))
{
var p = presenter;
@ -38,12 +29,7 @@ public class CapabilityPresentationBinder : MonoBehaviour
foreach (var presenter in GetComponentsInChildren<IGrabPresenter>(true))
{
var p = presenter;
_subscriptions.Add(events.Grab.Subscribe(e =>
{
var target = _grabTargetResolver?.Invoke(e.Target);
var velocity = _grabInitialVelocityResolver?.Invoke(e.Target) ?? Vector3.zero;
p.Grab(e, target, velocity);
}));
_subscriptions.Add(events.Grab.Subscribe(e => p.Grab(e)));
}
foreach (var presenter in GetComponentsInChildren<IMeleePresenter>(true))
@ -63,8 +49,6 @@ public class CapabilityPresentationBinder : MonoBehaviour
{
foreach (var s in _subscriptions) s.Dispose();
_subscriptions.Clear();
_grabTargetResolver = null;
_grabInitialVelocityResolver = null;
}
private void OnDisable() => Unbind();

View file

@ -10,13 +10,10 @@ public interface IAbsorbPresenter
void Absorb(AbsorbEvent e);
}
// Grab needs a live Transform to animate, which the engine-free GrabEvent cannot carry (its
// Target is a plain identity, not a Unity reference). The binder resolves the id through a
// delegate supplied by the event source's owner and hands the presenter the result, along with the
// initial velocity the target was already moving with (also owner-supplied, for the same reason).
// Presenters read the event and the simulated pose, never a Transform the sim does not own.
public interface IGrabPresenter
{
void Grab(GrabEvent e, Transform target, Vector3 initialVelocity);
void Grab(GrabEvent e);
}
public interface IMeleePresenter

View file

@ -63,11 +63,7 @@ public class FieldDriver : MonoBehaviour, IAbsorbPresenter, IGrabPresenter, IMel
// public float GrabScaleAnimationExponent = .5f;
[Inspectable]
public float GrabExtendTime;
[Inspectable]
public float GrabEnvelopTime;
[Inspectable]
public float GrabPullTime;
public float TendrilTipScale = 1;
[Inspectable]
public RectTransform.Axis RefractionAxis = RectTransform.Axis.Horizontal;
@ -81,29 +77,17 @@ public class FieldDriver : MonoBehaviour, IAbsorbPresenter, IGrabPresenter, IMel
private float _meleeTime;
private bool _meleeActive;
private MeshCollider _collider;
private Transform _grabObject;
private Vector3 _grabObjectStartPos;
private Vector3 _grabObjectStartTendrilBasePos;
private Vector3 _grabObjectEndPos;
private Vector3 _grabObjectVelocity;
private float _grabObjectScale;
private bool _grabbing;
private GrabPhase _grabPhase;
private float _grabTime;
private TendrilPhase _grabPhase;
private float _phaseDuration;
private Vector3 _grabStart;
private Vector3 _grabStartTendrilBase;
private Vector3 _tendrilBasePos;
private Vector3 _tendrilBendTarget;
private Vector3 _tendrilTargetPos;
private float _fadePoint;
// Named distinctly from the global GrabPhase (CapabilityEvents.cs): this is FieldDriver's own
// internal tendril-animation timing, still owned here until a real pickup capability exists to
// publish per-phase GrabEvent transitions (see Grab(GrabEvent, Transform, Vector3) below).
private enum TendrilPhase
{
Extend,
Envelop,
Pull
}
private struct FieldHit
{
public float3 Position;
@ -181,32 +165,41 @@ public class FieldDriver : MonoBehaviour, IAbsorbPresenter, IGrabPresenter, IMel
_meleeTime = 0;
}
public bool CanGrab => _grabObject == null;
public void GrabObject(Transform t, Vector3 v)
{
_grabPhase = TendrilPhase.Extend;
_grabObject = t;
_grabObjectStartPos = t.position;
_grabObjectVelocity = v;
_grabObjectScale = t.localScale.x;
_tendrilBasePos = _grabObjectStartTendrilBasePos = _collider.ClosestPoint(_grabObjectStartPos);
_fadePoint = .999f;
}
// IAbsorbPresenter: delegates straight to the existing hit-buffer mechanism. e.DamageType is not
// read -- the field shield has no per-damage-type visual today; it rides along in the event for
// presentations that do vary by type (the mask itself is absorb-capability data, out of scope here).
public void Absorb(AbsorbEvent e) => AddHit(e.Position, e.Direction, e.Magnitude);
// IGrabPresenter: only the Started phase does anything today. FieldDriver still times the
// extend/envelop/pull animation itself (TendrilPhase above, driven by GrabExtendTime/
// GrabEnvelopTime/GrabPullTime) because no capability yet publishes those phase transitions;
// once one does, this is where FieldDriver would react to Envelop/Pull/Completed/Cancelled too.
public void Grab(GrabEvent e, Transform target, Vector3 initialVelocity)
// IGrabPresenter: the simulation owns the grab; this draws the tendril from the events alone. Started records
// where the item is held and where the tendril leaves the field; Extend, Envelop and Pull set the phase and
// restart the real-time phase clock over the event's duration (it clamps at 1 until the next event, so a
// slowed simulation stretches the wait, not the animation); Completed and Cancelled end it.
public void Grab(GrabEvent e)
{
if (e.Phase == GrabPhase.Started && target != null)
GrabObject(target, initialVelocity);
switch (e.Phase)
{
case GrabPhase.Started:
_grabbing = true;
_grabPhase = GrabPhase.Started;
_grabStart = e.TargetPosition.ToUnity();
_tendrilBasePos = _grabStartTendrilBase = _collider.ClosestPoint(_grabStart);
_tendrilTargetPos = _grabStart;
_fadePoint = .999f;
break;
case GrabPhase.Extend:
case GrabPhase.Envelop:
case GrabPhase.Pull:
if (!_grabbing) break;
_grabPhase = e.Phase;
_grabTime = 0;
_phaseDuration = e.PhaseDuration;
break;
case GrabPhase.Completed:
case GrabPhase.Cancelled:
_grabbing = false;
_field.SetFloat("_TendrilInfluence", 0);
break;
}
}
// IMeleePresenter: the field shield's swing shape comes from its own authored curves
@ -277,74 +270,47 @@ public class FieldDriver : MonoBehaviour, IAbsorbPresenter, IGrabPresenter, IMel
}
if(_grabObject != null)
if (_grabbing && _grabPhase != GrabPhase.Started)
{
_grabTime += Time.deltaTime / _grabPhase switch
_grabTime = min(1, _grabTime + Time.deltaTime / max(_phaseDuration, 1e-4f));
_tendrilBasePos = damp(_tendrilBasePos.ToCultMath(), _tendrilTargetPos.ToCultMath(), TendrilBaseDamping, Time.deltaTime).ToUnity();
switch (_grabPhase)
{
TendrilPhase.Extend => GrabExtendTime,
TendrilPhase.Envelop => GrabEnvelopTime,
TendrilPhase.Pull => GrabPullTime,
_ => throw new ArgumentOutOfRangeException()
};
if (_grabTime > 1)
{
_grabTime = 0;
if (_grabPhase == TendrilPhase.Envelop)
{
_grabObjectEndPos = _grabObject.position;
}
if (_grabPhase == TendrilPhase.Pull)
{
Destroy(_grabObject.gameObject);
_grabObject = null;
_field.SetFloat("_TendrilInfluence", 0);
}
else _grabPhase++;
}
if (_grabObject != null)
{
_tendrilBasePos = damp(_tendrilBasePos.ToCultMath(), _grabObject.position.ToCultMath(), TendrilBaseDamping, Time.deltaTime).ToUnity();
switch (_grabPhase)
{
case TendrilPhase.Extend:
_tendrilBendTarget = _grabObjectStartPos;
_grabObject.position += _grabObjectVelocity * Time.deltaTime;
_tendrilTargetPos = lerp(
lerp(_grabObjectStartTendrilBasePos.ToCultMath(), _grabObjectStartPos.ToCultMath(), _grabTime),
lerp(_grabObjectStartPos.ToCultMath(), _grabObject.position.ToCultMath(), _grabTime),
pow(_grabTime, TendrilExtensionExponent)).ToUnity();
_field.SetFloat("_TendrilInfluence", pow(_grabTime, TendrilExtendBaseAnimationExponent));
_field.SetFloat("_TendrilSize", lerp(TendrilBaseRadius/2,TendrilBaseRadius,pow(_grabTime, TendrilExtendBaseAnimationExponent)));
_field.SetFloat("_TendrilRadius", _grabObjectScale * pow(_grabTime, TendrilTipRadiusAnimationExponent) * TendrilTipRadius);
break;
case TendrilPhase.Envelop:
_tendrilBendTarget = _grabObjectStartPos;
_tendrilTargetPos = _grabObject.position += _grabObjectVelocity * Time.deltaTime * (1-_grabTime);
_field.SetFloat("_TendrilInfluence", 1);
_field.SetFloat("_TendrilSize", TendrilBaseRadius);
_field.SetFloat("_TendrilRadius", _grabObjectScale * TendrilTipRadius);
break;
case TendrilPhase.Pull:
_tendrilTargetPos = _grabObject.position = lerp(_grabObjectEndPos.ToCultMath(), transform.position.ToCultMath(), _grabTime*_grabTime).ToUnity();
_tendrilBendTarget = lerp(_grabObjectStartPos.ToCultMath(), _grabObjectEndPos.ToCultMath(), _grabTime*_grabTime).ToUnity();
if (_fadePoint > .99 && transform.InverseTransformPoint(_grabObject.position).sqrMagnitude < 1)
_fadePoint = _grabTime;
_field.SetFloat("_TendrilInfluence", pow(smoothstep(1, _fadePoint, _grabTime), TendrilFadeExponent));
_field.SetFloat("_TendrilSize", TendrilBaseRadius);
_field.SetFloat("_TendrilRadius", _grabObjectScale * TendrilTipRadius);
break;
default:
throw new ArgumentOutOfRangeException();
}
var tendrilRadii = EnvelopeRadiiOrFallback();
_field.SetVector("_TendrilBase", Vector3.Scale(transform.InverseTransformPoint(_tendrilBasePos).normalized, tendrilRadii));
_field.SetVector("_TendrilBend", Vector3.Scale(transform.InverseTransformPoint(_tendrilBendTarget), tendrilRadii));
_field.SetVector("_TendrilTarget", Vector3.Scale(transform.InverseTransformPoint(_tendrilTargetPos), tendrilRadii));
case GrabPhase.Extend:
_tendrilBendTarget = _grabStart;
_tendrilTargetPos = lerp(
lerp(_grabStartTendrilBase.ToCultMath(), _grabStart.ToCultMath(), _grabTime),
_grabStart.ToCultMath(),
pow(_grabTime, TendrilExtensionExponent)).ToUnity();
_field.SetFloat("_TendrilInfluence", pow(_grabTime, TendrilExtendBaseAnimationExponent));
_field.SetFloat("_TendrilSize", lerp(TendrilBaseRadius/2,TendrilBaseRadius,pow(_grabTime, TendrilExtendBaseAnimationExponent)));
_field.SetFloat("_TendrilRadius", TendrilTipScale * pow(_grabTime, TendrilTipRadiusAnimationExponent) * TendrilTipRadius);
break;
case GrabPhase.Envelop:
_tendrilBendTarget = _grabStart;
_tendrilTargetPos = _grabStart;
_field.SetFloat("_TendrilInfluence", 1);
_field.SetFloat("_TendrilSize", TendrilBaseRadius);
_field.SetFloat("_TendrilRadius", TendrilTipScale * TendrilTipRadius);
break;
case GrabPhase.Pull:
// The curve of Zone's held pose (Zone.HeldPull): the tip rides the item the simulation pulls in.
_tendrilTargetPos = lerp(_grabStart.ToCultMath(), transform.position.ToCultMath(), Zone.HeldPull(_grabTime)).ToUnity();
_tendrilBendTarget = _grabStart;
if (_fadePoint > .99 && transform.InverseTransformPoint(_tendrilTargetPos).sqrMagnitude < 1)
_fadePoint = _grabTime;
_field.SetFloat("_TendrilInfluence", pow(smoothstep(1, _fadePoint, _grabTime), TendrilFadeExponent));
_field.SetFloat("_TendrilSize", TendrilBaseRadius);
_field.SetFloat("_TendrilRadius", TendrilTipScale * TendrilTipRadius);
break;
}
var tendrilRadii = EnvelopeRadiiOrFallback();
_field.SetVector("_TendrilBase", Vector3.Scale(transform.InverseTransformPoint(_tendrilBasePos).normalized, tendrilRadii));
_field.SetVector("_TendrilBend", Vector3.Scale(transform.InverseTransformPoint(_tendrilBendTarget), tendrilRadii));
_field.SetVector("_TendrilTarget", Vector3.Scale(transform.InverseTransformPoint(_tendrilTargetPos), tendrilRadii));
}
}
private float almostIdentity( float x )
{
return x*x*(2.0f-x);
@ -358,7 +324,7 @@ public class FieldDriver : MonoBehaviour, IAbsorbPresenter, IGrabPresenter, IMel
private const int GIZMO_STEPS = 16;
private void OnDrawGizmosSelected()
{
if (_grabObject != null)
if (_grabbing)
{
Vector3 previous = _tendrilBasePos;
for (int i = 1; i <= GIZMO_STEPS; i++)

