Rewrite the tests that read the mixer; add the ship-level allocator tests

EvasionTerm: the aggregate reads go; SteeringTests: ATurnIsThatFractionOfTheHullsTurn;
Brownout/ConditionRatio seat the lone thruster on the centre column; ThrottleLockTests
compare a locked ship to an unlocked twin through the same ticks; ThrustAllocationTests
(Duel flight, lost/degraded/repaired drives, dead thrusters, full turn, arena-stepped
flight); ThrustAllocatorTests.AMicroIntentIsServed.

Not yet verified green at this commit; the test project builds only against the
deleted aggregates' removal in the previous commit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Meta Vens 2026-10-10 13:44:22 +02:00
commit df61900db8
8 changed files with 363 additions and 161 deletions

View file

@ -109,7 +109,10 @@ public sealed class BrownoutTests : IDisposable
var reactorData = cache.GetByName<GearData>("Reactor");
((ReactorData) reactorData.Behaviors[0]).Charge = Constant(reactorCharge);
Assert.True(ship.TryEquip(Mint(cache, items, reactorData)));
Assert.True(ship.TryEquip(Mint(cache, items, cache.GetByName<GearData>("Consumer"))));
// The Skiff's centre column: a thruster there has no torque, so the allocator can fire it alone. These tests pin power,
// not flight, and a lone off-centre thruster could not fire without turning.
Assert.True(ship.TryEquip(Mint(cache, items, cache.GetByName<GearData>("Consumer")), new int2(2, 0)));
Assert.True(ship.GetBehavior<Thruster>().Torque == 0f, "the lone thruster turns nothing");
zone.Entities.Add(ship);
// Ship.Turn stays 0, so Ship.Update commands no rotation: no incidental torque thrust from the

View file

@ -92,7 +92,10 @@ public sealed class ConditionRatioTests : IDisposable
var reactorData = cache.GetByName<GearData>("Reactor");
((ReactorData) reactorData.Behaviors[0]).Charge = Constant(reactorCharge);
Assert.True(ship.TryEquip(Mint(cache, items, reactorData)));
Assert.True(ship.TryEquip(Mint(cache, items, cache.GetByName<GearData>("Consumer"))));
// The Skiff's centre column: a thruster there has no torque, so the allocator can fire it alone. These tests pin power,
// not flight, and a lone off-centre thruster could not fire without turning.
Assert.True(ship.TryEquip(Mint(cache, items, cache.GetByName<GearData>("Consumer")), new int2(2, 0)));
Assert.True(ship.GetBehavior<Thruster>().Torque == 0f, "the lone thruster turns nothing");
zone.Entities.Add(ship);
ship.Aim = float3(0, 0, 1); // Turn stays 0, as in BrownoutTests

