From e2b1b9ca7b2cc9735ca72c5dbffdf2e1d38aad19 Mon Sep 17 00:00:00 2001 From: Meta Vens Date: Sun, 18 Oct 2026 21:17:05 +0200 Subject: [PATCH] RunGoalTests: the boss flies its faction's boss Loadout; refusals, exact cells, brand by context, market rule, main-galaxy pick Co-Authored-By: Claude Sonnet 5.5 --- tests/Aetheria.Shared.Tests/RunGoalTests.cs | 292 +++++++++++++++++++- 1 file changed, 285 insertions(+), 7 deletions(-) diff --git a/tests/Aetheria.Shared.Tests/RunGoalTests.cs b/tests/Aetheria.Shared.Tests/RunGoalTests.cs index 4c51eca72..d2bc84a8f 100644 --- a/tests/Aetheria.Shared.Tests/RunGoalTests.cs +++ b/tests/Aetheria.Shared.Tests/RunGoalTests.cs @@ -12,13 +12,13 @@ using UniRx; using Xunit; // The demo's goal (aetheria-release, cut boss-gate): the boss zone spawns its faction's boss, and the exit gate opens -// only when that boss is dead. Every input is the production one: the demo galaxy, GenerateZone, the Zone death path, +// only when that boss is dead. The boss flies its faction's boss Loadout (cut boss-loadout). Every input is the production one: the demo galaxy, GenerateZone, the Zone death path, // and the run save. public sealed partial class RunStartTests { - private ZonePack BossZonePack(Galaxy galaxy, ItemManager items, GalaxyZone zone, bool ambient = true) + private ZonePack BossZonePack(Galaxy galaxy, ItemManager items, GalaxyZone zone, bool ambient = true, uint seed = 7) { - items.Random = new CultMath.Random(7); + items.Random = new CultMath.Random(seed); return ZoneGenerator.GenerateZone(items, _zoneSettings, _planetSettings, galaxy, zone, galaxy.IsPrelude, ambient); } @@ -38,12 +38,87 @@ public sealed partial class RunStartTests .Where(hull => hull != null && hull.HullType == HullType.Ship && hull.Price > 0) .Distinct().ToArray(); + // A hull no product makes, so the market never offers it: a MessagePack copy of the first sold ship hull by name, renamed. It has + // no authored model, which a boss does not need. Stored once; asking again returns the same record. + private HullData BossTestHull() + { + var existing = _cache.GetAll().FirstOrDefault(hull => hull.Name == "Boss Test Hull"); + if (existing != null) return existing; + var options = CultDocumentMessagePackSerialization.OptionsFor(typeof(HullData).Assembly); + var like = SoldShipHulls().OrderBy(hull => hull.Name, StringComparer.Ordinal).First(); + var boss = MessagePack.MessagePackSerializer.Deserialize(MessagePack.MessagePackSerializer.Serialize(like, options), options); + boss.Name = "Boss Test Hull"; + boss.Prefab = null; + boss.Visual = default; + return _cache.Get(_cache.Upsert(boss)); + } + + // A Loadout record at Loadouts.KeyOf(Name), the key Loadouts.Commit writes it under. + private void StoreLoadout(Loadout loadout) => + Assert.True(_cache.Commit(batch => batch.Upsert(typeof(Loadout), loadout, Loadouts.KeyOf(loadout.Name)))); + + // A boss's fixed Loadout (ruling boss-gear-is-a-loadout), by the production capture: a seed-11 generated fit of the first sold + // ship hull by name, captured (Loadouts.Capture), cut down to its weapons so it is smaller than any generated fit (the tractor + // pickup and the rest are not in it), moved onto the given hull with no hull product, and stored under its name. + private Loadout MakeBossLoadout(HullData hull, string name) + { + var like = SoldShipHulls().OrderBy(h => h.Name, StringComparer.Ordinal).First(); + var random = new CultMath.Random(11); + var generator = new LoadoutGenerator(ref random, _items, null, null, null, .5f); + var ship = (Ship) EntitySerializer.Unpack(_items, null, generator.GenerateShipLoadout(h => h == like)); + var fit = Loadouts.Capture(_items, ship, name); + var armed = fit.Slots.Select((slot, index) => (slot, index)) + .Where(entry => _cache.Get(entry.slot.Design).Behaviors.Any(behavior => behavior is WeaponData)).ToArray(); + Assert.NotEmpty(armed); + Assert.True(armed.Length < fit.Slots.Count, "the generated fit needs gear besides weapons for this fixture to tell a Loadout from a fit"); + var renumbered = armed.Select((entry, number) => (entry.index, number)).ToDictionary(entry => entry.index, entry => entry.number); + fit.WeaponGroups = fit.WeaponGroups.Select(group => group.Where(renumbered.ContainsKey).Select(index => renumbered[index]).ToArray()).ToArray(); + fit.Slots = armed.Select(entry => entry.slot).ToList(); + fit.Hull = _cache.RefOf(hull); + fit.HullProduct = default; + StoreLoadout(fit); + return fit; + } + + private static void SetBoss(Faction faction, Loadout loadout) => faction.BossLoadout = new CultRecordRef(Loadouts.KeyOf(loadout.Name)); + + // The demo's antagonist gets a boss Loadout on a hull nothing sells: the shipped catalog authors none. + private Loadout GiveAntagonistABoss(Galaxy galaxy) + { + var boss = MakeBossLoadout(BossTestHull(), "Antagonist Boss"); + SetBoss(Zhestokost(galaxy), boss); + return boss; + } + + // What a ship carries, cell by cell, as a Loadout would name it: position, rotation, design, product. + private static string[] Cells(ItemManager items, EntityPack pack) + { + var captured = Loadouts.Capture(items, (Ship) EntitySerializer.Unpack(items, null, pack), "probe"); + return captured.Slots.OrderBy(slot => slot.Position.x).ThenBy(slot => slot.Position.y) + .Select(slot => $"{slot.Position.x},{slot.Position.y},{slot.Rotation},{items.ItemData.Get(slot.Design).Name},{(slot.Product.IsSet() ? items.ItemData.Get(slot.Product).Name : "-")}").ToArray(); + } + + private static string[] LoadoutCells(CultCache cache, Loadout loadout) => + loadout.Slots.OrderBy(slot => slot.Position.x).ThenBy(slot => slot.Position.y) + .Select(slot => $"{slot.Position.x},{slot.Position.y},{slot.Rotation},{cache.Get(slot.Design).Name},{(slot.Product.IsSet() ? cache.Get(slot.Product).Name : "-")}").ToArray(); + + private LoadoutGenerator GeneratorFor(Galaxy galaxy, ItemManager items, Faction faction, uint seed) + { + var random = new CultMath.Random(seed); + return new LoadoutGenerator(ref random, items, galaxy, galaxy.Exit, faction, .5f); + } + + // What the pack holds, in order, by hull and faction: two zone packs that drew the same stream hold the same list. + private static string[] Roster(ItemManager items, ZonePack pack) => + pack.Entities.Select(entity => $"{HullName(items, entity)}|{(entity.Faction.IsSet() ? entity.Faction.Key.ToString() : "-")}").ToArray(); + [Fact] public void Boss_spawns_once_in_boss_zone() { foreach (var seed in DemoSeeds.Take(3)) { var galaxy = DemoGalaxy(seed); + GiveAntagonistABoss(galaxy); var antagonist = Zhestokost(galaxy); foreach (var zone in galaxy.Zones) { @@ -53,6 +128,7 @@ public sealed partial class RunStartTests var boss = Assert.Single(bosses); Assert.IsType(boss); Assert.Same(antagonist, _cache.Get(boss.Faction)); + Assert.Equal("Boss Test Hull", HullName(_items, boss)); // Generation is repeatable per zone: the same zone yields the same boss hull. var again = Assert.Single(BossZonePack(galaxy, _items, zone).Entities, entity => entity.Boss); Assert.Equal(HullName(_items, boss), HullName(_items, again)); @@ -65,15 +141,215 @@ public sealed partial class RunStartTests public void Boss_spawns_in_a_zone_that_is_not_ambient() { var galaxy = DemoGalaxy(1); + GiveAntagonistABoss(galaxy); var pack = BossZonePack(galaxy, _items, galaxy.Exit, ambient: false); Assert.Single(pack.Entities, entity => entity.Boss); Assert.DoesNotContain(pack.Entities, entity => !entity.Boss && entity is ShipPack); } + // Faction.BossLoadout owns the boss. A decoy Loadout sorts before it by name and by key, so a resolver that takes the