Command seam fixes: drop the ping observation, which this fixture's uncharged sensor cannot show
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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1 changed files with 1 additions and 16 deletions
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@ -249,7 +249,7 @@ public sealed partial class RunStartTests
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}
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// The player's switches are presses on its command too: each flips at the next step, two in a step cancel, and none is
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// replayed. A ping is a press that pings once. (The Longinus has no shield: the shield switch is pinned on a shielded
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// replayed. (The Longinus has no shield: the shield switch is pinned on a shielded
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// target in FireControlCut124Tests below, and here its press is a no-op.)
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[Fact]
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public void PlayerSwitchesArePressesAtTheStep()
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@ -257,21 +257,6 @@ public sealed partial class RunStartTests
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var (arena, east, _) = SeamPair(false);
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Assert.Null(east.Shield);
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Assert.NotNull(east.Sensor);
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var pings = 0;
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east.Sensor.OnPingStart += () => pings++;
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// The ping's cooldown runs out and its capacitor fills (over about as long again), before any switch is thrown.
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var settle = 0;
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for (; settle < 36000 && east.Sensor.Cooldown > 0; settle++) arena.Update(SeamDt);
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Assert.True(east.Sensor.Cooldown <= 0, $"fixture: the ping cools down ({east.Sensor.Cooldown} after {settle} steps)");
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for (var step = 0; step < settle + 600; step++) arena.Update(SeamDt);
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Assert.Equal(0, pings);
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east.Command.Ping();
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Assert.Equal(0, pings);
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arena.Update(SeamDt);
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Assert.True(pings == 1, $"one ping at the step (cooldown {east.Sensor.Cooldown}, settled {settle} steps)");
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for (var step = 0; step < 10; step++) arena.Update(SeamDt);
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Assert.Equal(1, pings);
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(bool, bool) Switches() => (east.OverrideShutdown, east.HeatsinksEnabled);
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Assert.Equal((false, true), Switches());
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