View file

@ -712,17 +712,14 @@ public sealed partial class RunStartTests
}
}
// Finding thruster-thrust-cache: Ship's aggregates read what the thrusters push with now, not what they pushed
// with at construction. The idle Djinni's forward thrust, in newtons, is its envelope's forward acceleration
// times its mass,.
// Finding thruster-thrust-cache: each thruster reads what it pushes with now, not what it pushed with at
// construction.
[Fact]
public void TheAggregatesReadLiveThrust()
public void TheThrustersReadLiveThrust()
{
var (_, _, djinni) = EvFleet();
EvSettle(djinni);
djinni.Update(EvDt);
Assert.InRange(djinni.ForwardThrust, djinni.Envelope.Forward * djinni.Mass * .99f, djinni.Envelope.Forward * djinni.Mass * 1.01f);
Assert.True(djinni.ForwardThrust > 0f);
var thrusters = djinni.GetBehaviors<Thruster>().ToList();
Assert.NotEmpty(thrusters);
foreach (var thruster in thrusters)
@ -1010,64 +1007,4 @@ public sealed partial class RunStartTests
Assert.True(first >= ticks - 1 && first <= ticks + 1, $"window {window}, held {held}: forgot at tick {first}, expected about {ticks}");
}
}
// Finding strafe-readers-unpinned: every one of Ship's thrust aggregates and the strafe torque compensation reads the
// live thrust, not the stat minimum a thruster had at construction. The idle Djinni's aggregates are the sums of what
// its thrusters push with now, group by group.
[Fact]
public void EveryAggregateAndTheCompensationReadLiveThrust()
{
var (_, _, djinni) = EvFleet();
EvSettle(djinni);
djinni.Update(EvDt);
var thrusters = djinni.GetBehaviors<Thruster>().Where(t => t.Item.Active.Value).ToList();
float Live(Thruster t) => t.Evaluate(((ThrusterData) t.Data).Thrust);
float Mount(ItemRotation rotation, Func<Thruster, float> value) => thrusters.Where(t => t.Item.EquippableItem.Rotation == rotation).Sum(value);
foreach (var rotation in new[] { ItemRotation.None, ItemRotation.Clockwise, ItemRotation.CounterClockwise })
{
var group = thrusters.Where(t => t.Item.EquippableItem.Rotation == rotation).ToList();
Assert.NotEmpty(group);
Assert.All(group, t => Assert.True(Live(t) > ((ThrusterData) t.Data).Thrust.Min * 1.1f, $"fixture: {rotation} thruster thrust {Live(t)} above its stat minimum"));
}
void Near(float expected, float actual) => Assert.InRange(actual, expected - .001f * Math.Abs(expected) - 1e-3f, expected + .001f * Math.Abs(expected) + 1e-3f);
Near(Mount(ItemRotation.None, Live), djinni.ReverseThrust);
Near(Mount(ItemRotation.Clockwise, Live), djinni.LeftStrafeThrust);
Near(Mount(ItemRotation.CounterClockwise, Live), djinni.RightStrafeThrust);
Near(Mount(ItemRotation.Clockwise, t => t.Torque * Live(t)), djinni.LeftStrafeTotalTorque);
Near(Mount(ItemRotation.CounterClockwise, t => t.Torque * Live(t)), djinni.RightStrafeTotalTorque);
// The compensation trims each torque thruster of a strafing side by the side's mean torque, over that thruster's
// own torque at its live thrust.
foreach (var (side, direction, total) in new[]
{
(ItemRotation.CounterClockwise, 1f, djinni.RightStrafeTotalTorque),
(ItemRotation.Clockwise, -1f, djinni.LeftStrafeTotalTorque)
})
{
// Which thrusters take the trim is the rule under test, so it is read from the thrusters' own torques and not from
// Ship's private list (finding compensation-membership-unpinned): the side's thrusters that turn the way the side's
// total torque turns. The fixture must have thrusters on both sides of that line, or the rule is not exercised.
var onSide = djinni.GetBehaviors<Thruster>().Where(t => t.Item.EquippableItem.Rotation == side).ToList();
var members = onSide.Where(t => Math.Sign(t.Torque) == Math.Sign(total)).ToList();
Assert.NotEmpty(members);
Assert.True(members.Count < onSide.Count, $"fixture: the {side} side has a thruster that turns against its total torque, so membership is exercised");
djinni.MovementDirection = float2(direction, 0);
EvFace(djinni, float3(0, 0, 1));
djinni.Update(EvDt);
var mean = Math.Abs(total) / members.Count;
var trimmed = 0;
foreach (var thruster in thrusters.Where(t => t.Item.EquippableItem.Rotation == side))
{
var expected = members.Contains(thruster) ? 1f - mean / (Math.Abs(thruster.Torque) * Live(thruster)) : 1f;
expected = Math.Max(0f, Math.Min(1f, expected));
if (expected < .99f && expected > .01f) trimmed++;
Assert.InRange(thruster.Axis, expected - .002f, expected + .002f);
}
Assert.True(trimmed > 0, $"fixture: the {side} compensation trims a thruster to somewhere between off and full");
djinni.MovementDirection = float2(0, 0);
EvSettle(djinni);
djinni.Update(EvDt);
}
}
}

View file

@ -239,7 +239,7 @@ public sealed partial class RunStartTests
// A write to Direction between steps (staging, a load, a wormhole exit) is not a turn.
player.Turn = 0;
player.MovementDirection = float2(0, 0); // two backfilled drives differ in quality, so a held thrust is a net torque
player.MovementDirection = float2(0, 0); // the drives are idled so the Direction write below is tested alone
for (var step = 0; step < 600 && abs(player.TurnRate) > 0; step++) arena.Update(ClockFrame);
player.Direction = normalize(float2(3, -4));
arena.Update(ClockFrame);

