Mining 4a: blasts wear the rocks their disc covers, through Detonate
Detonate's chunk pass shares the disc by area over rocks (lens over pi r^2), publishes one AbsorbEvent per worn rock on Zone.ChunkCapabilities, then Zone.Wear. Publish takes a CapabilityEvents so entities and rocks share it. One largest-rock bound (Zone.LargestChunkRadius) serves the index and the blast query. Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
This commit is contained in:
parent
c47a34115c
commit
cbe33a0f1d
4 changed files with 324 additions and 15 deletions
|
|
@ -1221,7 +1221,7 @@ public static class FireControl
|
|||
|
||||
if (shot.Outcome.Shielded)
|
||||
{
|
||||
Publish(shot.Target, AbsorbLayer.Shield, ImpactPoint(shot.Target, shot.Outcome.Cell),
|
||||
Publish(shot.Target.Capabilities, AbsorbLayer.Shield, ImpactPoint(shot.Target, shot.Outcome.Cell),
|
||||
float3(shot.TravelDirection.x, 0, shot.TravelDirection.y), shot.Damage, shot.DamageType);
|
||||
shot.Target.Shield.TakeHit(shot.DamageType, shot.Damage);
|
||||
return;
|
||||
|
|
@ -1266,7 +1266,7 @@ public static class FireControl
|
|||
|
||||
for (var li = 0; li < laneCount; li++) ArrayPool<LaneCell>.Shared.Return(buffers[li]);
|
||||
|
||||
Publish(target, AbsorbLayer.Hull, ImpactPoint(target, shot.Outcome.Cell),
|
||||
Publish(target.Capabilities, AbsorbLayer.Hull, ImpactPoint(target, shot.Outcome.Cell),
|
||||
float3(shot.TravelDirection.x, 0, shot.TravelDirection.y), shot.Damage, shot.DamageType);
|
||||
target.DamageHull(hullDamage);
|
||||
}
|
||||
|
|
@ -1278,17 +1278,18 @@ public static class FireControl
|
|||
return float3(world.x, target.Position.y, world.y);
|
||||
}
|
||||
|
||||
// The one publisher of an absorbed impact: once per receiver, on its Capabilities, before the damage it reports.
|
||||
private static void Publish(Entity receiver, AbsorbLayer layer, float3 position, float3 direction, float magnitude, DamageType damageType) =>
|
||||
receiver.Capabilities.PublishAbsorb(new AbsorbEvent(position, direction, magnitude, damageType, layer));
|
||||
// The one publisher of an absorbed impact: once per receiver, on its CapabilityEvents (an entity's, or the zone's
|
||||
// for a rock), before the damage it reports.
|
||||
private static void Publish(CapabilityEvents receiver, AbsorbLayer layer, float3 position, float3 direction, float magnitude, DamageType damageType) =>
|
||||
receiver.PublishAbsorb(new AbsorbEvent(position, direction, magnitude, damageType, layer));
|
||||
|
||||
// A blast's impact on one entity: at the blast point (on the entity's height), travelling from the blast out through
|
||||
// the entity's centre, or zero when they coincide.
|
||||
private static void PublishBlast(Entity entity, float2 blast, AbsorbLayer layer, float magnitude, DamageType damageType)
|
||||
// A blast's impact on one receiver: at the blast point (at the receiver's height), travelling from the blast out
|
||||
// through the receiver's planar centre, or zero when they coincide. An entity and a rock go through it alike.