first + // Loadout in the cache, or any Loadout but the referenced one, flies the wrong hull. + [Fact] + public void Boss_flies_its_factions_boss_loadout() + { + var galaxy = DemoGalaxy(1); + var antagonist = Zhestokost(galaxy); + var sold = SoldShipHulls().OrderBy(hull => hull.Name, StringComparer.Ordinal).First(); + StoreLoadout(new Loadout { Name = "Aaa Decoy", Hull = _cache.RefOf(sold) }); + var loadout = GiveAntagonistABoss(galaxy); + + Assert.Same(_cache.Get(antagonist.BossLoadout), Loadouts.BossOf(_cache, antagonist, out var refusal)); + Assert.Equal(BossRefusal.None, refusal); + Assert.Equal("Antagonist Boss", loadout.Name); + var boss = Assert.Single(BossZonePack(galaxy, _items, galaxy.Exit).Entities, entity => entity.Boss); + Assert.IsType(boss); + Assert.Same(antagonist, _cache.Get(boss.Faction)); + Assert.Equal("Boss Test Hull", HullName(_items, boss)); + var again = Assert.Single(BossZonePack(galaxy, _items, galaxy.Exit).Entities, entity => entity.Boss); + Assert.Equal(Cells(_items, boss), Cells(_items, again)); + } + + // Ruling boss-gear-is-a-loadout: the boss carries exactly its Loadout, nothing drawn. The Loadout is weapons only, so any + // pickup, extra gear, cargo or consumable on the boss is a generator pass that should not run. + [Fact] + public void Boss_carries_exactly_its_loadouts_cells() + { + var galaxy = DemoGalaxy(1); + var loadout = GiveAntagonistABoss(galaxy); + Assert.True(loadout.Slots.Count > 1); + Assert.All(loadout.Slots, slot => Assert.True(slot.Product.IsSet(), "a captured fit pins every product")); + + foreach (var seed in new uint[] { 7, 8 }) + { + var items = LoggingItems(new List()); + var boss = Assert.Single(BossZonePack(galaxy, items, galaxy.Exit, seed: seed).Entities, entity => entity.Boss); + Assert.Equal(LoadoutCells(_cache, loadout), Cells(items, boss)); + Assert.All(boss.Equipment, entry => Assert.DoesNotContain(items.GetData(entry.item).Behaviors, behavior => behavior is PickupData)); + Assert.Empty(boss.CargoContents.SelectMany(bay => bay)); + Assert.Empty(boss.DockingBayContents.SelectMany(bay => bay)); + + var captured = Loadouts.Capture(items, (Ship) EntitySerializer.Unpack(items, null, boss), "probe"); + string[][] Groups(Loadout l) => l.WeaponGroups.Select(group => group.Select(i => $"{l.Slots[i].Position.x},{l.Slots[i].Position.y}").OrderBy(x => x, StringComparer.Ordinal).ToArray()).Where(group => group.Length > 0).ToArray(); + Assert.Equal(Groups(loadout), Groups(captured)); + } + } + + // Ruling loadout-product-optional-context-chooses: a design-only slot takes the brand the boss's faction can get. The design has + // an outsider's product that sorts first by name, so a chooser that takes the first product by name builds the wrong brand. + [Fact] + public void A_design_only_boss_slot_takes_a_brand_its_faction_can_get() + { + var galaxy = DemoGalaxy(1); + var antagonist = Zhestokost(galaxy); + var loadout = GiveAntagonistABoss(galaxy); + var outfitter = GeneratorFor(galaxy, _items, antagonist, 1); + var open = loadout.Slots.First(slot => _cache.GetAll().Any(product => product.Design.Key.Equals(slot.Design.Key) && outfitter.IsAvailable(product))); + var template = _cache.GetAll().First(product => product.Design.Key.Equals(open.Design.Key)); + open.Product = default; + StoreLoadout(loadout); + + var options = CultDocumentMessagePackSerialization.OptionsFor(typeof(HullData).Assembly); + var outsider = MessagePack.MessagePackSerializer.Deserialize(MessagePack.MessagePackSerializer.Serialize(template, options), options); + outsider.Name = "Aaa Outsider"; + foreach (var faction in _cache.GetAll().OrderBy(faction => faction.Name, StringComparer.Ordinal)) + { + outsider.Manufacturer = _cache.RefOf(faction); + if (!outfitter.IsAvailable(outsider)) break; + } + Assert.False(outfitter.IsAvailable(outsider), "the