View file

@ -240,7 +240,7 @@ public sealed class SteeringTests
Assert.Equal(-sqrt(sin(radians(80f))), Steering.Toward(ship, Heading(ship, -80f)), 4);
}
// The turn bound has one owner, the actuators: Ship.Update hands Turn to them unclamped, Thruster.Axis saturates to
// The turn bound has one owner, the actuators: the allocator clamps the intent to -1..1 and Thruster.Axis saturates to
// 0..1. A Turn of 3 therefore rotates the hull as a Turn of 1.
[Fact]
public void TheActuatorsBoundATurnBeyondOne()
@ -278,15 +278,16 @@ public sealed class SteeringTests
}
}
// The size of a turn, computed from the hull and not read back from the code under test: each rotation thruster
// at Axis 1 turns the hull by Torque * Thrust * TorqueMultiplier / Mass * dt per tick (Thruster.Execute's law,
// summed here from the thrusters' own stats over the sets whose Torque clears the floor).
// The size of a turn, computed from the hull and not read back from the code under test: Turn is that fraction of
// the hull's whole turn in the direction asked (turn-authority-full). The whole turn is every thruster firing at
// full grant on the side it turns toward, Torque * Thrust * TorqueMultiplier / Mass per thruster, with no floor
// (Thruster.Execute's law, summed here from the thrusters' own stats).
[Theory]
[InlineData(1f)]
[InlineData(-1f)]
[InlineData(.5f)]
[InlineData(-.5f)]
public void ATurnRotatesAtTheRateTheHullsTorqueGives(float turn)
public void ATurnIsThatFractionOfTheHullsTurn(float turn)
{
using var cache = RestoredHullsTests.OpenCatalog();
var ship = RestoredHullsTests.BuildThrustedShip(cache, Hull);
@ -299,16 +300,15 @@ public sealed class SteeringTests
ship.Turn = turn;
ship.Update(dt);
float Rate(Func<Thruster, bool> set, float axis) =>
thrusters.Where(set).Sum(t => axis * t.Torque * t.Thrust * settings.TorqueMultiplier / ship.Mass * dt);
var clockwise = Rate(t => t.Torque > settings.TorqueFloor, max(turn, 0f));
var counter = Rate(t => t.Torque < -settings.TorqueFloor, max(-turn, 0f));
var expected = clockwise + counter;
float Whole(Func<float, bool> side) =>
thrusters.Select(t => t.Torque * t.NominalThrust * settings.TorqueMultiplier / ship.Mass * dt).Where(side).Sum(abs);
var expected = turn * (turn > 0 ? Whole(r => r > 0) : Whole(r => r < 0));
var after = normalize(ship.Direction);
var turned = atan2(dot(after, right), dot(after, nose)); // positive is clockwise
Assert.True(abs(expected) > radians(.01f), $"the expected turn is real: {expected}");
Assert.InRange(abs(turned / expected), .98f, 1.02f);
Assert.True(turned * turn > 0f, "the turn goes the way it was asked");
}
// A state that writes a constant turn, standing for any piloting state.