|
||||
private static void PublishBlast(CapabilityEvents receiver, float2 centre, float height, float2 blast, AbsorbLayer layer, float magnitude, DamageType damageType)
|
||||
{
|
||||
var away = entity.Position.xz - blast;
|
||||
var away = centre - blast;
|
||||
var direction = lengthsq(away) > 0f ? normalize(away) : float2.zero;
|
||||
Publish(entity, layer, float3(blast.x, entity.Position.y, blast.y), float3(direction.x, 0, direction.y), magnitude, damageType);
|
||||
Publish(receiver, layer, float3(blast.x, height, blast.y), float3(direction.x, 0, direction.y), magnitude, damageType);
|
||||
}
|
||||
|
||||
// Cut 12.4(b) (docs/fire-control-cut.md, "Where P is"): a contact or delayed blast needs a committed hit --
|
||||
|
|
@ -1607,7 +1608,13 @@ public static class FireControl
|
|||
|
||||
// Cut 12.4(b) (docs/fire-control-cut.md, "Area, per entity"): the one owner of blast damage -- a blast is
|
||||
// an area, not a bundle of rays (Q12-7 dissolved the ray model's remainder question along with the rays
|
||||
// themselves). Splash's signature with the point made planar (R7). Callers: Apply's three fuse branches. Nothing draws: every candidate entity in radius takes its share, unconditionally.
|
||||
// themselves). Splash's signature with the point made planar (R7). Callers: Apply's three fuse branches and
|
||||
// Zone's mine step. Nothing draws: every candidate entity in radius takes its share, unconditionally.
|
||||
//
|
||||
// Mining cut 4a (docs/mining-cut-refresh.md, Q10 = A): this is also the one owner of blast area over rocks.
|
||||
// After the entity pass, every unbroken rock whose disc the blast disc overlaps takes its lens share of the
|
||||
// damage -- damage * lens / (pi r^2), the cells' own normaliser -- through Zone.Wear, and publishes one absorb
|
||||
// on Zone.ChunkCapabilities first. Overlapping bodies each take their own overlap; shares off every body are lost.
|
||||
//
|
||||
// For each candidate (an entity whose centre lies within radius plus half its own hull diagonal --
|
||||
// CandidatesIncludeHullsWhoseCentreIsOutsideTheRadius, which Splash's centre-distance cull could not pass):
|
||||
|
|
@ -1673,7 +1680,7 @@ public static class FireControl
|
|||
{
|
||||
if (shield.CanTakeHit(damageType, totalShare))
|
||||
{
|
||||
PublishBlast(entity, worldPlanar, AbsorbLayer.Shield, totalShare, damageType);
|
||||
PublishBlast(entity.Capabilities, entity.Position.xz, entity.Position.y, worldPlanar, AbsorbLayer.Shield, totalShare, damageType);
|
||||
shield.TakeHit(damageType, totalShare);
|
||||
continue;
|
||||
}
|
||||
|
|
@ -1703,11 +1710,37 @@ public static class FireControl
|
|||
for (var i = 0; i < amounts.Length; i++) hullTotal += amounts[i];
|
||||
}
|
||||
|
||||
PublishBlast(entity, worldPlanar, AbsorbLayer.Hull, totalShare, damageType);
|
||||
PublishBlast(entity.Capabilities, entity.Position.xz, entity.Position.y, worldPlanar, AbsorbLayer.Hull, totalShare, damageType);
|
||||
entity.DamageHull(hullTotal);
|
||||
}
|
||||
|
||||
if (!(radius > 0f) || zone.AsteroidBelts.Count == 0) return; // no area, or no rocks to cover
|
||||
// Rocks, through the targeting index (no observer: entities stay out of it). Reach is exact on a rock's
|
||||
// centre, so it is the blast radius plus the widest any rock can be. Walked in (field, index) order so the
|
||||
// order of wear -- and any later dice on it -- is fixed.