View file

@ -58,6 +58,7 @@ public class ItemPickup : MonoBehaviour
var viewAngle = acos(dot(toThis, ViewDirection)) * Mathf.Rad2Deg;
if (length(diff) < LabelDisplayMaxDistance && viewAngle < LabelDisplayAngle)
_displayTime = Time.time;
if (_floating?.Holder != null) _displayTime = Time.time;
var targetAlpha = Time.time - _displayTime < LabelPersistDuration ? 1 : 0;
var c = ScanLabel.color;
c.a = c.a + sign(targetAlpha - c.a) * (Time.deltaTime / LabelFadeDuration);

View file

@ -1,22 +1,51 @@
using System;
using UnityEngine;
using CultMath.UnityBridge;
public class TractorBeam : MonoBehaviour
// Presents the ship's grab: while the simulation holds an item, the beam looks along the ground-plane vector to the
// point the item was held from and emits at Power. Zone pulls the held item along the segment from the ship to that
// point (docs/aetheria-release-map.md L11), which is why GrabEvent.TargetPosition on Started is the exact aim and no
// pose lookup is needed. Idle, the beam turns with Direction and emits nothing. The simulation decides every grab fact.
public class TractorBeam : MonoBehaviour, IGrabPresenter
{
public ParticleSystem ParticleSystem;
public float Radius;
public float Traction;
public float Distance;
public float Power { get; set; }
public Vector3 Direction { get; set; }
private bool _grabbing;
private Vector3 _heldPoint;
private Vector3 _heldDirection;
// Cancelled can carry no position (a vanished item), so only Started is read for one.
public void Grab(GrabEvent e)
{
switch (e.Phase)
{
case GrabPhase.Started:
_grabbing = true;
_heldPoint = e.TargetPosition.ToUnity();
_heldDirection = Direction;
break;
case GrabPhase.Completed:
case GrabPhase.Cancelled:
_grabbing = false;
break;
}
}
public void Update()
{
transform.rotation = Quaternion.LookRotation(Direction);
// The beam draws nothing until it presents a sim grab (loot-3): no particles, and no pull; the simulation
// decides every floating item's motion.
var look = Direction;
if (_grabbing)
{
var toHeld = _heldPoint - transform.position;
toHeld.y = 0;
if (toHeld.sqrMagnitude > 1e-6f) _heldDirection = toHeld;
look = _heldDirection;
}
transform.rotation = Quaternion.LookRotation(look);
var emission = ParticleSystem.emission;
emission.rateOverTimeMultiplier = 0;
emission.rateOverTimeMultiplier = _grabbing ? Power : 0;
}
}
}

View file

@ -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<WeaponData>().First().RatedRangeDamagePerSecond(targetDistance);
if (dps > bestTargetDps)
{
bestTargetDps = dps;
bestTargetItem = targetItem;
bestTargetItem = reveal.Item;
}
}
_agent.Ship.TrySelectTargetItem(bestTargetItem);

View file

@ -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, PerRound(Damage.Max, Count.Max), ChargeFiringDamageMultiplier, MinRange.Max, Range.Max,
Cooldown.Max, ChargeTime.Max, range);
}
public class ChargedWeapon : InstantWeapon
@ -75,13 +84,14 @@ public class ChargedWeapon : InstantWeapon
// authored charge-up speed IS its sustained rate of fire, not a second, disconnected number.
protected override float RateOverride => Evaluate(_data.ChargeEnergy);
public override float DamagePerSecond => Damage * _data.ChargeFiringDamageMultiplier / (Cooldown + ChargeTime);
// The charge multiplier lives in the formula alone: Damage is lerped by charge for the shot itself (UpdateStats), so the
// live reads take the uncharged damage, and a nominal weapon reads its design's rated figure at every charge.
private float _unchargedDamage;
public override float DamagePerSecond => _unchargedDamage * _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, _unchargedDamage, _data.ChargeFiringDamageMultiplier,
MinRange, Range, Cooldown, ChargeTime, range);
}
public event Action OnStartCharging;
@ -121,6 +131,7 @@ public class ChargedWeapon : InstantWeapon
ChargeTime = Evaluate(_data.ChargeTime);
ChargeEnergy = Evaluate(_data.ChargeEnergy);
ChargeHeat = Evaluate(_data.ChargeHeat);
_unchargedDamage = Damage;
Damage *= lerp(1, _data.ChargeFiringDamageMultiplier, saturate(_charge));
Heat *= lerp(1, _data.ChargeFiringHeatMultiplier, saturate(_charge));
Spread *= lerp(1, _data.ChargeFiringSpreadMultiplier, saturate(_charge));

View file

@ -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;

View file

@ -30,6 +30,17 @@ 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. A burst's round carries its share of the totals: PerRound, the one divisor
// UpdateStats and the rated read both use.
internal static float PerRound(float total, float burstCount) => total / (int) burstCount;
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, PerRound(Damage.Max, Count.Max), MinRange.Max, Range.Max, Cooldown.Max, range);
}
public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerConsumer
@ -61,7 +72,7 @@ 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
@ -129,9 +140,9 @@ public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerCo
BurstTime = Evaluate(_data.BurstTime);
Cooldown = Evaluate(_data.Cooldown);
Damage /= (int) BurstCount;
Heat /= (int) BurstCount;
Energy /= (int) BurstCount;
Damage = InstantWeaponData.PerRound(Damage, BurstCount);
Heat = InstantWeaponData.PerRound(Heat, BurstCount);
Energy = InstantWeaponData.PerRound(Energy, BurstCount);
}
// Cut 4 (docs/stats-and-power-cut.md §7 Q4): capacity and rate, resolved fresh rather than off the cached

View file

@ -71,6 +71,13 @@ 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);
[IgnoreMember]
public float RatedRange => Range.Max;
}
public abstract class Weapon : Behavior, IActivatedBehavior

View file

@ -103,7 +103,27 @@ 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<LaunchSuppressor>())
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): per equipped item, the
// equippable class every act of that item is stamped with (SetSignature, Emit, ReceivePaint). The hull is the
// item EquippedHull, so its claim lives in the same slot as every other: the hull class its own acts carry and
// the profile an observer derives (ClaimedHull) are one value. 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 the slots. Aim, damage and physics keep the truth.
private readonly Dictionary<EquippedItem, EquippableItemData> _itemClaims = new Dictionary<EquippedItem, EquippableItemData>();
public HullData ClaimedHull => (ClaimOf(EquippedHull) as HullData) ?? HullData;
public EquippableItemData ClaimOf(EquippedItem item) =>
item == null ? null : _itemClaims.TryGetValue(item, out var claimed) ? claimed : item.Data;
internal void Claim(HullData hull) => Claim(EquippedHull, hull);
internal void Claim(EquippedItem item, EquippableItemData claimed)
{
// One hull class in the book: a hull class is claimed by the hull and only by the hull, whichever side asks.
if (claimed != null && (item == EquippedHull) != (claimed is HullData))
throw new ArgumentException("Only the hull claims a hull class, and the hull claims nothing else.", nameof(claimed));
if (claimed == null) _itemClaims.Remove(item);
else _itemClaims[item] = claimed;
}
public readonly ReactiveDictionary<Entity, float> EntityInfoGathered = new ReactiveDictionary<Entity, float>();
@ -868,6 +888,7 @@ public abstract class Entity
_pingReturns.Clear();
_emissions.Clear();
_reveals.Clear();
_itemClaims.Clear();
}
// Zone.Update runs this on every entity before any entity updates, so a paint made during tick N is published
@ -880,7 +901,7 @@ 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 +921,17 @@ 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 +939,14 @@ 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<EquippedItem, Reveal>();
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 +978,31 @@ public abstract class Entity
public IEnumerable<Reveal> RevealsOf(Entity subject) =>
_reveals.TryGetValue(subject, out var book) ? book.Values : Enumerable.Empty<Reveal>();
// The weapons this observer believes `subject` has: each reveal whose claimed class carries a weapon behaviour, in the
// subject's equipment order (never the book's slot order, which follows when reveals were made and ended). 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<Reveal> RevealedWeapons(Entity subject) =>
RevealsOf(subject).Where(r => r.Claimed != null && r.Claimed.Behaviors.Any(b => b is WeaponData))
.OrderBy(r => FittedIndex(subject, r.Item)).ThenBy(r => r.Item.EquippableItem.Lot);
// A revealed item's place in the subject's equipment; gear the subject no longer carries follows all fitted gear
// (ties among it fall to the lot, a stable id), never ahead of it.
private static int FittedIndex(Entity subject, EquippedItem item)
{
var index = subject.Equipment.IndexOf(item);
return index < 0 ? int.MaxValue : index;
}
// The weapon rows of `subject`'s schematic as this ship reads it: its own equipment when `subject` is this ship (each
// row its own data and live range, nothing to doubt about your own ship), otherwise RevealedWeapons (each row the
// claimed class and that design's rated range). The one owner of which rows, which class and which range an
// enemy schematic shows; the Unity SchematicDisplay renders it.
public IEnumerable<SchematicRow> SchematicRows(Entity subject) =>
subject == this
? subject.Equipment.Where(i => i.Behaviors.Any(b => b.Data is WeaponData)).Select(i => new SchematicRow(i, i.Data, true))
: RevealedWeapons(subject).Select(r => new SchematicRow(r.Item, r.Claimed, false));
// 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 +1024,9 @@ 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 +1050,7 @@ 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 +1061,7 @@ 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

View file

@ -0,0 +1,44 @@
using static CultMath.math;
using static ItemRotation;
public sealed class LockOn : Scenario
{
public override string Name => "Lock On";
public override string Brief => "A hostile closes from out of sight, finds you and locks. Verify: no warning at first; once it locks, one " +
"indicator appears toward it and tightens as the lock grows; break line of sight or range and it vanishes; " +
"your own ping shows no incoming paint on its side, only the lock does.";
public override uint Seed => 113;
public override bool Ambient => false;
// The hostile starts about 4000 m off, to the side of the player's axis, facing the player. At that range its passive
// sensors hold no track of the player (the test asks the sim's own PassiveInfo against the detection threshold); the
// player sees the hostile a little sooner, at about tick 20. The hostile closes, sees the player some eight seconds in,
// and locks two ticks later. At Duel's 900 m (and at 600 m) it sees and locks within a second.
public static readonly CultMath.float2 HostileAt = float2(1500, 3700);
public override Galaxy Generate(GalaxyStage stage) => stage.Prelude(DemoTerminus.Cast);
public override void Stage(ScenarioStage stage)
{
var fighter = stage.Fit("Longinus",
("Cockpit 2x2", int2(2, 6), None),
("Large Drive", int2(1, 0), Reversed),
("Large Drive", int2(3, 0), Reversed),
("Talaria", int2(2, 14), CounterClockwise),
("Talaria", int2(3, 14), Clockwise),
("Core Power", int2(2, 4), None),
("GT 3K", int2(0, 5), None),
("GT 3K", int2(5, 5), None),
("FastBlast+-", int2(1, 8), None),
("FastBlast+-", int2(4, 8), None),
("Iapyx", int2(2, 2), CounterClockwise),
("Iapyx", int2(3, 2), Clockwise),
("not if i see you first", int2(3, 10), None),
("PotaT+-", int2(1, 5), None),
("Fire Control Array", int2(1, 6), Clockwise),
("Store-All Plus", int2(2, 8), None));
stage.Player(fighter, float2(0, 0), facing: float2(0, 1));
stage.Place(fighter, HostileAt, facing: normalize(-HostileAt), stance: ScenarioStance.Hostile, piloted: true);
}
}

View file

@ -0,0 +1,11 @@
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defaultReferences: []
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View file

@ -9,6 +9,6 @@ public static class Scenarios
public static readonly Scenario[] Tests =
{
new DjinniShakedown(), new StarvedReactor(), new Arcs(), new Duel(), new LauncherAngles(), new WeaponFeel(), new FusedRounds(), new RefusedRounds(), new AiFusedDiscipline(), new LongHaul(), new Pursuit(), new Crossing(), new Belt()
new DjinniShakedown(), new StarvedReactor(), new Arcs(), new Duel(), new LauncherAngles(), new WeaponFeel(), new FusedRounds(), new RefusedRounds(), new AiFusedDiscipline(), new LongHaul(), new Pursuit(), new Crossing(), new Belt(), new LockOn()
};
}