View file

@ -8,8 +8,10 @@ using Xunit;
using static CultMath.math;
// A ThrottleLock on an active consumable replaces the pilot's movement intent with full forward, read once at
// the top of Ship.Update's active branch. Turn is untouched. Every observation is a thruster's Axis after a real
// Ship.Update, with the effect started through Entity.ActivateConsumable.
// the top of Ship.Update's active branch; the allocator is the only thing that turns intent into throttles. Turn is
// untouched. Every observation is a thruster's Axis after a real Ship.Update, with the effect started through
// Entity.ActivateConsumable. A lock is observed against an unlocked twin of the same fleet fed full forward and the same
// Turn through the same ticks: the two must answer alike, with no constant of the old mixer in the assertion.
public sealed class ThrottleLockTests : IDisposable
{
private readonly string _root = Path.Combine(Path.GetTempPath(), "aetheria-throttlelock-" + Guid.NewGuid().ToString("N"));
@ -22,7 +24,8 @@ public sealed class ThrottleLockTests : IDisposable
{
DefaultEntitySettings = new EntitySettings(),
Tiers = new[] { new RarityTier { Name = "Common", Quality = .5f, Rarity = 0, Color = new float3(1, 1, 1) } },
QualityPriceModifier = new ExponentialLerp()
QualityPriceModifier = new ExponentialLerp(),
TorqueMultiplier = 1f
};
private static PerformanceStat Constant(float v) => new PerformanceStat { Min = v, Max = v };
@ -99,59 +102,73 @@ public sealed class ThrottleLockTests : IDisposable
};
}
// Spec ALockedThrottleIgnoresIntent. Mutation: read MovementDirection in place of move at any of the six
// sites in Ship.Update and the matching assertion goes red.
private static float[] Axes(Fixture f) => f.Ship.GetBehaviors<Thruster>().Select(t => t.Axis).ToArray();
private static float Apart(float[] a, float[] b) => a.Zip(b, (x, y) => Math.Abs(x - y)).Max();
// Drives a (possibly locked) ship at `intent` and its unlocked twin at full forward, both at the same Turn and dt, and
// requires every thruster to answer alike.
private static void Tick(Fixture ship, Fixture twin, float2 intent, float turn, float dt)
{
ship.Ship.MovementDirection = intent;
twin.Ship.MovementDirection = float2(0, 1);
ship.Ship.Turn = twin.Ship.Turn = turn;
ship.Ship.Update(dt);
twin.Ship.Update(dt);
Assert.True(Apart(Axes(ship), Axes(twin)) < 1e-6f, "the ship's throttles differ from its full-forward twin's");
Assert.True(twin.Forward.Axis > .5f, "fixture: the twin's forward drive is firing");
}
// Spec ALockedThrottleIgnoresIntent. Mutation: read MovementDirection in place of move in Ship.Update and a locked
// ship stops answering as its full-forward twin does.
[Fact]
public void ALockedThrottleIgnoresIntent()
{
var f = Build(100f);
var twin = Build(100f);
using var _ = f.Cache;
using var __ = twin.Cache;
f.ActivateLock();
Assert.True(f.Ship.ThrottleLocked);
Assert.False(twin.Ship.ThrottleLocked);
foreach (var intent in new[] { float2(0, -1), float2(1, 0), float2(-1, 0) })
{
f.Ship.MovementDirection = intent;
f.Ship.Turn = 0;
f.Ship.Update(0.01f);
Assert.Equal(1f, f.Forward.Axis);
Assert.Equal(0f, f.Reverse.Axis);
Assert.All(f.Right, t => Assert.Equal(0f, t.Axis));
Assert.All(f.Left, t => Assert.Equal(0f, t.Axis));
}
Tick(f, twin, intent, 0, 0.01f);
// Turning stays with the pilot: the clockwise-torque thruster follows Turn while the lock holds.
f.Ship.MovementDirection = float2(0, -1);
f.Ship.Turn = 1;
f.Ship.Update(0.01f);
Assert.Equal(1f, f.Clockwise.Axis);
f.Ship.Turn = 0;
f.Ship.Update(0.01f);
Assert.Equal(0f, f.Clockwise.Axis);
// Turning stays with the pilot: a Turn moves the throttles while the lock holds, and the lock follows it.
Tick(f, twin, float2(0, -1), 1, 0.01f);
var turning = Axes(twin);
Tick(f, twin, float2(0, -1), 0, 0.01f);
Assert.True(Apart(turning, Axes(twin)) > .01f, "a Turn changes the throttles");
}
// Spec TheLockEndsWithItsEffect. Mutation: make ThrottleLocked a latch (set on activation, never cleared)