|
||||
var rocks = _rockScratch ??= new List<TargetCandidate>();
|
||||
zone.Targets.Within(new TargetSearch(worldPlanar, radius + Zone.LargestChunkRadius(zone.Settings)), rocks);
|
||||
rocks.RemoveAll(c => !c.Target.Chunk.HasValue);
|
||||
rocks.Sort((a, b) =>
|
||||
{
|
||||
var byField = string.CompareOrdinal(a.Target.Chunk.Value.Field.Value, b.Target.Chunk.Value.Field.Value);
|
||||
return byField != 0 ? byField : a.Target.Chunk.Value.Index.CompareTo(b.Target.Chunk.Value.Index);
|
||||
});
|
||||
var discArea = PI * radius * radius;
|
||||
foreach (var rock in rocks)
|
||||
{
|
||||
var chunk = rock.Target.Chunk.Value;
|
||||
if (!zone.ChunkExists(chunk)) continue;
|
||||
var centre = zone.ChunkPose(chunk.Field, chunk.Index).xy;
|
||||
var share = damage * CircleCircleOverlap(length(centre - worldPlanar), radius, zone.ChunkRadius(chunk)) / discArea;
|
||||
if (!(share > 0f)) continue;
|
||||
PublishBlast(zone.ChunkCapabilities, centre, 0f, worldPlanar, AbsorbLayer.Hull, share, damageType);
|
||||
zone.Wear(chunk, share);
|
||||
}
|
||||
}
|
||||
|
||||
[ThreadStatic] private static List<TargetCandidate> _rockScratch;
|
||||
|
||||
// Whether the disc reaches any occupied hull cell of the entity: Detonate's own coverage test (the same
|
||||
// ToSchematicPoint, SchematicCellSize and CircleSquareOverlap), so what triggers a mine and what its blast
|
||||
// reaches are one geometry.
|
||||
|
|
@ -1721,6 +1754,19 @@ public static class FireControl
|
|||
return false;
|
||||
}
|
||||
|
||||
// Mining cut 4a: the exact area shared by two discs at centre distance d -- the lens. Exactly zero when they are
|
||||
// disjoint or tangent, and the smaller disc's whole area when one contains the other.
|
||||
public static float CircleCircleOverlap(float d, float r1, float r2)
|
||||
{
|
||||
if (r1 <= 0f || r2 <= 0f || d >= r1 + r2) return 0f;
|
||||
var small = min(r1, r2);
|
||||
if (d <= abs(r1 - r2)) return PI * small * small;
|
||||
var a = (d * d + r1 * r1 - r2 * r2) / (2f * d * r1);
|
||||
var b = (d * d + r2 * r2 - r1 * r1) / (2f * d * r2);
|
||||
var k = (-d + r1 + r2) * (d + r1 - r2) * (d - r1 + r2) * (d + r1 + r2);
|
||||
return r1 * r1 * acos(clamp(a, -1f, 1f)) + r2 * r2 * acos(clamp(b, -1f, 1f)) - .5f * sqrt(max(0f, k));
|
||||
}
|
||||
|
||||
// Cut 12.4(b) (docs/fire-control-cut.md, "Exact overlap, in float"): the exact area of a unit square,
|
||||
// centred on `cell` (the unit square centred on its integer coordinate, the same convention every other
|
||||
// frame rule uses), that lies inside a disc of radius `r` centred at `diskCentre` -- both in the same
|
||||
|
|
|
|||
|
|
@ -48,8 +48,7 @@ public sealed class BeltTargets : ITargetProvider
|
|||
_zone = zone;
|
||||
_field = field;
|
||||
_data = data;
|
||||
var size = settings.AsteroidSize;
|
||||
_largestRadius = size.Exponent > 0 ? max(abs(size.Minimum), abs(size.Maximum)) : float.PositiveInfinity;
|
||||
_largestRadius = Zone.LargestChunkRadius(settings);
|
||||
|
||||
var count = data.Asteroids.Length;
|
||||
_periods = new double[count];
|
||||
|
|
|
|||
|
|
@ -62,6 +62,9 @@ public class Zone
|
|||
// the entities, and one provider per belt. The reticle, cycling and any range query over rocks go through it;
|
||||
// nothing else scans a belt.
|
||||
public readonly TargetingIndex Targets = new TargetingIndex();
|
||||
// Mining cut 4a: the receiver of every rock impact FireControl.Detonate publishes. Notification only: a presenter
|
||||
// subscribes once per zone, and nothing in ServerShared reads it.