View file

@ -2,6 +2,7 @@
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using System.Linq;
using CultMath;
// Light signatures split by channel (ruling visibility-per-capability-reveal): an observer learns what a ship
@ -20,15 +21,19 @@ 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 +69,14 @@ 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;
}
}
@ -90,23 +98,53 @@ 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;
}
}
// One weapon row of a ship's schematic as its viewer is entitled to read it (aetheria-ew, classify-from-belief; ruling
// ew-claim-weapon-measure-ruled). Made only by Entity.SchematicRows. `Item` is the true item: the selection mark's key and,
// on the viewer's own ship, the live gear. `Claimed` is the class the row shows. The range label is the live range on
// the viewer's own ship and the claimed design's rated range on any other; the viewer never sees a target weapon's
// quality, wear or power. A renderer shows these and decides nothing.
public readonly struct SchematicRow
{
public readonly EquippedItem Item;
public readonly EquippableItemData Claimed;
private readonly bool _own;
internal SchematicRow(EquippedItem item, EquippableItemData claimed, bool own)
{
Item = item;
Claimed = claimed;
_own = own;
}
// What a renderer compares to know the rows changed. Range is a reading, not part of the key.
public (EquippedItem, EquippableItemData) Key => (Item, Claimed);
public float Range => _own
? Item.Behaviors.OfType<Weapon>().First().Range
: Claimed.Behaviors.OfType<WeaponData>().First().RatedRange;
}
// A subject's removal from a zone as the zone recorded it (death, dock, warp, any removal): where it was and how
// bright its light was (its Visibility at removal). Judged by each observer's Sense under the
// light-act gate; notification only, one tick long, it decides nothing.
@ -127,7 +165,9 @@ 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 +176,11 @@ 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;

View file

@ -394,6 +394,10 @@ public class Zone
// After StepClouds and before FireControl.Step: each floating item drifts as a KinematicBody on the zone's force
// and is removed once its lifetime has run out. A held item is neither integrated nor expired: it is placed
// between where it was claimed and its holder, now that the entities have moved.
// The curve a held item rides from where it was claimed to its holder: the one owner, which the test scene's
// stand-in sim and tendril call rather than spell again.
public static float HeldPull(float progress) => smoothstep(0f, 1f, progress);
private void StepFloatingItems(float deltaTime)
{
var settings = _itemManager.GameplaySettings;
@ -401,7 +405,7 @@ public class Zone
{
if (floating.Holder != null)
{
floating.Body.Position = lerp(floating.HeldFrom, floating.Holder.Position.xz, smoothstep(0f, 1f, floating.HeldProgress));
floating.Body.Position = lerp(floating.HeldFrom, floating.Holder.Position.xz, HeldPull(floating.HeldProgress));
continue;
}
floating.Body.Step(deltaTime, GetForce(floating.Body.Position), settings);

View file

@ -26,6 +26,10 @@ public class FieldTester : MonoBehaviour
public Camera Camera;
public FieldDriver TestField;
public PropertiesPanel Properties;
// The scene's slow viewing timings for a grab, published as the events' phase durations.
public float GrabExtendTime;
public float GrabEnvelopTime;
public float GrabPullTime;
private AetheriaInput _input;
private bool _forceThrust;
@ -49,6 +53,14 @@ public class FieldTester : MonoBehaviour
private List<(float lerp, float time, Transform transform)> _pickups = new List<(float lerp, float time, Transform transform)>();
// This scene stands in for the simulation, so it owns its pickup's grab timeline and pose: one grab at a time.
private bool _grabbing;
private int _grabIndex;
private float _grabElapsed;
private float3 _grabStart;
private bool _envelopPublished;
private bool _pullPublished;
private void Start()
{
_input = new AetheriaInput();
@ -59,10 +71,7 @@ public class FieldTester : MonoBehaviour
if (binder == null)
Debug.LogError("FieldTester expects a CapabilityPresentationBinder on TestField's GameObject; no capability events will reach the field.");
else
binder.Bind(_capabilityEvents,
grabTargetResolver: id => (int) id.Value >= 0 && (int) id.Value < _pickups.Count ? _pickups[(int) id.Value].transform : null,
grabInitialVelocityResolver: id => Vector3.forward *
(PickupTravelDistance / lerp(PickupTravelTimeMin, PickupTravelTimeMax, _pickups[(int) id.Value].lerp)));
binder.Bind(_capabilityEvents);
// Impact absorption (fork L): what used to be FieldDriver's own click handler is now this
// scene's stand-in for whatever will eventually detect a hit and publish AbsorbEvent.
@ -99,12 +108,16 @@ public class FieldTester : MonoBehaviour
var click = pickup.GetComponent<ClickableCollider>();
click.OnClick += (collider, data, ray, hit) =>
{
if (!TestField.CanGrab) return;
if (_grabbing) return;
click.Clear();
var p = _pickups[i1];
_capabilityEvents.PublishGrab(new GrabEvent(new FloatingBodyId((uint) i1), GrabPhase.Started, p.transform.position.ToCultMath(), 0));
p.transform = null;
_pickups[i1] = p;
_grabbing = true;
_grabIndex = i1;
_grabElapsed = 0;
_envelopPublished = _pullPublished = false;
_grabStart = _pickups[i1].transform.position.ToCultMath();
var id = new FloatingBodyId((uint) i1);
_capabilityEvents.PublishGrab(new GrabEvent(id, GrabPhase.Started, _grabStart, 0));
_capabilityEvents.PublishGrab(new GrabEvent(id, GrabPhase.Extend, _grabStart, GrabExtendTime));
};
pickup.ScanLabelContainer.gameObject.SetActive(false);
@ -117,6 +130,45 @@ public class FieldTester : MonoBehaviour
}
}
// Publishes Envelop and Pull once each at their cumulative boundaries, holds the pickup still until the pull and
// then moves it along the same smoothstep as Zone's held pose, and ends with Completed and the pickup's removal.
private void AdvanceGrab()
{
_grabElapsed += Time.deltaTime;
var id = new FloatingBodyId((uint) _grabIndex);
var pullStart = GrabExtendTime + GrabEnvelopTime;
if (!_envelopPublished && _grabElapsed >= GrabExtendTime)
{
_envelopPublished = true;
_capabilityEvents.PublishGrab(new GrabEvent(id, GrabPhase.Envelop, _grabStart, GrabEnvelopTime));
}
if (!_pullPublished && _grabElapsed >= pullStart)
{
_pullPublished = true;
_capabilityEvents.PublishGrab(new GrabEvent(id, GrabPhase.Pull, _grabStart, GrabPullTime));
}
var pickup = _pickups[_grabIndex].transform;
pickup.position = PulledPosition(_grabStart, TestField.transform.position.ToCultMath(), _grabElapsed,
GrabExtendTime, GrabEnvelopTime, GrabPullTime).ToUnity();
if (_pullPublished && PullProgress(_grabElapsed, GrabExtendTime, GrabEnvelopTime, GrabPullTime) >= 1)
{
_capabilityEvents.PublishGrab(new GrabEvent(id, GrabPhase.Completed, pickup.position.ToCultMath(), 0));
Destroy(pickup.gameObject);
var p = _pickups[_grabIndex];
p.transform = null;
_pickups[_grabIndex] = p;
_grabbing = false;
}
}
// How far along the pull a grab is `elapsed` seconds in: 0 through Extend and Envelop, then 0..1 over the pull.
public static float PullProgress(float elapsed, float extend, float envelop, float pull) =>
saturate((elapsed - extend - envelop) / max(pull, 1e-4f));
// Where the stand-in sim holds its pickup: still through Extend and Envelop, then along Zone's held-pose curve.
public static float3 PulledPosition(float3 start, float3 holder, float elapsed, float extend, float envelop, float pull) =>
lerp(start, holder, Zone.HeldPull(PullProgress(elapsed, extend, envelop, pull)));
private void Update()
{
var move = _forceThrust ? float2(0,1) : _input.Player.Move.ReadValue<Vector2>().ToCultMath();
@ -144,10 +196,12 @@ public class FieldTester : MonoBehaviour
_capabilityEvents.PublishThrust(new ThrustEvent(_push, min(length(_push), 1), float2(_frontTwist, _rearTwist)));
if (_grabbing) AdvanceGrab();
for (var i = 0; i < _pickups.Count; i++)
{
var (l, time, t) = _pickups[i];
if (t == null) continue;
if (t == null || (_grabbing && i == _grabIndex)) continue;
time = frac(time + Time.deltaTime / lerp(PickupTravelTimeMin, PickupTravelTimeMax, l));
t.localScale = Vector3.one * lerp(PickupSizeMin, PickupSizeMax, l) * Zone.PowerPulse(time - .5f, ScaleExponent);
t.position = new Vector3(t.position.x, t.position.y, (time - .5f) * PickupTravelDistance);

View file

@ -58,7 +58,8 @@ public class SchematicDisplay : MonoBehaviour
public class SchematicDisplayItem
{
public EquippedItem Item;
// The row Entity.SchematicRows derived: which item, which class and which range it shows.
public SchematicRow Row;
public SchematicListElement ListElement;
public IProgressBehavior Cooldown;
// public ItemUsage ItemUsage;
@ -93,15 +94,12 @@ 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<EquippedItem> RevealedWeapons() => _player.RevealsOf(_entity).Select(r => r.Item).Where(IsWeapon);
// Which rows, which class and which range label are Entity.SchematicRows' decision (aetheria-ew, classify-from-belief);
// this display only renders them.
private IEnumerable<SchematicRow> WeaponRows() => (_player ?? _entity).SchematicRows(_entity);
private void ReturnRows()
{
@ -111,21 +109,21 @@ public class SchematicDisplay : MonoBehaviour
_schematicItems = null;
}
private void BuildRows(IEnumerable<EquippedItem> items)
private void BuildRows(IEnumerable<SchematicRow> rows)
{
_schematicItems = items
_schematicItems = rows
.Select(x => new SchematicDisplayItem
{
Item = x,
Row = x,
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.Row.Claimed is WeaponItemData weaponItemData)
x.ListElement.ShowWeapon(weaponItemData);
//x.ListElement.Label.text = x.Item.EquippableItem.Name;
if (!_enemy)
@ -197,10 +195,10 @@ 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().Select(r => r.Key).SequenceEqual(_schematicItems.Select(x => x.Row.Key)))
{
ReturnRows();
BuildRows(RevealedWeapons());
BuildRows(WeaponRows());
}
// Cut 2 (docs/fire-control-cut.md): marks whichever row is the player's current aim point.
@ -208,7 +206,7 @@ public class SchematicDisplay : MonoBehaviour
// as info decays, with no event to hook.
if (_enemy && _schematicItems != null)
foreach (var x in _schematicItems)
x.ListElement.SetSelected(x.Item == _player.ResolvedTargetItem);
x.ListElement.SetSelected(x.Row.Item == _player.ResolvedTargetItem);
if(VisibilityLabel && !_enemy)
VisibilityLabel.text = ((int)_entity.Visibility).ToString();
@ -226,11 +224,11 @@ public class SchematicDisplay : MonoBehaviour
{
if (!_enemy)
{
var itemData = _entity.ItemManager.GetData(x.Item.EquippableItem);
x.ListElement.HeatFill.anchorMax = new Vector2(unlerp(itemData.MinimumTemperature, itemData.MaximumTemperature, x.Item.Temperature), 0);
var itemData = _entity.ItemManager.GetData(x.Row.Item.EquippableItem);
x.ListElement.HeatFill.anchorMax = new Vector2(unlerp(itemData.MinimumTemperature, itemData.MaximumTemperature, x.Row.Item.Temperature), 0);
if (x.Cooldown != null)
x.ListElement.CooldownFill.anchorMax = new Vector2(x.Cooldown.Progress, 1);
x.ListElement.DurabilityLabel.text = $"{(int)(x.Item.EquippableItem.Durability / itemData.Durability * 100)}%";
x.ListElement.DurabilityLabel.text = $"{(int)(x.Row.Item.EquippableItem.Durability / itemData.Durability * 100)}%";
if (x.Weapon.WeaponData.AmmoType.IsSet())
{
if(x.Weapon.WeaponData.MagazineSize > 1)
@ -240,11 +238,8 @@ public class SchematicDisplay : MonoBehaviour
}
}
if (x.Weapon.WeaponData != null)
{
if(x.ListElement.RangeLabel)
x.ListElement.RangeLabel.text = ((int) x.Weapon.Range).ToString();
}
if (x.ListElement.RangeLabel)
x.ListElement.RangeLabel.text = ((int) x.Row.Range).ToString();
}
}
}

BIN
GameData/Aetheria.cc (Stored with Git LFS)