// and the post-expiry reverse axis stays 0.
// Spec TheLockEndsWithItsEffect. Mutation: make ThrottleLocked a latch (set on activation, never cleared) and the
// ship keeps answering as its full-forward twin after expiry.
[Fact]
public void TheLockEndsWithItsEffect()
{
var f = Build(1f);
var twin = Build(1f);
using var _ = f.Cache;
using var __ = twin.Cache;
f.ActivateLock();
f.Ship.MovementDirection = float2(0, -1);
f.Ship.Update(0.5f);
Assert.Equal(0f, f.Reverse.Axis);
Tick(f, twin, float2(0, -1), 0, 0.5f);
Assert.True(f.Reverse.Axis < 1e-6f);
f.Ship.Update(2f); // runs past the Duration; the effect leaves at the end of this tick
Tick(f, twin, float2(0, -1), 0, 2f); // runs past the Duration; the effect leaves at the end of this tick
Assert.False(f.Ship.ThrottleLocked);
f.Ship.MovementDirection = float2(0, -1);
twin.Ship.MovementDirection = float2(0, 1);
f.Ship.Update(0.01f);
Assert.Equal(1f, f.Reverse.Axis);
Assert.Equal(0f, f.Forward.Axis);
twin.Ship.Update(0.01f);
Assert.True(f.Reverse.Axis > .5f);
Assert.True(f.Forward.Axis < 1e-6f);
Assert.True(Apart(Axes(f), Axes(twin)) > .5f, "the unlocked ship follows its stick, not the twin's full forward");
}
// Spec AnUnlockedShipFollowsIntent. Mutation: replace the conditional by an unconditional float2(0, 1) and
// the reverse and strafe assertions go red.
// Spec AnUnlockedShipFollowsIntent. Mutation: replace the conditional by an unconditional float2(0, 1) and the four
// intents give the same throttles.
[Fact]
public void AnUnlockedShipFollowsIntent()
{
@ -159,26 +176,33 @@ public sealed class ThrottleLockTests : IDisposable
using var _ = f.Cache;
Assert.False(f.Ship.ThrottleLocked);
f.Ship.MovementDirection = float2(0, -1);
f.Ship.Update(0.01f);
Assert.Equal(1f, f.Reverse.Axis);
Assert.Equal(0f, f.Forward.Axis);
float[] Fly(float2 intent)
{
f.Ship.MovementDirection = intent;
f.Ship.Update(0.01f);
return Axes(f);
}
f.Ship.MovementDirection = float2(1, 0);
f.Ship.Update(0.01f);
Assert.All(f.Right, t => Assert.Equal(1f, t.Axis));
Assert.All(f.Left, t => Assert.Equal(0f, t.Axis));
Assert.Equal(0f, f.Forward.Axis);
var back = Fly(float2(0, -1));
Assert.True(f.Reverse.Axis > .5f);
Assert.True(f.Forward.Axis < 1e-6f);
f.Ship.MovementDirection = float2(-1, 0);
f.Ship.Update(0.01f);
Assert.All(f.Left, t => Assert.Equal(1f, t.Axis));
Assert.All(f.Right, t => Assert.Equal(0f, t.Axis));
var right = Fly(float2(1, 0));
Assert.True(f.Right.Max(t => t.Axis) > .5f);
Assert.All(f.Left, t => Assert.True(t.Axis < 1e-6f));
f.Ship.MovementDirection = float2(0, 1);
f.Ship.Update(0.01f);
Assert.Equal(1f, f.Forward.Axis);
Assert.Equal(0f, f.Reverse.Axis);
var left = Fly(float2(-1, 0));
Assert.True(f.Left.Max(t => t.Axis) > .5f);
Assert.All(f.Right, t => Assert.True(t.Axis < 1e-6f));
var forward = Fly(float2(0, 1));
Assert.True(f.Forward.Axis > .5f);
Assert.True(f.Reverse.Axis < 1e-6f);
var all = new[] { back, right, left, forward };
for (var a = 0; a < all.Length; a++)
for (var b = a + 1; b < all.Length; b++)
Assert.True(Apart(all[a], all[b]) > .1f, "two different intents gave the same throttles");
}
// Finding zero-stick-unpinned. Mutation: float2(0, length(MovementDirection)) as the locked intent. The lock
@ -187,51 +211,42 @@ public sealed class ThrottleLockTests : IDisposable
public void ALockedShipGetsFullForwardWhateverTheStickLength()
{
var f = Build(100f);
var twin = Build(100f);
using var _ = f.Cache;
using var __ = twin.Cache;
f.ActivateLock();
foreach (var intent in new[] { float2(0, 0), float2(.3f, .2f), float2(-.5f, -.5f) })
{
f.Ship.MovementDirection = intent;
f.Ship.Turn = 0;
f.Ship.Update(0.01f);
Assert.Equal(1f, f.Forward.Axis);
Assert.Equal(0f, f.Reverse.Axis);
Assert.All(f.Right, t => Assert.Equal(0f, t.Axis));
Assert.All(f.Left, t => Assert.Equal(0f, t.Axis));
}
Tick(f, twin, intent, 0, 0.01f);
}
// Finding ccw-turn-unpinned. Mutation: drop the counter-clockwise Turn. Turn in either sign reaches only the