|
||||
public readonly CapabilityEvents ChunkCapabilities = new CapabilityEvents();
|
||||
private readonly List<Sun> _suns = new List<Sun>();
|
||||
|
||||
private HashSet<CultRecordKey> _updatedOrbits = new HashSet<CultRecordKey>();
|
||||
|
|
@ -674,6 +677,14 @@ public class Zone
|
|||
return belt.DamagedSize(chunk.Index, wear.Damage, Settings);
|
||||
}
|
||||
|
||||
// No rock of any belt, whole or worn, is wider than this (AsteroidSize's bound over every argument, so over the
|
||||
// Asteroid.Size range the generator writes). The index's visibility bound and a blast's query reach both use it.
|
||||
public static float LargestChunkRadius(PlanetSettings settings)
|
||||
{
|
||||
var size = settings.AsteroidSize;
|
||||
return size.Exponent > 0 ? max(abs(size.Minimum), abs(size.Maximum)) : float.PositiveInfinity;
|
||||
}
|
||||
|
||||
// Cut 2: the only writer of chunk wear. Returns whether this hit broke the chunk. The break threshold is
|
||||
// strictly greater-than, matching the deleted per-tick miner's own comparison against accumulated damage:
|
||||
// damage exactly equal to hitpoints does not yet break the chunk, only damage that exceeds them does.
|
||||
|
|
|
|||
253
tests/Aetheria.Shared.Tests/MiningCut4aTests.cs
Normal file
253
tests/Aetheria.Shared.Tests/MiningCut4aTests.cs
Normal file
|
|
@ -0,0 +1,253 @@
|
|||
/* This Source Code Form is subject to the terms of the Mozilla Public
|
||||
* 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;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using CultMath;
|
||||
using UniRx;
|
||||
using Xunit;
|
||||
using static CultMath.math;
|
||||
using float2 = CultMath.float2;
|
||||
using float3 = CultMath.float3;
|
||||
|
||||
// Mining cut 4a (docs/mining-cut-refresh.md, Q10 = A): a blast's disc is shared by area over whatever it covers, hull
|
||||
// cells or rocks, through FireControl.Detonate; each worn rock publishes one absorb on Zone.ChunkCapabilities. Reuses
|
||||
// MiningCut3Tests' belt fixture (a partial of that class), so a filter on these tests names the methods below.
|
||||
public sealed partial class MiningCut3Tests
|
||||
{
|
||||
// A one-rock belt: the rock at phase 0 sits on +x of the belt centre, `size` its authored size.
|
||||
private (Scene scene, ChunkId rock) OneRock(float size = .5f, float distance = 200f)
|
||||
{
|
||||
var kind = Kind("Asteroid", 4f);
|
||||
var s = BuildScene(new[] { kind }, Belt(kind, Rock(distance, 0f, size)));
|
||||
return (s, new ChunkId(s.Belts[0], 0));
|
||||
}
|
||||
|
||||
private static List<AbsorbEvent> Absorbs(Scene s, List<IDisposable> subs)
|
||||
{
|
||||
var list = new List<AbsorbEvent>();
|
||||
subs.Add(s.Zone.ChunkCapabilities.Absorb.Subscribe(list.Add));
|
||||
return list;
|
||||
}
|
||||
|
||||
// The area of a disc at the origin of radius r1 and a disc at (d, 0) of radius r2, by midpoint integration of the
|
||||
// chord overlap -- no formula of the code under test.
|
||||
private static double NumericLens(double d, double r1, double r2)
|
||||
{
|
||||
var lo = Math.Max(-r1, d - r2);
|
||||
var hi = Math.Min(r1, d + r2);
|
||||
if (hi <= lo) return 0;
|
||||
const int n = 400000;
|
||||
var h = (hi - lo) / n;
|
||||
var area = 0.0;
|
||||
for (var i = 0; i < n; i++)
|
||||
{
|
||||
var x = lo + (i + .5) * h;
|
||||
var a = Math.Sqrt(Math.Max(0, r1 * r1 - x * x));
|
||||
var b = Math.Sqrt(Math.Max(0, r2 * r2 - (x - d) * (x - d)));
|
||||
area += 2 * Math.Min(a, b) * h;
|
||||
}
|
||||
return area;
|
||||
}
|
||||
|
||||
// The area of a disc centred (cx, cy) of radius r inside the axis-aligned rectangle, by the same integration.