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@ -0,0 +1,464 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
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 };
// A damage curve that falls from 1 to .2 over the range span, so every range argument lands on a different factor.
private static BezierCurve Falloff() => new BezierCurve { Keys = new[] { float4(0, 1, 0, 0), float4(1, .2f, 0, 0) } };
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 hull's claim is its own item's claim: the hull's acts (a Reflector's reflection, a launch flash, the hull as the
// item of any signature) carry the class the profile reports, so the book never holds the true hull beside a decoy.
// Mutation: ClaimedHull reads a slot of its own, or Claim(HullData) writes one.
[Fact]
public void AHullClaimReachesTheHullsOwnReveal()
{
var e = Add(float3(30, 0, 40), new[] { "Gun" });
var o = Add(float3(0, 0, 0), new[] { "Eye" });
var decoy = new HullData { Name = "Decoy" };
e.Claim(decoy);
Assert.Same(decoy, e.ClaimOf(e.EquippedHull));
Assert.Same(decoy, e.ClaimedHull);
e.SetSignature(new object(), SignatureChannel.LaunchFlash, 1000000f, e.EquippedHull);
Tick(.1f);
var reveal = Assert.Single(o.RevealsOf(e), r => r.Item == e.EquippedHull);
Assert.Same(decoy, reveal.Claimed);
o.EntityInfoGathered[e] = .8f;
Assert.Same(reveal.Claimed, o.ContactOf(e).Profile);
e.Claim(null);
Assert.Same(e.HullData, e.ClaimedHull);
Assert.Same(e.HullData, e.ClaimOf(e.EquippedHull));
}
[Fact]
public void TheHullCanOnlyClaimToBeAHull()
{
var e = Add(float3(30, 0, 40), new[] { "Gun" });
Assert.Throws<System.ArgumentException>(() => e.Claim(e.EquippedHull, DataOf("Eye")));
Assert.Same(e.HullData, e.ClaimedHull);
}
// ---- 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, a falling curve and a MinRange above 0, so reading a Min, scaling the range argument, the wrong
// stat or the wrong operator changes the answer. At 70 the range factor is (70 - 20) / (120 - 20) = .5.
// Mutation: any rated override reads Range.Min or MinRange.Min or a Min, drops the burst divisor, the charge
// multiplier or the charge time; the shared formula scales its range argument.
[Fact]
public void ARatedFigureIsTheDesignsMaxThroughTheSharedFormula()
{
var curve = Falloff();
var half = curve.Evaluate(.5f);
Assert.NotEqual(half, curve.Evaluate(1f)); // the Range.Min and halved-range mutants land elsewhere on the curve
Assert.NotEqual(half, curve.Evaluate(.15f));
Assert.NotEqual(half, curve.Evaluate(70f / 120f));
var instant = Spanned(new InstantWeaponData());
Assert.Equal(100f / 2 * half / 2, instant.RatedRangeDamagePerSecond(70f), 4); // 100 / 2 rounds, curve, / 2 s
Assert.Equal(120f, instant.RatedRange);
var charged = (ChargedWeaponData) Spanned(new ChargedWeaponData
{
ChargeTime = Span(1, 3), ChargeFiringDamageMultiplier = 2f
});
Assert.Equal(100f / 2 * 2 * half / (2 + 3), charged.RatedRangeDamagePerSecond(70f), 4);
var beam = Spanned(new ConstantWeaponData());
Assert.Equal(100f * half, beam.RatedRangeDamagePerSecond(70f), 4);
Assert.Equal(120f, beam.RatedRange);
}
// The rated read and the live read are one formula: a nominal weapon's live figure is its design's rated figure,
// for each kind, at ranges before, inside and past the falloff span, and equals the hand arithmetic.
// Mutation: a rated override with its own arithmetic, or a live read that drifts from the shared formula (the
// charged read's ChargeTime, the range, the curve).
[Fact]
public void ARatedFigureIsTheLiveFigureOfANominalWeapon()
{
var e = Add(float3(0, 0, 0), new[] { "SpanGun", "SpanCharged", "SpanBeam" });
Tick(.1f);
var curve = Falloff();
var expected = new Dictionary<string, Func<float, float>>
{
["SpanGun"] = at => 100f / 2 * curve.Evaluate(Math.Clamp((at - 20f) / 100f, 0f, 1f)) / 2,
["SpanCharged"] = at => 100f / 2 * 2 * curve.Evaluate(Math.Clamp((at - 20f) / 100f, 0f, 1f)) / (2 + 3),
["SpanBeam"] = at => 100f * curve.Evaluate(Math.Clamp((at - 20f) / 100f, 0f, 1f))
};
foreach (var item in e.Equipment.Where(i => i.Behaviors.Any(b => b is Weapon)))
{
var live = item.Behaviors.OfType<Weapon>().Single();
var rated = item.Data.Behaviors.OfType<WeaponData>().Single();
foreach (var at in new[] { 10f, 70f, 110f, 500f })
{
Assert.Equal(expected[item.Data.Name](at), live.RangeDamagePerSecond(at), 3);
Assert.Equal(live.RangeDamagePerSecond(at), rated.RatedRangeDamagePerSecond(at), 3);
}
}
}
// A charged weapon at full charge reads the same rated figure: the charge multiplier is applied once, in the formula
// (UpdateStats lerps the shot's damage by charge, so the live reads start from the uncharged damage). At range 10 the
// curve factor is 1: 100 / 2 rounds x 2 / (2 + 3) = 20. Mutation: the live reads pass the charge-lerped Damage.
[Fact]
public void AFullyChargedWeaponReadsItsRatedFigure()
{
var e = Add(float3(0, 0, 0), new[] { "SpanCharged" });
Tick(.1f);
var item = e.Equipment.Single(i => i.Data.Name == "SpanCharged");
var live = (ChargedWeapon) item.Behaviors.Single(b => b is ChargedWeapon);
var rated = item.Data.Behaviors.OfType<WeaponData>().Single();
typeof(ChargedWeapon).GetField("_charge", BindingFlags.Instance | BindingFlags.NonPublic).SetValue(live, 1f);
typeof(Weapon).GetMethod("UpdateStats", BindingFlags.Instance | BindingFlags.NonPublic).Invoke(live, null);
foreach (var at in new[] { 10f, 70f, 110f })
Assert.Equal(rated.RatedRangeDamagePerSecond(at), live.RangeDamagePerSecond(at), 3);
Assert.Equal(20f, live.DamagePerSecond, 3);
Assert.Equal(20f, live.RangeDamagePerSecond(10f), 3);
}
// ---- The schematic's rows (ruling ew-claim-weapon-measure-ruled; finding schematic-unreached) ----
// Wears a gun's Range to 95% (a shorter one is under the fuse arming distance and the gun is refused) so that, once it ticks, its live range (38) is not its design's rated range (40).
private void WearRange(Entity ship, EquippedItem gun)
{
var data = (InstantWeaponData) gun.Data.Behaviors.Single(b => b is InstantWeaponData);
ship.Resolver.AttachModifier(gun, data.Range, "worn", StatModifierType.Multiplier, .95f);
}
// The fixture's guard, read once the gun has ticked: its live range is not its design's rated range.
private static void AssertWorn(EquippedItem gun) =>
Assert.Equal(38f, gun.Behaviors.OfType<Weapon>().Single().Range, 2);
// The unclaimed enemy row is the true gun, with the gun's own rated range (Gun: 40) though the gun is worn to a live
// 38. Mutation: the row's Item.Data or the true live range stands in for the claim (also when Claimed == Data).
[Fact]
public void AnEnemySchematicRowDefaultsToTheTruth()
{
var e = Add(float3(30, 0, 40), new[] { "Gun" });
var o = Add(float3(0, 0, 0), new[] { "Eye" });
var gun = Guns(e)[0];
WearRange(e, gun);
Fire(e, gun);
AssertWorn(gun);
var row = Assert.Single(o.SchematicRows(e));
Assert.Same(gun, row.Item);
Assert.Same(gun.Data, row.Claimed);
Assert.Equal(40f, row.Range);
Assert.NotEqual(gun.Behaviors.OfType<Weapon>().Single().Range, row.Range);
}
// A weapon claimed as another weapon shows the claimed design's rated range (SpanGun: Range.Max 120), not the true
// gun's 40. Mutation: Range reads the true item, or the claimed stat's Min (50), or scales the figure.
[Fact]
public void AWeaponClaimedAsAnotherWeaponShowsTheClaimedRatedRange()
{
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("SpanGun");
e.Claim(gun, other);
Fire(e, gun);
var row = Assert.Single(o.SchematicRows(e));
Assert.Same(gun, row.Item);
Assert.Same(other, row.Claimed);
Assert.Equal(120f, row.Range);
}
// Mutation: the rows are the book's reveals (RevealsOf) or the subject's equipment.
[Fact]
public void AWeaponClaimedAsANonWeaponHasNoSchematicRow()
{
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.SchematicRows(e));
Assert.Single(o.RevealsOf(e));
}
// Unrevealed gear never appears on an enemy schematic: a ship that has not fired shows no row.
[Fact]
public void AnArmedShipThatNeverFiredHasNoEnemySchematicRow()
{
var e = Add(float3(30, 0, 40), new[] { "Gun" });
var o = Add(float3(0, 0, 0), new[] { "Eye" });
Tick(.1f);
Assert.Empty(o.SchematicRows(e));
}
// Your own schematic is your own gear whatever you claim: the true data, the live range, weapons only.
// Mutation: own rows read ClaimOf, the rated range of the claim (SpanGun 120) or of the own design (40), or list non-weapons.
[Fact]
public void OwnSchematicRowsShowOwnTruth()
{
var e = Add(float3(30, 0, 40), new[] { "Gun" });
var gun = Guns(e)[0];
WearRange(e, gun);
e.Claim(gun, DataOf("SpanGun"));
Tick(.1f);
AssertWorn(gun);
var row = Assert.Single(e.SchematicRows(e));
Assert.Same(gun, row.Item);
Assert.Same(gun.Data, row.Claimed);
Assert.Equal(38f, row.Range, 2); // the live range of the worn gun, below its rated 40
Assert.Equal(gun.Behaviors.OfType<Weapon>().Single().Range, row.Range);
Assert.NotEqual(((WeaponData) gun.Data.Behaviors.Single(b => b is WeaponData)).RatedRange, row.Range);
}
// The renderer rebuilds when the key differs: a claim that changes between two acts changes the key, and an
// unchanged claim does not. Mutation: Key drops Claimed.
[Fact]
public void TheRebuildKeyChangesWhenAClaimChanges()
{
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);
var before = o.SchematicRows(e).Select(r => r.Key).ToArray();
Assert.Equal(before, o.SchematicRows(e).Select(r => r.Key).ToArray());
e.Claim(gun, DataOf("SpanGun"));
e.SetSignature(new object(), SignatureChannel.LaunchFlash, 1000000f, gun);
Tick(.1f);
var after = o.SchematicRows(e).Select(r => r.Key).ToArray();
Assert.Single(after);
Assert.NotEqual(before, after);
Assert.Same(DataOf("SpanGun"), after[0].Item2);
}
// Two guns of one claimed design are told apart by the key: a row set that swaps one gun for the other keeps the count and
// the claims and changes only the item, and the renderer must still rebuild (the selection mark follows the item).
// Mutation: Key drops Item.
[Fact]
public void TheRebuildKeyChangesWhenOnlyTheItemChanges()
{
var e = Add(float3(30, 0, 40), new[] { "Gun", "Gun" });
var a = Add(float3(0, 0, 0), new[] { "Eye" });
var b = Add(float3(0, 0, 5), new[] { "Eye" });
var guns = Guns(e);
var design = DataOf("SpanGun");
e.Claim(guns[0], design);
e.Claim(guns[1], design);
a.RecordReveal(e, guns[0], SignatureChannel.LaunchFlash, e.ClaimOf(guns[0]));
b.RecordReveal(e, guns[1], SignatureChannel.LaunchFlash, e.ClaimOf(guns[1]));
var first = Assert.Single(a.SchematicRows(e));
var second = Assert.Single(b.SchematicRows(e));
Assert.Same(first.Claimed, second.Claimed);
Assert.NotEqual(first.Key, second.Key);
}
// ---- One hull class in the book ----
// The guard runs both ways: a hull class can be claimed only by the hull, so no item's reveal carries a hull class that
// disagrees with Contact.Profile. Mutation: the guard checks the hull side only.
[Fact]
public void OnlyTheHullClaimsAHullClass()
{
var e = Add(float3(30, 0, 40), new[] { "Gun" });
var gun = Guns(e)[0];
Assert.Throws<System.ArgumentException>(() => e.Claim(gun, e.HullData));
Assert.Same(gun.Data, e.ClaimOf(gun));
}
// ---- Gear the subject no longer carries ----
// A reveal of gear the subject does not carry follows every fitted weapon, and stale gear is ordered by lot whatever
// order the observer saw it in. Mutation: the missing index sorts first (-1), or stale ties follow the book's slot order.
[Fact]
public void RevealsOfGearNoLongerCarriedFollowFittedGear()
{
var e = Add(float3(30, 0, 40), new[] { "Gun" });
var gone = Add(float3(60, 0, 40), new[] { "Gun", "Gun" });
var o = Add(float3(0, 0, 0), new[] { "Eye" });
var fitted = Guns(e)[0];
var stale = Guns(gone);
Assert.True(stale[0].EquippableItem.Lot < stale[1].EquippableItem.Lot);
o.RecordReveal(e, stale[1], SignatureChannel.LaunchFlash, stale[1].Data);
o.RecordReveal(e, stale[0], SignatureChannel.LaunchFlash, stale[0].Data);
o.RecordReveal(e, fitted, SignatureChannel.LaunchFlash, fitted.Data);
Assert.Equal(new[] { fitted, stale[0], stale[1] }, o.RevealedWeapons(e).Select(r => r.Item).ToArray());
}
}