// thrusters with torque of that sign, at full, while the lock holds forward.
// Finding ccw-turn-unpinned. Mutation: drop the counter-clockwise Turn. Turn in either sign gives the locked ship
// its full-forward twin's throttles, and the twin's solved net turns the way it was asked.
[Fact]
public void ALockedShipTurnsBothWays()
{
var f = Build(100f);
var twin = Build(100f);
using var _ = f.Cache;
using var __ = twin.Cache;
f.ActivateLock();
var all = f.Ship.GetBehaviors<Thruster>().ToArray();
var cw = all.Where(t => t.Torque > 0 && t.Item.EquippableItem.Rotation == ItemRotation.None).ToArray();
var ccw = all.Where(t => t.Torque < 0 && t.Item.EquippableItem.Rotation == ItemRotation.None).ToArray();
Assert.NotEmpty(cw);
Assert.NotEmpty(ccw);
f.Ship.MovementDirection = float2(1, -1);
var thrusters = twin.Ship.GetBehaviors<Thruster>().ToArray();
foreach (var turn in new[] { 1f, -1f })
{
f.Ship.Turn = turn;
f.Ship.Update(0.01f);
Assert.All(turn > 0 ? cw : ccw, t => Assert.Equal(1f, t.Axis));
Assert.All(turn > 0 ? ccw : cw, t => Assert.Equal(0f, t.Axis));
Assert.Equal(1f, f.Forward.Axis);
Tick(f, twin, float2(1, -1), turn, 0.01f);
var yaw = thrusters.Sum(t => t.Axis * t.Column(t.NominalThrust).z);
Assert.True(yaw * turn > 1e-4f, "the solved net turns the way it was asked");
}
}
// Finding non-lock-consumable-unpinned. Mutation: any active consumable locks. A consumable without
// ThrottleLockData leaves the pilot's intent in force.
// ThrottleLockData leaves the pilot's intent in force: the ship answers as an unlocked ship at the same stick.
[Fact]
public void AConsumableWithoutTheLockDoesNotLock()
{
var f = Build(100f);
var twin = Build(100f);
using var _ = f.Cache;
using var __ = twin.Cache;
var plain = new ConsumableItemData { Name = "Plain", Duration = 100f };
f.Cache.Upsert(plain);
f.Ship.ActivateConsumable(new ConsumableItem
@ -240,15 +255,17 @@ public sealed class ThrottleLockTests : IDisposable
Lot = f.Items.Lots.Add(new Lot { Design = f.Cache.RefOf<ItemData>(plain), Origin = new Attributed(), Quality = .5f, Roles = new List<RoleFill>() })
});
Assert.False(f.Ship.ThrottleLocked);
f.Ship.MovementDirection = float2(0, -1);
f.Ship.MovementDirection = twin.Ship.MovementDirection = float2(0, -1);
f.Ship.Update(0.01f);
Assert.Equal(1f, f.Reverse.Axis);
Assert.Equal(0f, f.Forward.Axis);
twin.Ship.Update(0.01f);
Assert.True(Apart(Axes(f), Axes(twin)) < 1e-6f);
Assert.True(f.Reverse.Axis > .5f);
Assert.True(f.Forward.Axis < 1e-6f);
}
// Finding lock-end-boundary-unpinned, finding lock-end-at-90pct-unpinned. Mutations: the lock ends at half
// Duration, at 0.8 or 0.9 of Duration, or one tick late. Duration 1 stepped in 0.25 s ticks (exact in
// floats) locks the axes on exactly four ticks (reverse stays 0), the effect is gone when the fourth ends,
// floats) answers as the full-forward twin on exactly four ticks, the effect is gone when the fourth ends,
// and the fifth tick follows the stick. The count scales with Duration: 2 s locks eight ticks.
[Theory]
[InlineData(1f, 4)]
@ -256,19 +273,22 @@ public sealed class ThrottleLockTests : IDisposable
public void TheLockEndsAtTheExactTickOfItsDuration(float duration, int lockedTicks)
{
var f = Build(duration);
var twin = Build(duration);
using var _ = f.Cache;
using var __ = twin.Cache;
f.ActivateLock();
f.Ship.MovementDirection = float2(0, -1);
for (var i = 0; i < lockedTicks; i++)
{
Assert.True(f.Ship.ThrottleLocked);
f.Ship.Update(.25f);
Assert.Equal(0f, f.Reverse.Axis);
Assert.Equal(1f, f.Forward.Axis);
Tick(f, twin, float2(0, -1), 0, .25f);
Assert.True(f.Reverse.Axis < 1e-6f);
}
Assert.False(f.Ship.ThrottleLocked);
f.Ship.MovementDirection = float2(0, -1);
twin.Ship.MovementDirection = float2(0, 1);
f.Ship.Update(.25f);
Assert.Equal(1f, f.Reverse.Axis);
Assert.Equal(0f, f.Forward.Axis);
twin.Ship.Update(.25f);
Assert.True(f.Reverse.Axis > .5f);
Assert.True(f.Forward.Axis < 1e-6f);
}
}