|
||||
private static double NumericDiscInRect(double cx, double cy, double r, double x0, double x1, double y0, double y1)
|
||||
{
|
||||
var lo = Math.Max(cx - r, x0);
|
||||
var hi = Math.Min(cx + r, x1);
|
||||
if (hi <= lo) return 0;
|
||||
const int n = 400000;
|
||||
var h = (hi - lo) / n;
|
||||
var area = 0.0;
|
||||
for (var i = 0; i < n; i++)
|
||||
{
|
||||
var x = lo + (i + .5) * h;
|
||||
var half = Math.Sqrt(Math.Max(0, r * r - (x - cx) * (x - cx)));
|
||||
area += Math.Max(0, Math.Min(cy + half, y1) - Math.Max(cy - half, y0)) * h;
|
||||
}
|
||||
return area;
|
||||
}
|
||||
|
||||
[Theory]
|
||||
[InlineData(5f, 3f, 4f)]
|
||||
[InlineData(1f, 3f, 4f)]
|
||||
[InlineData(6.5f, 3f, 4f)]
|
||||
[InlineData(2.5f, 2f, 5f)]
|
||||
[InlineData(3f, 3f, 3f)]
|
||||
public void CircleCircleOverlapIsTheLens(float d, float r1, float r2)
|
||||
{
|
||||
var expected = NumericLens(d, r1, r2);
|
||||
Assert.Equal(expected, FireControl.CircleCircleOverlap(d, r1, r2), 3);
|
||||
Assert.Equal(expected, FireControl.CircleCircleOverlap(d, r2, r1), 3);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void CircleCircleOverlapIsExactAtTheLimits()
|
||||
{
|
||||
Assert.Equal(0f, FireControl.CircleCircleOverlap(7f, 3f, 4f)); // tangent
|
||||
Assert.Equal(0f, FireControl.CircleCircleOverlap(8f, 3f, 4f)); // disjoint
|
||||
Assert.Equal(PI * 9f, FireControl.CircleCircleOverlap(1f, 3f, 4f), 3); // contained: the smaller disc
|
||||
Assert.Equal(PI * 9f, FireControl.CircleCircleOverlap(0f, 4f, 3f), 3); // concentric
|
||||
Assert.Equal(PI * 9f, FireControl.CircleCircleOverlap(1f, 3f, 4f), 3);
|
||||
Assert.Equal(0f, FireControl.CircleCircleOverlap(0f, 0f, 3f));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ABlastBesideAnUntargetedRockWearsIt()
|
||||
{
|
||||
var (s, rock) = OneRock();
|
||||
var at = At(s, rock);
|
||||
var radius = 5f;
|
||||
var offset = 3f;
|
||||
var undamaged = s.Zone.ChunkRadius(rock);
|
||||
FireControl.Detonate(s.Zone, at + float2(offset, 0), radius, 10f, DamageType.Kinetic);
|
||||
|
||||
var share = (float) (10.0 * NumericLens(offset, radius, undamaged) / (Math.PI * radius * radius));
|
||||
Assert.True(share > 0f);
|
||||
Assert.Equal(s.Zone.AsteroidBelts[rock.Field].DamagedSize(rock.Index, share, s.Zone.Settings), s.Zone.ChunkRadius(rock), 3);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ABlastSharesItsDiscOverCellsAndRocksByArea()
|
||||
{
|
||||
var (s, rock) = OneRock();
|
||||
var rockAt = At(s, rock);
|
||||
var rockRadius = s.Zone.ChunkRadius(rock);
|
||||
var ship = SpawnShip(s, rockAt + float2(-12f, 0f));
|
||||
var radius = 6f;
|
||||
var blast = rockAt + float2(-5.5f, 0f);
|
||||
var damage = 1f;
|
||||
var subs = new List<IDisposable>();
|
||||
var hullAbsorbs = new List<AbsorbEvent>();
|
||||
subs.Add(ship.Capabilities.Absorb.Subscribe(hullAbsorbs.Add));
|
||||
var rockAbsorbs = Absorbs(s, subs);
|
||||
|
||||
FireControl.Detonate(s.Zone, blast, radius, damage, DamageType.Kinetic);
|
||||
foreach (var sub in subs) sub.Dispose();
|
||||
|
||||
// The hull is a 5 x 5 block of 2-unit cells about its position; the rock a disc; the two do not overlap.