View file

@ -89,6 +89,14 @@ public sealed partial class ContactRevealTests : IDisposable
Fuse = WeaponFuse.Proximity, BlastRadius = 30f,
Behaviors = { Armed(new ConstantWeaponData(), 0) }
});
// Weapons authored so the rated figure is a function of every stat: a falling damage curve, a Range span, a
// MinRange above 0, burst and charge spans (a stat with no terms resolves to its Max live).
cache.Upsert(SpannedWeapon("SpanGun", Spanned(new InstantWeaponData { BurstTime = Const(0) })));
cache.Upsert(SpannedWeapon("SpanCharged", Spanned(new ChargedWeaponData
{
BurstTime = Const(0), ChargeTime = Span(1, 3), ChargeEnergy = Const(1), ChargeHeat = Const(0), ChargeFiringDamageMultiplier = 2f
})));
cache.Upsert(SpannedWeapon("SpanBeam", Spanned(new ConstantWeaponData())));
cache.Upsert(Locker("Locker", interceptFactor: null));
cache.Upsert(Locker("Hushed", interceptFactor: 4f));
cache.Upsert(new ConsumableItemData
@ -153,6 +161,29 @@ public sealed partial class ContactRevealTests : IDisposable
return weapon;
}
private static WeaponData Spanned(WeaponData weapon)
{
Armed(weapon, 5);
weapon.Damage = Span(10, 100);
weapon.MinRange = Span(0, 20);
weapon.Range = Span(50, 120);
weapon.DamageCurve = Falloff();
if (weapon is InstantWeaponData instant)
{
instant.Count = Span(1, 2);
instant.Cooldown = Span(8, 2);
}
return weapon;
}
private static WeaponItemData SpannedWeapon(string name, WeaponData weapon) => new WeaponItemData
{
Name = name, Hardpoint = HardpointType.Sensors, Shape = new Shape(), Durability = 1,
MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000,
Fuse = WeaponFuse.Proximity, BlastRadius = 30f,
Behaviors = { weapon }
};
private static GearData Suppressor(string name, float factor, float heatPerUnit)
{
var cell = new Shape(1, 1);

View file

@ -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);

View file

@ -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);

View file

@ -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));

View file

@ -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);
}

View file

@ -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);

View file

@ -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 +284,139 @@ 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, float range = 1000f, BezierCurve curve = null) => 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 = range },
MinRange = new PerformanceStat { Min = 0, Max = 0 },
DamageCurve = curve ?? 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);
}
// The ranking reads the claimed design at the distance to the target: a short-range design that out-damages a flat one
// up close is worthless at 10 when its Range is 12, and the weaker flat design is chosen. Mutation: Combat halves
// targetDistance (the short design then rates 6.2 at 5 and wins), or the rated read ignores the range.
[Fact]
public void TheAIRanksClaimsAtTheTargetsDistance()
{
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");
var falling = new BezierCurve { Keys = new[] { float4(0, 1, 0, 0), float4(1, 0, 0, 0) } };
target.Claim(strong, ClaimedDesign("Dart", 10f, range: 12f, curve: falling)); // ~.7 at 10, ~6.2 at 5
target.Claim(weak, ClaimedDesign("Slug", 5f)); // 5 at any range
shooter.RecordReveal(target, strong, SignatureChannel.LaunchFlash, target.ClaimOf(strong));
shooter.RecordReveal(target, weak, SignatureChannel.LaunchFlash, target.ClaimOf(weak));
zone.Update(1f);
zone.Update(1f);
Assert.Same(weak, shooter.TargetItem.Value);
}
// Ruling ew-claim-weapon-measure-ruled: no observer reads a target weapon's live state. Two unclaimed guns whose
// rated order (10 against 1) is the reverse of their live order (the strong one worn down to a hundredth) are
// ranked by the design, so the aim stays on the rated stronger gun. Mutation: rank an unclaimed reveal by the
// true weapon's live RangeDamagePerSecond.
[Fact]
public void TheAIRanksByTheDesignNotTheTargetsLiveGun()
{
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");
var strongData = (InstantWeaponData) strong.Data.Behaviors.Single(b => b is InstantWeaponData);
target.Resolver.AttachModifier(strong, strongData.Damage, "worn", StatModifierType.Multiplier, .01f);
shooter.RecordReveal(target, strong, SignatureChannel.LaunchFlash, target.ClaimOf(strong));
shooter.RecordReveal(target, weak, SignatureChannel.LaunchFlash, target.ClaimOf(weak));
zone.Update(1f);
zone.Update(1f);
var liveStrong = strong.Behaviors.OfType<Weapon>().Single().RangeDamagePerSecond(10f);
var liveWeak = weak.Behaviors.OfType<Weapon>().Single().RangeDamagePerSecond(10f);
Assert.True(liveStrong < liveWeak); // the fixture: live and rated disagree
Assert.Same(strong, shooter.TargetItem.Value);
}
// Ties are explicit: two revealed weapons of equal rated figure are taken in the subject's equipment order, whatever
// order the shooter saw them in. Mutation: ties go to the last (>=), or the walk follows the book's slot order.
[Fact]
public void EqualClaimsAreTakenInTheTargetsEquipmentOrder()
{
var (shooter, target, zone) = BuildCombatEncounter(float3(0, 0, 10), twoTargetGuns: true);
var first = target.Equipment.Single(x => x.Data.Name == "Gun");
var second = target.Equipment.Single(x => x.Data.Name == "WeakGun");
Assert.True(target.Equipment.IndexOf(first) < target.Equipment.IndexOf(second));
var design = ClaimedDesign("Twin", 5f);
target.Claim(first, design);
target.Claim(second, design);
shooter.RecordReveal(target, second, SignatureChannel.LaunchFlash, target.ClaimOf(second)); // seen first
shooter.RecordReveal(target, first, SignatureChannel.LaunchFlash, target.ClaimOf(first));
zone.Update(1f);
zone.Update(1f);
Assert.Equal(new[] { first, second }, shooter.RevealedWeapons(target).Select(r => r.Item).ToArray());
Assert.Same(first, 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]

View file

@ -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;