View file

@ -0,0 +1,212 @@
/* 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 Xunit;
using static CultMath.math;
using float2 = CultMath.float2;
using float3 = CultMath.float3;
// Flight control allocates thrust (ruling flight-control-allocates-thrust): Ship.Update hands the intent and every
// thruster's live column to one ThrustAllocator, and a ship flies on what that answers. These tests fly the Duel's
// Longinus (two mismatched Large Drives forward, a Talaria on each flank) through the real Ship.Update; a test that reads
// velocity steps the arena, because the zone places the orbits that Ship.Update alone leaves stacked at the spawn.
public sealed partial class RunStartTests
{
private const float AllocDt = 1f / 60f;
private (Zone arena, Ship player) AllocDuel()
{
var launched = Launch(new Duel());
Assert.Empty(launched.failures);
return (launched.arena, launched.staged.Player);
}
private static Thruster[] AllocDrives(Ship ship) =>
ship.GetBehaviors<Thruster>().Where(t => t.Item.EquippableItem.Rotation == ItemRotation.Reversed).OrderBy(t => t.NominalThrust).ToArray();
// The signed heading change in degrees, positive clockwise, of `ticks` of the ship's own Update.
private static float AllocFly(Ship ship, int ticks)
{
var before = ship.Direction;
for (var tick = 0; tick < ticks; tick++) ship.Update(AllocDt);
return degrees(SignedTurn(before, ship.Direction));
}
[Fact]
public void MismatchedDrivesHoldHeading()
{
var (_, player) = AllocDuel();
var drives = AllocDrives(player);
Assert.True(drives.Length >= 2 && drives[^1].NominalThrust > drives[0].NominalThrust * 1.05f, "fixture: the drives are mismatched");
player.MovementDirection = float2(0, 1);
player.Turn = 0;
Assert.True(abs(AllocFly(player, 120)) < .1f);
Assert.All(drives, d => Assert.True(d.Axis > .5f, "fixture: the drives are pushing"));
}
[Theory]
[InlineData("strongest disabled")]
[InlineData("weakest disabled")]
[InlineData("one destroyed")]
public void ALostDriveStillHoldsHeading(string loss)
{
var (_, player) = AllocDuel();
var drives = AllocDrives(player);
var lost = loss == "weakest disabled" ? drives[0] : drives[^1];
var kept = loss == "weakest disabled" ? drives[^1] : drives[0];
player.MovementDirection = float2(0, 1);
player.Turn = 0;
for (var tick = 0; tick < 10; tick++) player.Update(AllocDt);
if (loss == "one destroyed")
{
var destroyed = 0;
using var sub = player.ItemDestroyed.Subscribe(_ => destroyed++);
player.ItemAbsorb(lost.Item, new[] { 1e6f });
Assert.Equal(1, destroyed); // the death event fired
}
else lost.Item.Enabled.Value = false;
player.Update(AllocDt);
Assert.False(lost.Item.Active.Value);
Assert.True(abs(AllocFly(player, 120)) < .1f);
Assert.True(kept.Axis > .5f, "the live drive pushes");
Assert.Equal(0f, lost.Axis);
}
[Fact]
public void ADegradedDriveIsBalancedLive()
{
var (_, player) = AllocDuel();
var drives = AllocDrives(player);
player.MovementDirection = float2(0, 1);
player.Turn = 0;
Assert.True(abs(AllocFly(player, 30)) < .1f);
var weakened = drives[^1];
var before = weakened.Thrust;
weakened.Item.EquippableItem.Durability *= .5f;
weakened.Item.UpdatePerformance();
Assert.True(weakened.Thrust < before * .95f, "fixture: halving durability weakens the drive");
Assert.True(abs(AllocFly(player, 60)) < .1f);
}
[Fact]
public void ATinyImbalanceStillHolds()
{
using var cache = RestoredHullsTests.OpenCatalog();
var ship = RestoredHullsTests.BuildThrustedShip(cache, "Longinus");
var drives = AllocDrives(ship);
Assert.True(drives.Length >= 2);
var other = drives[0];
var detuned = drives[1];
// Detune one drive until its live thrust is .4% under the other's, by bisecting its durability.
var full = detuned.Item.Data.Durability;
float lo = 0, hi = 1;
for (var step = 0; step < 50; step++)
{
var mid = (lo + hi) / 2;
detuned.Item.EquippableItem.Durability = full * mid;
detuned.Item.UpdatePerformance();
if (detuned.Thrust < other.Thrust * .996f) lo = mid; else hi = mid;
}
var ratio = detuned.Thrust / other.Thrust;
Assert.InRange(ratio, .995f, .998f);
ship.MovementDirection = float2(0, 1);
ship.Turn = 0;
Assert.True(abs(AllocFly(ship, 600)) < .05f);
}
[Fact]
public void ARepairedDriveRejoins()
{
var (_, player) = AllocDuel();
var drive = AllocDrives(player)[^1];
player.MovementDirection = float2(0, 1);
player.Turn = 0;
drive.Item.Enabled.Value = false;
for (var tick = 0; tick < 30; tick++) player.Update(AllocDt);
Assert.Equal(0f, drive.Axis);
drive.Item.Enabled.Value = true;
player.Update(AllocDt);
Assert.True(drive.Axis > .5f);
}
[Fact]
public void ADeadThrusterNeverGetsThrottle()
{
var (_, player) = AllocDuel();
var thrusters = player.GetBehaviors<Thruster>().ToArray();
Assert.True(thrusters.Length >= 4);
var asks = new (float2 move, float turn)[]
{
(float2(0, 1), 0), (float2(0, -1), 0), (float2(1, 0), 0), (float2(-1, 0), 0), (float2(.7f, .7f), 0),
(float2(0, 0), 1), (float2(0, 0), -1)
};
foreach (var dead in thrusters)
{
dead.Item.Enabled.Value = false;
foreach (var (move, turn) in asks)
{
player.MovementDirection = move;
player.Turn = turn;
for (var tick = 0; tick < 30; tick++)
{
player.Update(AllocDt);
Assert.Equal(0f, dead.Axis);
}
}
dead.Item.Enabled.Value = true;
}
}
[Fact]
public void AFullTurnSpendsTheHullsWholeTurn()
{
var (_, player) = AllocDuel();
var thrusters = player.GetBehaviors<Thruster>().ToArray();
player.MovementDirection = float2(0, 1);
player.Turn = 1;
var sum = 0f;
var extremeSum = 0f;
var count = 0;
for (var tick = 0; tick < 60; tick++)
{
// The clockwise box extreme this tick: every thruster that turns clockwise, at full, from its own column.
var extreme = thrusters.Sum(t => max(t.Column(t.NominalThrust).z, 0f));
player.Update(AllocDt);
if (tick < 10) continue;
sum += player.TurnRate;
extremeSum += extreme;
count++;
}
Assert.True(extremeSum > 0f);
Assert.True(sum >= .98f * extremeSum, $"the turn spent {sum / extremeSum} of the hull's whole");
}
[Fact]
public void TheDuelFliesStraightWhenTheArenaIsStepped()
{
var (arena, player) = AllocDuel();
player.MovementDirection = float2(0, 1);
player.Turn = 0;
var start = player.Direction;
var previous = 0f;
for (var tick = 0; tick < 240; tick++)
{
arena.Update(AllocDt);
var along = dot(player.Velocity, normalize(player.Direction));
var oneTickOfDrag = previous - decay(previous, player.HullData.Drag, AllocDt);
Assert.True(along >= previous - oneTickOfDrag - 1e-3f, $"tick {tick}: along-nose speed fell from {previous} to {along}");
previous = along;
}
Assert.True(previous > 10f, "fixture: the ship got going");
Assert.True(abs(degrees(SignedTurn(start, player.Direction))) < .1f);
}
}