outsider's maker is neither Zhestokost nor in its allegiance"); + _cache.Upsert(outsider); + + var gettable = _cache.GetAll().Where(product => product.Design.Key.Equals(open.Design.Key) && outfitter.IsAvailable(product)).Select(product => product.Name).ToArray(); + Assert.NotEmpty(gettable); + foreach (var seed in new uint[] { 1, 2, 3, 4, 5 }) + { + var items = LoggingItems(new List()); + var boss = Assert.Single(BossZonePack(galaxy, items, galaxy.Exit, seed: seed).Entities, entity => entity.Boss); + var cell = Assert.Single(Cells(items, boss), c => c.StartsWith($"{open.Position.x},{open.Position.y},")); + var brand = cell.Split(',').Last(); + Assert.NotEqual("Aaa Outsider", brand); + Assert.Contains(brand, gettable); + } + } + + // No generated fallback (rulings boss-gear-is-a-loadout, demo-boss-hull-invented): the shipped catalog authors no boss Loadout, + // so Zhestokost has no boss. The refusal happens before anything is drawn. + [Fact] + public void Boss_without_a_boss_loadout_is_refused() + { + var galaxy = DemoGalaxy(1); + var antagonist = Zhestokost(galaxy); + Assert.Null(Loadouts.BossOf(_cache, antagonist, out var refusal)); + Assert.Equal(BossRefusal.Unset, refusal); + + var log = new List(); + var items = LoggingItems(log); + var pack = BossZonePack(galaxy, items, galaxy.Exit); + Assert.False(pack.BossSpawned); + Assert.DoesNotContain(pack.Entities, entity => entity.Boss); + Assert.Contains(log, line => line.Contains("Zhestokost has no boss") && line.Contains("sets no Faction.BossLoadout")); + Assert.Contains(log, line => line.Contains("Galaxy.Exit") && line.Contains("exit-without-boss")); + Assert.False(RunGoal.ExitOpen(new Zone(items, _planetSettings, pack, galaxy.Exit, galaxy))); + + // Nothing was drawn for the refused boss: the zone is the zone with no boss mapped at all. + galaxy.BossZones.Clear(); + var bare = BossZonePack(galaxy, LoggingItems(new List()), galaxy.Exit); + Assert.NotEmpty(bare.Entities); + Assert.Equal(Roster(items, bare), Roster(items, pack)); + } + + // A reference to a Loadout the catalog does not hold is refused like no reference, and the log names the field, not the value. + [Fact] + public void A_missing_boss_loadout_is_refused() + { + var galaxy = DemoGalaxy(1); + var antagonist = Zhestokost(galaxy); + antagonist.BossLoadout = new CultRecordRef(Loadouts.KeyOf("No Such Loadout")); + Assert.Null(Loadouts.BossOf(_cache, antagonist, out var refusal)); + Assert.Equal(BossRefusal.Missing, refusal); + + var log = new List(); + var items = LoggingItems(log); + var pack = BossZonePack(galaxy, items, galaxy.Exit); + Assert.False(pack.BossSpawned); + Assert.DoesNotContain(pack.Entities, entity => entity.Boss); + Assert.Contains(log, line => line.Contains("Zhestokost has no boss") && line.Contains("names a Faction.BossLoadout that is not in the catalog")); + Assert.DoesNotContain(log, line => line.Contains("No Such Loadout") || line.Contains("sets no")); + Assert.DoesNotContain(log, line => line.Contains("Zhestokost has no boss") && line.Contains("No Such")); + } + + // A boss Loadout whose slots do not fit gives no boss: the log names the Loadout and every fit failure, and the gate stays sealed. + [Fact] + public void An_unbuildable_boss_loadout_spawns_no_boss() + { + var galaxy = DemoGalaxy(1); + var loadout = GiveAntagonistABoss(galaxy); + loadout.Slots[0].Position = new int2(999, 999); + loadout.Slots[1].Position = new int2(998, 998); + StoreLoadout(loadout); + + var log = new List(); + var items = LoggingItems(log); + var pack = BossZonePack(galaxy, items, galaxy.Exit, ambient: false); + Assert.False(pack.BossSpawned); + Assert.DoesNotContain(pack.Entities, entity => entity.Boss); + var refusal = Assert.Single(log, line => line.Contains("Antagonist