View file

@ -0,0 +1,376 @@
using System;
using System.Collections.Generic;
using System.Linq;
using CultMath;
using GameCult.Caching;
using Xunit;
// The two launch suppressors the catalog sells (campaign aetheria-ew, cut ew-hide-launch-catalog; rulings
// ew-suppressor-strength-ruled, ew-suppressor-makers-ruled, ew-mild-suppressor-makers-defaulted), read from the shipped catalog and
// fitted to shipped hulls: what the designs say, that quality moves only the stat it is authored on, and what a player feels. The
// strong Launch Suppressor hides a launch from the target it is fired at and gives out after an opening volley; the mild Launch
// Baffle leaves the target its sight, hides the launch from the crowd and lasts a fight. The entity-level mechanism belongs to
// ContactRevealTests; this file owns the catalog's figures.
public sealed class LaunchSuppressorCatalogTests
{
internal const string StrongName = "Launch Suppressor";
internal const string MildName = "Launch Baffle";
// The observer's sensor, named: the reveal readings below are this design's PassiveInfo, so a catalog that gains an earlier
// sensor must not change which one the observer fits.
private const string SensorName = "not if i see you first";
private const float Flash = 1000f;
private const float Tick = .25f; // exact in floats: four ticks are one second
private static GearData Design(CultCache cache, string name) => Assert.Single(cache.GetAll<GearData>(), g => g.Name == name);
private static LaunchSuppressorData Data(GearData design) => Assert.Single(design.Behaviors.OfType<LaunchSuppressorData>());
private static void AssertStat(PerformanceStat stat, float min, float max, string role)
{
Assert.Equal(min, stat.Min, 4);
Assert.Equal(max, stat.Max, 4);
var term = Assert.Single(stat.Terms);
Assert.Equal(StatSource.Quality, term.Source);
Assert.Equal(role, term.Role);
Assert.Equal(1f, term.Exponent); // linear in the role's quality: the design's range is the whole of what quality changes
}
[Fact]
public void LaunchSuppressorDesignsAreAuthored()
{
using var cache = RestoredHullsTests.OpenCatalog();
var computer = Design(cache, "Targeting Computer");
var designs = new[]
{
(Design: Design(cache, StrongName), Price: 40000, Factor: (.08f, .03f), Heat: (1.4f, .8f), Rated: (310f, 330f)),
(Design: Design(cache, MildName), Price: 25000, Factor: (.4f, .2f), Heat: (.8f, .5f), Rated: (310f, 330f)),
};
foreach (var (design, price, factor, heat, rated) in designs)
{
Assert.Equal(HardpointType.Tool, design.Hardpoint);
Assert.Equal((1, 1), (design.Shape.Width, design.Shape.Height));
Assert.True(design.Shape.Cells[0, 0], "the one cell is solid");
Assert.Equal(60f, design.Mass);
Assert.Equal(50f, design.Durability);
Assert.Equal(price, design.Price);
Assert.False(string.IsNullOrWhiteSpace(design.Description));
Assert.Equal(new[] { "baffles", "heat sink" }, design.Roles.Select(r => r.Name).ToArray());
// The thermal constants and temperatures are the Targeting Computer's, the catalog's 1x1 tool.
Assert.Equal(
(computer.SpecificHeat, computer.Conductivity, computer.MinimumTemperature, computer.MaximumTemperature, computer.OptimalTemperature, computer.PlateauWidth, computer.ThermalResilience),
(design.SpecificHeat, design.Conductivity, design.MinimumTemperature, design.MaximumTemperature, design.OptimalTemperature, design.PlateauWidth, design.ThermalResilience));
var data = Data(design);
AssertStat(data.Factor, factor.Item1, factor.Item2, "baffles");
AssertStat(data.HeatPerUnit, heat.Item1, heat.Item2, "heat sink");
AssertStat(data.RatedTemperature, rated.Item1, rated.Item2, "heat sink");
CultRecordRefs.Validate(design);
}
// Exactly these six products and these makers, each authoring both roles at its maker's own mean and deviation.
var profiles = new Dictionary<string, (float Mean, float Dev)>
{
["NiteLife"] = (.55f, .12f), ["Finch"] = (.65f, .20f), ["DME"] = (.55f, .20f), ["R&D"] = (.60f, .15f),
["Lightsail"] = (.55f, .10f), ["Alakrita"] = (.60f, .14f),
};
foreach (var (name, makers) in new[]
{
(StrongName, new[] { "DME", "Finch", "NiteLife", "R&D" }),
(MildName, new[] { "Alakrita", "Lightsail" }),
})
{
var key = cache.RefOf(Design(cache, name)).Key;
var products = cache.GetAll<FactionProductData>().Where(p => p.Design.Key.Equals(key)).ToArray();
Assert.Equal(makers, products.Select(p => cache.Get(p.Manufacturer).ShortName).OrderBy(m => m, StringComparer.Ordinal).ToArray());
Assert.Equal(products.Length, products.Select(p => p.Name).Distinct().Count());
Assert.All(products, product =>
{
var (mean, dev) = profiles[cache.Get(product.Manufacturer).ShortName];
Assert.Equal(new[] { "baffles", "heat sink" }, product.Roles.Select(r => r.Role).OrderBy(r => r, StringComparer.Ordinal).ToArray());
Assert.All(product.Roles, r =>
{
Assert.Equal(mean, r.Mean, 3);
Assert.Equal(dev, r.StandardDeviation, 3);
});
Assert.False(string.IsNullOrWhiteSpace(product.Description));
});
}
}
// A shipped hull with its drives, a reactor, a radiator and the named suppressor fitted before the ship goes live (a ship
// cannot be equipped once active), minted through the production lot path with a quality for each of the suppressor's roles.
// The recipe is RestoredHullsTests.BuildThrustedShip's; the suppressor takes the first free interior space, as generation does.
internal sealed class Rig : IDisposable
{
public readonly CultCache Cache = RestoredHullsTests.OpenCatalog();
public readonly Ship Ship;
public readonly EquippedItem Suppressor;
public readonly LaunchSuppressorData Data;
public readonly int2 Cell;
public Rig(string hullName, string designName, float baffles = .5f, float sink = .5f, string sensorName = null)
{
var hull = Cache.GetByName<HullData>(hullName);
var design = Design(Cache, designName);
Data = LaunchSuppressorCatalogTests.Data(design);
var settings = RestoredHullsTests.Settings();
var ledger = new ProvenanceLedger();
var suppressorLot = hull.Hardpoints.Count + 2;
for (var i = 1; i <= suppressorLot; i++) ledger.Lots[i] = new Lot { Origin = new Attributed(), Quality = .5f };
ledger.Lots[suppressorLot] = new Lot
{
Origin = new Attributed(), Quality = .5f,
Roles = new List<RoleFill> { new RoleFill { Role = "baffles", Quality = baffles }, new RoleFill { Role = "heat sink", Quality = sink } },
};
var items = new ItemManager(Cache, ledger, settings, _ => { });
var zone = new Zone(items, new PlanetSettings(), new ZonePack(), new GalaxyZone { Name = "Test", Owner = null }, null);
Ship = new Ship(items, zone, new EquippableItem { Data = Cache.RefOf<ItemData>(hull), Durability = hull.Durability, Lot = 1 }, settings.DefaultEntitySettings);
var lot = 2;
var thrusters = Cache.GetAll<GearData>().Where(g => g.Hardpoint == HardpointType.Thruster).ToArray();
foreach (var hardpoint in hull.Hardpoints.Where(h => h.Type == HardpointType.Thruster))
{
var thruster = thrusters.First(hardpoint.IsFilledBy);
Assert.True(Ship.TryEquip(new EquippableItem { Data = Cache.RefOf<ItemData>(thruster), Durability = thruster.Durability, Lot = lot++ }, hardpoint.Position));
}
foreach (var type in new[] { HardpointType.Reactor, HardpointType.Radiator })
{
var hardpoint = hull.Hardpoints.First(h => h.Type == type);
var filler = Cache.GetAll<GearData>().First(hardpoint.IsFilledBy);
Assert.True(Ship.TryEquip(new EquippableItem { Data = Cache.RefOf<ItemData>(filler), Durability = filler.Durability, Lot = lot++ }, hardpoint.Position));
}
if (sensorName != null)
{
var sensor = Design(Cache, sensorName);
var hardpoint = hull.Hardpoints.First(h => h.Type == HardpointType.Sensors && h.IsFilledBy(sensor));
Assert.True(Ship.TryEquip(new EquippableItem { Data = Cache.RefOf<ItemData>(sensor), Durability = sensor.Durability, Lot = lot++ }, hardpoint.Position));
}
Assert.True(Ship.TryEquip(new EquippableItem { Data = Cache.RefOf<ItemData>(design), Durability = design.Durability, Lot = suppressorLot }));
zone.Admit(Ship, piloted: false);
Ship.Position = float3.zero;
zone.Update(0f);
Suppressor = Ship.Equipment.Single(e => e.Data.Name == designName);
Cell = Suppressor.InsetShape.Coordinates.Single();
}
public void Dispose() => Cache.Dispose();
// Write one launch flash (a direct call: no update, so nothing cools between calls) and read back what was stored.
public float Launch(float strength)
{
var source = new object();
Ship.SetSignature(source, SignatureChannel.LaunchFlash, strength, Suppressor);
return Ship.VisibilitySources[source].Strength;
}
public float Reading(PerformanceStat stat) => Suppressor.Evaluate(stat);
public float Temperature => Ship.Temperature[Cell.x, Cell.y];
// The temperature the cell reaches after n direct launches of a flash while the suppressor is working: each removed unit
// costs HeatPerUnit, spread over the cell's thermal mass. Counts the launches made while the cell is at or under its rating.
public int OpeningVolley(float strength)
{
var factor = Math.Clamp(Reading(Data.Factor), 0f, 1f);
var perCall = (strength - strength * factor) * Reading(Data.HeatPerUnit) / Ship.ThermalMass[Cell.x, Cell.y];
var rated = Reading(Data.RatedTemperature);
var count = 0;
for (double t = Temperature; t <= rated; t += perCall) count++;
return count;
}
}
// One launch of a fight: what was stored, how far the suppressor's cell rose, and the rise the authored figures predict for the
// light removed (removed x HeatPerUnit / the cell's thermal mass).
internal readonly record struct Launched(float Stored, float Rise, float Predicted);
// A fight of one launch a second with the hull ticking between them (four quarter-second updates).
internal static Launched[] Fight(string hull, string design, float strength, int launches = 60)
{
using var rig = new Rig(hull, design);
var perUnit = rig.Reading(rig.Data.HeatPerUnit);
var mass = rig.Ship.ThermalMass[rig.Cell.x, rig.Cell.y];
var fight = new Launched[launches];
for (var i = 0; i < launches; i++)
{
var before = rig.Temperature;
var stored = rig.Launch(strength);
fight[i] = new Launched(stored, rig.Temperature - before, (strength - stored) * perUnit / mass);
for (var t = 0; t < 4; t++) rig.Ship.Zone.Update(Tick);
}
return fight;
}
// The number of launches that are suppressed before the first that is not.
internal static int LeadingSuppressed(string hull, string design, float strength, int launches = 60) =>
Fight(hull, design, strength, launches).TakeWhile(l => l.Stored < strength).Count();
// A sensor ship at the origin: the observer. What it reveals is Entity.Sense's own test, a stored strength times its
// passive information at the emitter's position over the settings' threshold.
private sealed class Observer : IDisposable
{
private readonly Rig _rig;
private readonly float _threshold = RestoredHullsTests.Settings().TargetDetectionInfoThreshold;
public Observer() => _rig = new Rig("Longinus", MildName, sensorName: SensorName);
public void Dispose() => _rig.Dispose();
public bool Sees(float stored, float distance) => stored * _rig.Ship.PassiveInfo(new float2(distance, 0f), 1f) > _threshold;
}
public static IEnumerable<object[]> QualityGrid() =>
from design in new[] { StrongName, MildName }
from role in new[] { "baffles", "heat sink" }
from quality in new[] { 0f, .5f, 1f }
select new object[] { design, role, quality };
// The role under test takes the quality; the other role sits at a quality no row uses, so a stat read from the wrong role
// lands somewhere else.
[Theory]
[MemberData(nameof(QualityGrid))]
public void ShippedSuppressorQualityMovesItsStats(string designName, string role, float quality)
{
const float Decoy = .25f;
var baffles = role == "baffles" ? quality : Decoy;
var sink = role == "heat sink" ? quality : Decoy;
using var rig = new Rig("Longinus", designName, baffles, sink);
float Lerp(PerformanceStat stat, float q) => stat.Min + (stat.Max - stat.Min) * q;
var factor = rig.Reading(rig.Data.Factor);
var perUnit = rig.Reading(rig.Data.HeatPerUnit);
Assert.Equal(Lerp(rig.Data.Factor, baffles), factor, 4);
Assert.Equal(Lerp(rig.Data.HeatPerUnit, sink), perUnit, 4);
Assert.Equal(Lerp(rig.Data.RatedTemperature, sink), rig.Reading(rig.Data.RatedTemperature), 4);
var before = rig.Temperature;
var stored = rig.Launch(Flash);
Assert.Equal(Flash * factor, stored, 2);
var expected = (Flash - stored) * perUnit / rig.Ship.ThermalMass[rig.Cell.x, rig.Cell.y];
Assert.InRange(rig.Temperature - before, expected * .999f, expected * 1.001f);
}
[Theory]
[InlineData("Longinus")]
[InlineData("Djinni")]
public void StrongSuppressorHidesFromItsTargetAndStopsAfterAnOpeningVolley(string hull)
{
// From rest with no cooling: each call pays heat into one cell, so a few calls in the rating is crossed and every later
// call is bright. The count is derived from the cell's thermal mass and the authored figures; the Djinni's margin is
// under a kelvin, so it is never a literal.
using var rig = new Rig(hull, StrongName);
var expectedSuppressed = rig.OpeningVolley(Flash);
Assert.InRange(expectedSuppressed, 2, 8);
var stored = Enumerable.Range(0, 12).Select(_ => rig.Launch(Flash)).ToArray();
var hidden = rig.Reading(rig.Data.Factor) * Flash;
Assert.All(stored.Take(expectedSuppressed), s => Assert.Equal(hidden, s, 2));
Assert.All(stored.Skip(expectedSuppressed), s => Assert.Equal(Flash, s));
// With the hull ticking, one launch a second, a light flash still gets hidden for a dozen launches.
Assert.True(LeadingSuppressed(hull, StrongName, 300f) >= 12);
}
[Fact]
public void StrongSuppressorHidesALaunchFromTheObserverAtTheTarget()
{
using var rig = new Rig("Longinus", StrongName);
using var observer = new Observer();
var hidden = rig.Launch(Flash);
Assert.False(observer.Sees(hidden, 1500f)); // the shot leaves unseen
Assert.True(observer.Sees(Flash, 1500f)); // the same shot with no suppressor is seen
}
[Fact]
public void MildSuppressorLeavesTheTargetItsSightAndHidesFromTheCrowd()
{
using var mild = new Rig("Longinus", MildName);
using var strong = new Rig("Longinus", StrongName);
using var observer = new Observer();
var dimmed = mild.Launch(Flash);
Assert.Equal(300f, dimmed, 1); // mid quality: Factor .3
Assert.True(observer.Sees(dimmed, 1500f)); // the target still sees the launch
Assert.False(observer.Sees(dimmed, 6000f)); // a far observer loses it...
Assert.True(observer.Sees(Flash, 6000f)); // ...and would have seen it unsuppressed
Assert.False(observer.Sees(strong.Launch(Flash), 1500f)); // the strong design hides it from the target too
}
// What the ruled figures make of a flash at mid quality: Factor lerp(.08, .03, .5) and lerp(.4, .2, .5).
private static float MidFactor(string design) => design == StrongName ? .055f : .3f;
// The suppressor's one cell starts at rest (280 K) and a direct launch is made at each of these temperatures around the
// rating, a fraction of a kelvin either side: the rating alone decides whether the flash is hidden. No launch step is
// involved, so the line is pinned to the kelvin, not to however far a launch happens to move the cell.
[Theory]
[InlineData(StrongName, 0f, -.5f, true)]
[InlineData(StrongName, 0f, 0f, true)]
[InlineData(StrongName, 0f, .5f, false)]
[InlineData(StrongName, 1f, -.5f, true)]
[InlineData(StrongName, 1f, .5f, false)]
[InlineData(MildName, 0f, -.5f, true)]
[InlineData(MildName, 0f, .5f, false)]
[InlineData(MildName, .5f, 0f, true)]
[InlineData(MildName, 1f, -.5f, true)]
[InlineData(MildName, 1f, .5f, false)]
public void TheRatedTemperatureIsTheLineBetweenHidingAndNot(string design, float sink, float offset, bool hidden)
{
using var rig = new Rig("Longinus", design, sink: sink);
var rated = rig.Reading(rig.Data.RatedTemperature);
Assert.Equal(310f + 20f * sink, rated, 3); // the authored 310..330 on the heat sink
rig.Ship.Temperature[rig.Cell.x, rig.Cell.y] = rated + offset;
Assert.Equal(hidden ? Flash * MidFactor(design) : Flash, rig.Launch(Flash), 2);
}
// Hiding is linear in the flash at every strength, and so is the heat it costs: a rule that treats weak flashes differently
// (or scales heat with strength) moves a row. Both designs at mid quality, a first launch from rest.
public static IEnumerable<object[]> FlashGrid() =>
from design in new[] { StrongName, MildName }
from strength in new[] { 40f, 200f, 499f, 501f, 1000f, 2400f }
select new object[] { design, strength };
[Theory]
[MemberData(nameof(FlashGrid))]
public void SuppressionAndItsHeatAreLinearInTheFlash(string design, float strength)
{
using var rig = new Rig("Longinus", design);
var before = rig.Temperature;
var stored = rig.Launch(strength);
Assert.Equal(strength * MidFactor(design), stored, 2);
var expected = (strength - stored) * rig.Reading(rig.Data.HeatPerUnit) / rig.Ship.ThermalMass[rig.Cell.x, rig.Cell.y];
Assert.InRange(rig.Temperature - before, expected * .999f, expected * 1.001f);
}
// "A long fight" for the mild design is launches at one launch a second: 30 of a 300 flash (a light weapon) or 8 of a 1000
// flash (a heavy launch), on either hull (probed 36 and 33, and 10 and 10). Every one of those must store exactly the flash
// times the authored Factor and cost exactly the heat its removed light predicts, so a design that stops hiding late, or
// whose Factor or heat drifts as the cell warms, fails here. Past that the sink sits on its rating and the design flickers:
// each launch is either fully hidden or fully bright, never in between. That flicker is the ruled design at its rating.
[Theory]
[InlineData("Longinus", 300f, 30)]
[InlineData("Djinni", 300f, 30)]
[InlineData("Longinus", Flash, 8)]
[InlineData("Djinni", Flash, 8)]
public void MildSuppressorKeepsHidingThroughALongFight(string hull, float flash, int hold)
{
var fight = Fight(hull, MildName, flash);
var hidden = flash * MidFactor(MildName);
for (var i = 0; i < hold; i++)
{
Assert.True(Math.Abs(fight[i].Stored - hidden) < .01f, $"{hull}: launch {i} of {flash} stored {fight[i].Stored}, not the authored {hidden}");
Assert.InRange(fight[i].Rise, fight[i].Predicted * .999f, fight[i].Predicted * 1.001f);
}
Assert.All(fight.Skip(hold), l => Assert.True(Math.Abs(l.Stored - hidden) < .01f || l.Stored == flash, $"{hull}: a launch stored {l.Stored}, neither hidden nor bright"));
}
[Theory]
[InlineData("Longinus")]
[InlineData("Djinni")]
public void MildSuppressorSurvivesALongerFightThanStrong(string hull)
{
foreach (var flash in new[] { 300f, Flash })
{
var mild = LeadingSuppressed(hull, MildName, flash);
var strong = LeadingSuppressed(hull, StrongName, flash);
Assert.True(mild > strong, $"{hull}: mild {mild} did not outlast strong {strong} at {flash}");
}
}
}