|
||||
var p = ship.Position.xz;
|
||||
var area = Math.PI * radius * radius;
|
||||
var hullArea = NumericDiscInRect(blast.x, blast.y, radius, p.x - 5, p.x + 5, p.y - 5, p.y + 5);
|
||||
var rockArea = NumericLens(length(rockAt - blast), radius, rockRadius);
|
||||
Assert.True(hullArea > 0 && rockArea > 0 && hullArea + rockArea < area, "fixture: both covered, some of the disc lost");
|
||||
var hull = Assert.Single(hullAbsorbs);
|
||||
var worn = Assert.Single(rockAbsorbs);
|
||||
Assert.Equal(damage * hullArea / area, hull.Magnitude, 4);
|
||||
Assert.Equal(damage * rockArea / area, worn.Magnitude, 4);
|
||||
var lost = damage * (area - hullArea - rockArea) / area;
|
||||
Assert.Equal(damage, hull.Magnitude + worn.Magnitude + lost, 4);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ARockWhoseCentreIsOutsideTheBlastIsStillWorn()
|
||||
{
|
||||
// The widest rock (size 1, radius 9) and a small blast: the blast radius 3 plus the rock's 9 exceeds the
|
||||
// 8 between them, yet the centre is far outside the blast disc.
|
||||
var (s, rock) = OneRock(size: 1f);
|
||||
var at = At(s, rock);
|
||||
var radius = 3f;
|
||||
Assert.Equal(9f, s.Zone.ChunkRadius(rock), 3);
|
||||
var subs = new List<IDisposable>();
|
||||
var absorbs = Absorbs(s, subs);
|
||||
FireControl.Detonate(s.Zone, at + float2(8f, 0f), radius, 10f, DamageType.Kinetic);
|
||||
subs.ForEach(x => x.Dispose());
|
||||
|
||||
var worn = Assert.Single(absorbs);
|
||||
Assert.Equal(10.0 * NumericLens(8, radius, 9) / (Math.PI * radius * radius), worn.Magnitude, 4);
|
||||
Assert.True(s.Zone.ChunkRadius(rock) < 9f);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ATangentOrDistantBlastWearsNothing()
|
||||
{
|
||||
var (s, rock) = OneRock();
|
||||
var at = At(s, rock);
|
||||
var radius = s.Zone.ChunkRadius(rock);
|
||||
var subs = new List<IDisposable>();
|
||||
var absorbs = Absorbs(s, subs);
|
||||
FireControl.Detonate(s.Zone, at + float2(2f * radius, 0f), radius, 10f, DamageType.Kinetic);
|
||||
FireControl.Detonate(s.Zone, at + float2(60f, 0f), 5f, 10f, DamageType.Kinetic);
|
||||
subs.ForEach(x => x.Dispose());
|
||||
|
||||
Assert.Empty(absorbs);
|
||||
Assert.Equal(radius, s.Zone.ChunkRadius(rock));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ABrokenRockTakesNothingAndPublishesNothing()
|
||||
{
|
||||
var (s, rock) = OneRock();
|
||||
var at = At(s, rock);
|
||||
Assert.True(s.Zone.Wear(rock, 1e6f));
|
||||
var subs = new List<IDisposable>();
|
||||
var absorbs = Absorbs(s, subs);
|
||||
FireControl.Detonate(s.Zone, at, 8f, 10f, DamageType.Kinetic);
|
||||
subs.ForEach(x => x.Dispose());
|
||||
|
||||
Assert.Empty(absorbs);
|
||||
Assert.False(s.Zone.ChunkExists(rock));
|
||||
Assert.Equal(0f, s.Zone.ChunkRadius(rock));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void EachWornRockPublishesOneAbsorb()
|
||||
{
|
||||
var kind = Kind("Asteroid", 4f);
|
||||
// Two rocks side by side and a third out of reach, listed out of order of their distance.