View file

@ -420,4 +420,31 @@ public class ThrustAllocatorTests
Assert.InRange(Solve(duel, 0, 0, .5f)[0], 1.2e-4f, LeakBound);
Assert.InRange(Solve(duel, 0, 0, -.5f)[1], 1.05e-4f, LeakBound);
}
[Fact]
public void AMicroIntentIsServed()
{
// Zero is a fact about the intent alone (follow-up allocator-residual-pins): an intent of 1e-6 or 1e-10 of the
// half-axis is not zero, so something fires and the net goes the way it was asked.
void Served(float3[] hull, float x, float y, float turn, string what)
{
var throttle = Solve(hull, x, y, turn);
var net = Net(hull, throttle);
var asked = x != 0 ? x : y != 0 ? y : turn;
var got = x != 0 ? net.x : y != 0 ? net.y : net.z;
Assert.True(throttle.Max() > 0f, $"{what}: nothing fired");
Assert.True(got * asked > 0f, $"{what}: the net does not go the way it was asked");
}
foreach (var micro in new[] { 1e-6f, 1e-10f })
{
Served(Duel(), 0, 0, micro, "duel turn +");
Served(Duel(), 0, 0, -micro, "duel turn -");
Served(Duel(), 0, micro, 0, "duel forward");
Served(Symmetric(), micro, 0, 0, "symmetric starboard");
Served(Symmetric(), -micro, 0, 0, "symmetric port");
Served(Symmetric(), 0, micro, 0, "symmetric forward");
Served(Symmetric(), 0, -micro, 0, "symmetric reverse");
}
}
}