View file

@ -0,0 +1,171 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using GameCult.Caching;
using GameCult.Caching.MessagePack;
using MessagePack;
using Xunit;
// AetherDb's launch-suppressor command (aetheria-ew, cut ew-hide-launch-catalog), run on a scratch copy of the shipped catalog with
// the two designs and their six products removed from it. Apply must write what the shipped catalog holds, and a catalog that is
// neither untouched nor fully authored is refused rather than completed.
public sealed class LaunchSuppressorCommandTests : IDisposable
{
private static readonly string[] DesignNames = { LaunchSuppressorCatalogTests.StrongName, LaunchSuppressorCatalogTests.MildName };
private readonly string _root = Path.Combine(Path.GetTempPath(), "launch-suppressor-command-" + Guid.NewGuid().ToString("N"));
private string CatalogPath => Path.Combine(_root, "GameData", "Aetheria.cc");
// The designs and products as the shipped catalog holds them, taken before they are removed from the scratch copy.
private readonly (string Name, byte[] Bytes)[] _shippedDesigns;
private readonly string[] _shippedProducts;
private static byte[] Pack(GearData design) =>
MessagePackSerializer.Serialize(design, CultDocumentMessagePackSerialization.OptionsFor(typeof(GearData).Assembly));
private static string Describe(CultCache cache, FactionProductData product) =>
$"{cache.Get(product.Design).Name} | {product.Name} | {cache.Get(product.Manufacturer).ShortName} | {product.Description} | " +
string.Join(",", product.Roles.OrderBy(r => r.Role, StringComparer.Ordinal).Select(r => $"{r.Role}:{r.Mean}:{r.StandardDeviation}"));
public LaunchSuppressorCommandTests()
{
Directory.CreateDirectory(Path.Combine(_root, "GameData"));
Directory.CreateDirectory(Path.Combine(_root, "Assets", "Resources"));
var shipped = AetherDb.FindRoot();
File.Copy(Path.Combine(shipped, "GameData", "Aetheria.cc"), CatalogPath);
File.Copy(Path.Combine(shipped, "Assets", "Resources", "Settings.asset"), Path.Combine(_root, "Assets", "Resources", "Settings.asset"));
using var cache = new CultCache(TestCatalog.Registry());
cache.AddBackingStore(new SingleFileMessagePackBackingStore(CatalogPath), AetheriaStores.CatalogTypes);
var designs = cache.GetAll<GearData>().Where(g => DesignNames.Contains(g.Name)).ToArray();
Assert.Equal(DesignNames.Length, designs.Length);
_shippedDesigns = designs.Select(d => (d.Name, Pack(d))).ToArray();
var keys = designs.Select(d => cache.RefOf(d).Key).ToArray();
var products = cache.GetAll<FactionProductData>().Where(p => keys.Any(k => p.Design.Key.Equals(k))).ToArray();
_shippedProducts = products.Select(p => Describe(cache, p)).OrderBy(x => x, StringComparer.Ordinal).ToArray();
Assert.Equal(6, products.Length);
foreach (var product in products) Assert.True(cache.Remove(cache.RefOf(product).Key));
foreach (var key in keys) Assert.True(cache.Remove(key));
cache.FlushAsync().Wait();
}
public void Dispose() => Directory.Delete(_root, true);
private (GearData[] Designs, string[] Products) Read()
{
var db = AetherDb.Open(root: _root);
try
{
var designs = db.Cache.GetAll<GearData>().Where(g => DesignNames.Contains(g.Name)).ToArray();
var keys = designs.Select(d => db.Cache.RefOf(d).Key).ToArray();
var products = db.Cache.GetAll<FactionProductData>().Where(p => keys.Any(k => p.Design.Key.Equals(k))).ToArray();
return (designs, products.Select(p => Describe(db.Cache, p)).OrderBy(x => x, StringComparer.Ordinal).ToArray());
}
finally { db.Cache.Dispose(); }
}
// Remove from the scratch catalog what the predicate picks: products by name, designs by name.
private void Remove(Func<FactionProductData, bool> products, Func<GearData, bool> designs)
{
using var cache = new CultCache(TestCatalog.Registry());
cache.AddBackingStore(new SingleFileMessagePackBackingStore(CatalogPath), AetheriaStores.CatalogTypes);
foreach (var product in cache.GetAll<FactionProductData>().Where(products).ToArray()) Assert.True(cache.Remove(cache.RefOf(product).Key));
foreach (var design in cache.GetAll<GearData>().Where(designs).ToArray()) Assert.True(cache.Remove(cache.RefOf(design).Key));
cache.FlushAsync().Wait();
}
[Fact]
public void A_dry_run_writes_nothing_and_apply_lands_the_shipped_designs_once()
{
var before = File.ReadAllBytes(CatalogPath);
Assert.Empty(Read().Designs);
Assert.Equal(0, Program.LaunchSuppressorCatalog(apply: false, root: _root));
Assert.Equal(before, File.ReadAllBytes(CatalogPath));
Assert.Empty(Read().Designs);
Assert.Equal(0, Program.LaunchSuppressorCatalog(apply: true, root: _root));
var landed = File.ReadAllBytes(CatalogPath);
Assert.NotEqual(before, landed);
var (designs, products) = Read();
// The record keys are CultCache's to mint and differ run to run; the designs and products do not.
foreach (var (name, bytes) in _shippedDesigns)
Assert.True(bytes.AsSpan().SequenceEqual(Pack(designs.Single(d => d.Name == name))), $"{name} differs from the shipped catalog's record");
Assert.Equal(_shippedProducts, products);
// A second apply finds everything authored and writes nothing; so does a dry run.
Assert.Equal(0, Program.LaunchSuppressorCatalog(apply: true, root: _root));
Assert.Equal(landed, File.ReadAllBytes(CatalogPath));
Assert.Equal(0, Program.LaunchSuppressorCatalog(apply: false, root: _root));
Assert.Equal(landed, File.ReadAllBytes(CatalogPath));
}
// Re-spell every record's payload in a longer, equally valid MessagePack form (an array16 header for the fixarray one). The
// catalog then holds bytes no re-encode through the current types would reproduce, so a write that re-encodes records it did
// not author shows as changed bytes; a write that lands onto the file as it is leaves them alone.
private int WidenEveryPayload()
{
var snapshot = CultDocumentMessagePackSerialization.DeserializeSnapshot(File.ReadAllBytes(CatalogPath));
var widened = 0;
foreach (var record in snapshot.Records)
{
var payload = record.Payload;
if (payload.Length == 0 || (payload[0] & 0xF0) != 0x90) continue;
record.Payload = new byte[] { 0xDC, 0x00, (byte)(payload[0] & 0x0F) }.Concat(payload.Skip(1)).ToArray();
widened++;
}
File.WriteAllBytes(CatalogPath, CultDocumentMessagePackSerialization.SerializeSnapshot(snapshot));
return widened;
}
private Dictionary<string, CultPersistedRecord> Records() =>
CultDocumentMessagePackSerialization.DeserializeSnapshot(File.ReadAllBytes(CatalogPath)).Records.ToDictionary(r => r.Key, StringComparer.Ordinal);
[Fact]
public void Apply_writes_only_the_records_it_authors()
{
Assert.True(WidenEveryPayload() > 100, "the scratch catalog should hold many records in the widened spelling");
var before = Records();
Assert.Equal(0, Program.LaunchSuppressorCatalog(apply: true, root: _root));
var after = Records();
Assert.Equal(before.Count + DesignNames.Length + _shippedProducts.Length, after.Count);
foreach (var (key, record) in before)
{
Assert.True(after.TryGetValue(key, out var kept), "a record the command did not author is gone");
Assert.Equal(record.SchemaId, kept.SchemaId);
Assert.Equal(record.StoredAt, kept.StoredAt);
Assert.True(record.Payload.AsSpan().SequenceEqual(kept.Payload), "a record the command did not author has changed bytes");
}
}
public enum PartialState { OneDesignOnly, DesignWithSomeProducts, ProductsWithoutTheirDesign }
[Theory]
[InlineData(PartialState.OneDesignOnly)]
[InlineData(PartialState.DesignWithSomeProducts)]
[InlineData(PartialState.ProductsWithoutTheirDesign)]
public void Apply_refuses_a_partly_authored_catalog_and_writes_nothing(PartialState state)
{
Assert.Equal(0, Program.LaunchSuppressorCatalog(apply: true, root: _root));
switch (state)
{
case PartialState.OneDesignOnly:
Remove(p => DesignOf(p) == DesignNames[1], g => g.Name == DesignNames[1]);
break;
case PartialState.DesignWithSomeProducts:
Remove(p => p.Name == "Hush" || p.Name == "Low Profile", g => false);
break;
case PartialState.ProductsWithoutTheirDesign:
Remove(p => false, g => g.Name == DesignNames[0]);
break;
}
var partial = File.ReadAllBytes(CatalogPath);
Assert.Throws<InvalidOperationException>(() => Program.LaunchSuppressorCatalog(apply: true, root: _root));
Assert.Equal(partial, File.ReadAllBytes(CatalogPath));
}
private string DesignOf(FactionProductData p) => p.Name is "Low Profile" or "Fast Pass Dim" ? DesignNames[1] : DesignNames[0];
}

View file

@ -0,0 +1,56 @@
using System.Collections.Generic;
using System.Linq;
using Xunit;
using static CultMath.math;
// The arena the operator flies to check the incoming-lock warning (map: Scenarios for operator checks, SC5 and SC14). The
// test launches the scenario the way New Game does and steps what it staged.
public sealed partial class RunStartTests
{
// Lock On: the hostile starts piloted, facing the player, beyond its own sight of the player, and the player has no
// incoming paint. Stepped at .1 s, it closes, finds the player and locks: a Track paint reaches the player bearing
// toward the hostile, and its Strength rises from nothing as the lock tightens.
[Fact]
public void LockOnSituation()
{
var (_, arena, staged, failures) = Launch(new LockOn(), Inputs(() => GalaxySeed));
Assert.True(failures.Count == 0, string.Join("; ", failures));
var player = staged.Player;
var hostile = Assert.Single(staged.Entities);
Assert.True(player.IsHostileTo(hostile) && hostile.IsHostileTo(player), "the hostile is hostile both ways");
Assert.Equal(1, AgentsOf(arena, hostile));
var toPlayer = normalize(player.Position.xz - hostile.Position.xz);
Assert.True(dot(normalize(hostile.Direction), toPlayer) >= cos(radians(5f)), "the hostile faces the player");
// The first real sensing tick: the hostile holds no track of the player, and the sim's own passive sensing, asked for
// the player's signature at the staged place, settles below the detection threshold: the staging is out of its sight.
arena.Update(.1f);
Assert.DoesNotContain(player, hostile.VisibleEnemies);
Assert.DoesNotContain(player.IncomingPaints, paint => paint.Mode == PaintMode.Track);
Assert.True(player.Visibility > 0f, "the player shows a signature to be seen by");
var threshold = player.ItemManager.GameplaySettings.TargetDetectionInfoThreshold;
var settled = hostile.PassiveInfo(player.Position.xz, player.Visibility);
Assert.True(settled <= threshold, $"the hostile would settle at {settled} on the player, above the detection threshold {threshold}: staged inside its sight");
var lockedAt = -1;
var bearingDot = 0f;
var strengths = new List<float>();
for (var tick = 0; tick < 600 && (lockedAt < 0 || tick < lockedAt + 40); tick++)
{
arena.Update(.1f);
foreach (var paint in player.IncomingPaints.Where(paint => paint.Mode == PaintMode.Track))
{
if (lockedAt < 0)
{
lockedAt = tick;
bearingDot = dot(normalize(paint.Bearing), toPlayer * -1f);
}
strengths.Add(paint.Strength);
}
}
Assert.True(lockedAt >= 0, "the hostile never locked the player within 600 ticks of .1 s");
Assert.True(bearingDot >= cos(radians(5f)), "the warning points at the hostile");
Assert.True(strengths.First() < strengths.Last(), $"the lock tightens: Strength went {strengths.First()} to {strengths.Last()}");
}
}