|
||||
var s = BuildScene(new[] { kind }, Belt(kind, Rock(200f, 0f, .5f), Rock(300f, 0f, .5f), Rock(205f, 0f, .5f)));
|
||||
var a = new ChunkId(s.Belts[0], 0);
|
||||
var b = new ChunkId(s.Belts[0], 2);
|
||||
var far = new ChunkId(s.Belts[0], 1);
|
||||
var blast = (At(s, a) + At(s, b)) / 2f;
|
||||
var radius = 8f;
|
||||
var damage = 10f;
|
||||
var seen = new List<(AbsorbEvent e, float aRadius, float bRadius)>();
|
||||
using var sub = s.Zone.ChunkCapabilities.Absorb.Subscribe(e => seen.Add((e, s.Zone.ChunkRadius(a), s.Zone.ChunkRadius(b))));
|
||||
var undamagedA = s.Zone.ChunkRadius(a);
|
||||
var undamagedB = s.Zone.ChunkRadius(b);
|
||||
|
||||
FireControl.Detonate(s.Zone, blast, radius, damage, DamageType.Kinetic);
|
||||
|
||||
Assert.Equal(2, seen.Count);
|
||||
Assert.All(seen, x => Assert.Equal(AbsorbLayer.Hull, x.e.Layer));
|
||||
Assert.All(seen, x => Assert.Equal(0f, x.e.Position.y));
|
||||
// Walked in index order; each absorb lands before its own rock's wear, and the first rock's wear is already
|
||||
// done when the second is published.
|
||||
Assert.Equal(undamagedA, seen[0].aRadius);
|
||||
Assert.Equal(undamagedB, seen[0].bRadius);
|
||||
Assert.True(seen[1].aRadius < undamagedA);
|
||||
Assert.Equal(undamagedB, seen[1].bRadius);
|
||||
Assert.Equal(damage * NumericLens(length(At(s, a) - blast), radius, undamagedA) / (Math.PI * radius * radius), seen[0].e.Magnitude, 4);
|
||||
Assert.Equal(damage * NumericLens(length(At(s, b) - blast), radius, undamagedB) / (Math.PI * radius * radius), seen[1].e.Magnitude, 4);
|
||||
// The direction runs from the blast out through the rock.
|
||||
var away = normalize(At(s, a) - blast);
|
||||
Assert.Equal(away.x, seen[0].e.Direction.x, 4);
|
||||
Assert.Equal(away.y, seen[0].e.Direction.z, 4);
|
||||
Assert.Equal(s.Zone.AsteroidBelts[far.Field].UndamagedSize(far.Index, s.Zone.Settings), s.Zone.ChunkRadius(far));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void AMineBlastWearsRocks()
|
||||
{
|
||||
var (s, rock) = OneRock();
|
||||
var at = At(s, rock);
|
||||
var undamaged = s.Zone.ChunkRadius(rock);
|
||||
var absorbs = new List<AbsorbEvent>();
|
||||
using var sub = s.Zone.ChunkCapabilities.Absorb.Subscribe(absorbs.Add);
|
||||
s.Zone.Lay(new Mine
|
||||
{
|
||||
Id = s.Zone.NextBodyId(), Body = new KinematicBody { Position = at + float2(2f, 0f), Velocity = float2.zero },
|
||||
ArmingDelay = 0f, FuseDelay = 100f, Lifetime = 0f, BlastRadius = 6f, Damage = 10f,
|
||||
DamageType = DamageType.Kinetic, Layer = null, LayerFaction = null
|
||||
});
|
||||
|
||||
s.Zone.Update(.001f);
|
||||
|
||||
Assert.Empty(s.Zone.Mines);
|
||||
Assert.Single(absorbs);
|
||||
Assert.True(s.Zone.ChunkRadius(rock) < undamaged);
|
||||
}
|
||||
}
|
||||
Loading…
Reference in a new issue