View file

@ -107,14 +107,13 @@ public sealed class PickupTests : IDisposable
return new Lab { Items = items, Zone = zone };
}
// A ship with a cargo bay, aimed along +x and (unless told otherwise) carrying the tractor beam.
private static Ship Spawn(Lab lab, float3 at, bool beam = true)
// A ship with `bays` cargo bays (bays are equipped before the zone admits the ship), aimed along +x and
// (unless told otherwise) carrying the tractor beam.
private static Ship Spawn(Lab lab, float3 at, bool beam = true, int bays = 1)
{
var hull = lab.Items.ItemData.RefOf<ItemData>(lab.Items.ItemData.GetByName<HullData>("Skiff"));
var ship = new Ship(lab.Items, lab.Zone, new EquippableItem { Data = hull, Durability = 1000000, Lot = lab.Lot++ }, new EntitySettings());
var crate = lab.Make("Crate");
Assert.True(ship.TryFindSpace(crate, out var cratePos));
Assert.True(ship.TryEquip(crate, cratePos));
for (var i = 0; i < bays; i++) Equip(ship, lab.Make("Crate"));
if (beam) Equip(ship, lab.Make("Tractor"));
lab.Zone.Admit(ship, piloted: false);
ship.Position = at;
@ -404,6 +403,29 @@ public sealed class PickupTests : IDisposable
Assert.True(block.Holder == null, "block is held");
}
// Either bay may be the full one: a selection that read only the first bay, or only the last, fails one orientation.
[Theory]
[InlineData(0)]
[InlineData(1)]
public void TheBeamTakesFromWhicheverBayCanStore(int fullBay)
{
using var bag = new CompositeDisposable();
var lab = Build(Beam());
var ship = Spawn(lab, float3(0, 0, 0), bays: 2);
Assert.Equal(2, ship.CargoBays.Count);
var freeBay = 1 - fullBay;
for (var i = 0; i < 16; i++) Assert.True(ship.CargoBays[fullBay].TryStore(lab.Make("Spare")));
var ore = Drift(lab, 40, 0);
var events = Watch(ship, bag);
ship.TractorCommand = 1;
Tick(lab, 300, 1 / 60f);
Assert.Contains(events, e => e.Phase == GrabPhase.Started && e.Target.Equals(ore.Id));
Assert.Contains(events, e => e.Phase == GrabPhase.Completed);
Assert.False(lab.Zone.FloatingItems.Contains(ore), "ore is still in the zone");
Assert.Equal(16, ship.CargoBays[fullBay].Cargo.Count);
Assert.Single(ship.CargoBays[freeBay].Cargo);
}
[Fact]
public void AnItemInTheBeamsFarCornerIsCollected()
{

View file

@ -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 ----

View file

@ -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;

View file

@ -46,13 +46,14 @@ public static class Program
case "smoke-rounds": return SmokeRoundsCatalog(args.Contains("apply"));
case "roles-backfill": return RolesBackfill(args.Contains("apply"));
case "consumables-first-set": return ConsumablesFirstSetCatalog(args.Contains("apply"));
case "launch-suppressor": return LaunchSuppressorCatalog(args.Contains("apply"));
case "pirates-faction":
Console.OutputEncoding = new System.Text.UTF8Encoding(false);
return PiratesFaction(args.Contains("apply"));
case "verse-grammar": return VerseGrammarCommand.Run(args.Contains("apply"));
case "generic-designs": return GenericDesigns(args.Contains("apply"));
default:
Console.WriteLine("commands: census, factions, station-fit, hardpoint-fit, loadout [seed], save, settings, settings-dump, dangling [clear <Type.Member>]... [apply], shield-migrate [apply], brownout-migrate [apply], roles-migrate [apply], firing-arc-migrate [apply], targeting-catalog [apply], targeting-catalog-6c [apply], targeting-catalog-6d [apply], ship-authoring create|inspect|validate|compose, field-kinds [apply], mine-launcher [apply], smoke-hull [apply], smoke-rounds [apply], roles-backfill [apply], pd-gear [apply], consumables-first-set [apply], pirates-faction [apply], verse-grammar [apply], generic-designs [apply]");
Console.WriteLine("commands: census, factions, station-fit, hardpoint-fit, loadout [seed], save, settings, settings-dump, dangling [clear <Type.Member>]... [apply], shield-migrate [apply], brownout-migrate [apply], roles-migrate [apply], firing-arc-migrate [apply], targeting-catalog [apply], targeting-catalog-6c [apply], targeting-catalog-6d [apply], ship-authoring create|inspect|validate|compose, field-kinds [apply], mine-launcher [apply], smoke-hull [apply], smoke-rounds [apply], roles-backfill [apply], pd-gear [apply], consumables-first-set [apply], launch-suppressor [apply], pirates-faction [apply], verse-grammar [apply], generic-designs [apply]");
return 1;
}
}
@ -2480,4 +2481,139 @@ public static class Program
return 0;
}
// aetheria-ew cut ew-hide-launch-catalog (rulings ew-suppressor-strength-ruled, ew-suppressor-makers-ruled,
// ew-mild-suppressor-makers-defaulted): two launch suppressors on the Tool hardpoint, one helper for both. The strong
// Launch Suppressor hides a launch from its own target and gives out after an opening volley; the mild Launch Baffle
// only dims the flash for distant observers and runs through a long fight. Every figure is one Quality term, linear in
// its role (baffles for the Factor, heat sink for the heat), so quality moves the part and nothing else does. Thermal
// constants and temperatures come from the Targeting Computer, the catalog's 1x1 tool, as the consumables do. Dry run
// unless passed "apply".
public static int LaunchSuppressorCatalog(bool apply, string root = null)
{
var db = AetherDb.Open(catalogWritable: apply, root: root);
var designNames = new[] { "Launch Suppressor", "Launch Baffle" };
var template = db.Cache.GetAll<GearData>().Single(g => g.Name == "Targeting Computer");
Faction Maker(string shortName) =>
db.Cache.GetAll<Faction>().FirstOrDefault(f => f.ShortName == shortName) ?? throw new InvalidOperationException($"No faction with short name \"{shortName}\".");
PerformanceStat Rolled(float min, float max, string role) => new PerformanceStat
{
Min = min,
Max = max,
Terms = new List<StatTerm> { new StatTerm { Source = StatSource.Quality, Exponent = 1f, Role = role } },
};
// Min applies at quality 0 of the role and Max at quality 1: a falling Factor and falling heat per unit are Min > Max.
GearData Design(string name, string description, int price, (float Min, float Max) factor, (float Min, float Max) heatPerUnit, (float Min, float Max) rated)
{
var design = new GearData
{
Name = name,
Description = description,
Hardpoint = HardpointType.Tool,
Mass = 60f,
Price = price,
Durability = 50f,
Shape = new Shape(1, 1),
SpecificHeat = template.SpecificHeat,
Conductivity = template.Conductivity,
MinimumTemperature = template.MinimumTemperature,
MaximumTemperature = template.MaximumTemperature,
OptimalTemperature = template.OptimalTemperature,
PlateauWidth = template.PlateauWidth,
ThermalResilience = template.ThermalResilience,
Roles = new[] { "baffles", "heat sink" }.Select(r => new ItemRole { Name = r }).ToList(),
Behaviors = new List<BehaviorData>
{
new LaunchSuppressorData
{
Factor = Rolled(factor.Min, factor.Max, "baffles"),
HeatPerUnit = Rolled(heatPerUnit.Min, heatPerUnit.Max, "heat sink"),
RatedTemperature = Rolled(rated.Min, rated.Max, "heat sink"),
},
},
};
design.Shape.Cells[0, 0] = true;
return design;
}
var strong = Design(designNames[0], "Baffles and a heat sink remove nearly all of a weapon's launch flash, hiding the shot from its target. The removed light is dissipated as heat in the device's own cell; above its rated temperature it passes the full flash.",
40000, (.08f, .03f), (1.4f, .8f), (310f, 330f));
var mild = Design(designNames[1], "Baffles dim a weapon's launch flash to a fraction and a heat sink absorbs the difference. The target still sees the shot; distant observers do not. The sink sustains the effect through a long fight.",
25000, (.4f, .2f), (.8f, .5f), (310f, 330f));
var designs = new[] { strong, mild };
var products = new (GearData Design, string Name, string Maker, string Description)[]
{
(strong, "Velvet Rope", "NiteLife", "Keeps the flash on the inside. Nobody sees who you let out."),
(strong, "Hush", "Finch", "Small, quiet, and the first shot is a secret. The second, probably."),
(strong, "lights out", "DME", "no flash/ no name/ nobody saw a thing"),
(strong, "Plausible Deniability", "R&D", "Hides 100% of launches!* *Launches defined as the ones nobody saw."),
(mild, "Low Profile", "Lightsail", "Quiet on the manifest, quiet on the scope. A hauler nobody notices is a hauler that gets paid."),
(mild, "Fast Pass Dim", "Alakrita", "Takes the glare off every launch and keeps the schedule. Anyone close enough to mind was already your problem."),
};
foreach (var product in products) Maker(product.Maker);
// Authored when both designs exist and every product is present on its own design; untouched when nothing is
// present; anything between needs a human, a product name that belongs to an unrelated item included.
var existing = designNames.Select(name => db.Cache.GetAll<GearData>().SingleOrDefault(g => g.Name == name)).ToArray();
var productNames = products.Select(p => p.Name).ToHashSet();
var presentProducts = db.Cache.GetAll<FactionProductData>().Where(p => productNames.Contains(p.Name)).ToArray();
if (existing.All(d => d != null) && presentProducts.Length == products.Length
&& products.All(p => presentProducts.Any(x => x.Name == p.Name && x.Design.Key.Equals(db.Cache.RefOf(existing[p.Design == strong ? 0 : 1]).Key))))
{
Console.WriteLine("The launch suppressors are already authored; nothing to do.");
return 0;
}
if (existing.Any(d => d != null) || presentProducts.Length != 0)
throw new InvalidOperationException("The launch suppressors are partly authored; the catalog needs a human.");
Console.WriteLine("New designs:");
foreach (var design in designs)
{
var data = design.Behaviors.OfType<LaunchSuppressorData>().Single();
Console.WriteLine($" {design.Name,-18} {design.Shape.Width}x{design.Shape.Height} {design.Hardpoint} mass {design.Mass:0.##} price {design.Price} durability {design.Durability:0.##} roles [{string.Join(", ", design.Roles.Select(r => r.Name))}]");
foreach (var (label, stat) in new[] { ("Factor", data.Factor), ("HeatPerUnit", data.HeatPerUnit), ("RatedTemperature", data.RatedTemperature) })
Console.WriteLine($" {label} {stat.Min:0.##}-{stat.Max:0.##} ({stat.Terms.Single().Role})");
Console.WriteLine($" \"{design.Description}\"");
}
Console.WriteLine("\nNew products:");
foreach (var (design, name, maker, description) in products)
{
var (mean, dev) = MakerProfiles[maker];
Console.WriteLine($" {design.Name} -> \"{name}\" by {maker}, every role mean {mean:0.##} dev {dev:0.##}: {description}");
}
if (!apply)
{
Console.WriteLine($"\nDry run. Pass \"apply\" to author 2 designs and {products.Length} products.");
return 0;
}
foreach (var design in designs) CultRecordRefs.Validate(design);
// ExpectUnchanged lands the batch onto the file as it is: every other record keeps the bytes it has, where a plain
// commit would re-encode the whole catalog through today's types.
if (!db.Cache.Commit(batch =>
{
batch.ExpectUnchanged();
var keys = new Dictionary<GearData, CultRecordKey>();
foreach (var design in designs) keys[design] = batch.Upsert(typeof(GearData), design);
foreach (var (design, name, maker, description) in products)
{
var (mean, dev) = MakerProfiles[maker];
batch.Upsert(typeof(FactionProductData), new FactionProductData
{
Name = name,
Description = description,
Design = new CultRecordRef<CraftedItemData>(keys[design]),
Manufacturer = db.Cache.RefOf(Maker(maker)),
Roles = design.Roles.Select(r => new ProductRole { Role = r.Name, Mean = mean, StandardDeviation = dev }).ToList(),
});
}
}))
throw new InvalidOperationException("The catalog changed while the launch suppressors were being authored; nothing was written. Run it again.");
Console.WriteLine($"\nAuthored 2 designs and {products.Length} products in Aetheria.cc");
return 0;
}
}