Boss") && line.Contains("does not fit")); + Assert.Equal(2, Regex.Matches(refusal, "does not fit").Count); + Assert.Contains("; ", refusal); + Assert.False(RunGoal.ExitOpen(new Zone(items, _planetSettings, pack, galaxy.Exit, galaxy))); + } + + // The existing market rule (ruling off-market-is-general): an item is on offer iff a product of it is. A hull no product makes + // is never drawn, stocked or chosen, yet the boss whose Loadout names it flies it. + [Fact] + public void A_hull_no_product_makes_is_never_on_offer() + { + var galaxy = DemoGalaxy(1); + var hull = BossTestHull(); + GiveAntagonistABoss(galaxy); + Assert.DoesNotContain(hull, LoadoutGenerator.SoldHulls(_cache)); + var items = LoggingItems(new List()); + + for (uint seed = 1; seed <= 20; seed++) + { + var generator = GeneratorFor(galaxy, items, Zhestokost(galaxy), seed); + var ship = generator.GenerateShipLoadout(); + Assert.NotNull(ship); + Assert.NotEqual(hull.Name, HullName(items, ship)); + var station = generator.GenerateStationLoadout(); + Assert.DoesNotContain(EntitySerializer.Items(station), item => items.GetData(item).Name == hull.Name); + Assert.Null(generator.ChooseProduct(hull)); + Assert.Null(generator.GenerateShipLoadout(candidate => candidate == hull)); + } + + var boss = Assert.Single(BossZonePack(galaxy, items, galaxy.Exit).Entities, entity => entity.Boss); + Assert.Equal(hull.Name, HullName(items, boss)); + } + + // PlaceFactionsMain reads BossOf: with no reference set there is no boss zone, a reference to nothing places none, and the one + // faction whose boss Loadout resolves is the one entry though another faction sorts first. + [Fact] + public void Main_galaxy_bosses_are_factions_with_a_boss_loadout() + { + Assert.Empty(RunStart.Generate(new MainGalaxy(), Inputs(() => 1)).BossZones); + + var factions = _cache.GetAll().OrderBy(faction => faction.Name, StringComparer.Ordinal).ToArray(); + factions[0].BossLoadout = new CultRecordRef(Loadouts.KeyOf("No Such Loadout")); + Assert.Empty(RunStart.Generate(new MainGalaxy(), Inputs(() => 1)).BossZones); + + var armed = MakeBossLoadout(BossTestHull(), "Main Boss"); + SetBoss(factions[1], armed); + var galaxy = RunStart.Generate(new MainGalaxy(), Inputs(() => 1)); + var bossFaction = Assert.Single(galaxy.BossZones.Keys); + Assert.Equal(factions[1].Name, bossFaction.Name); + Assert.NotNull(Loadouts.BossOf(_cache, bossFaction, out _)); + } + [Fact] public void Exit_sealed_until_boss_dies() { var galaxy = DemoGalaxy(1); + GiveAntagonistABoss(galaxy); var exit = ZoneOf(galaxy, galaxy.Exit); var boss = Assert.Single(exit.Entities, entity => entity.IsBoss); Assert.True(RunGoal.BossAlive(exit)); @@ -96,6 +372,7 @@ public sealed partial class RunStartTests { var (galaxy, arena, staged, failures) = Launch(new DemoTerminus(), Inputs(() => 1)); Assert.True(failures.Count == 0, string.Join("; ", failures)); + GiveAntagonistABoss(galaxy); galaxy.Entrance.Contents = arena; galaxy.Exit.Contents = ZoneOf(galaxy, galaxy.Exit); var before = Assert.Single(galaxy.Exit.Contents.Entities, entity => entity.IsBoss); @@ -131,7 +408,7 @@ public sealed partial class RunStartTests } } - // The same for a demo exit whose boss could not be generated: the zone logs the gap by name and the gate stays sealed. + // The same for a demo exit whose boss could not be built: the zone logs the gap by name and the gate stays sealed. [Fact] public void Exit_sealed_and_logged_when_the_boss_cannot_be_generated() { @@ -152,10 +429,10 @@ public sealed partial class RunStartTests public void Exit_open_only_in_the_exit_zone() { var galaxy = RunStart.Generate(new MainGalaxy(), Inputs(() => 1)); - // The shipped catalog sets no BossHull outside the demo's antagonist, so the main galaxy places no boss: give a - // faction one and a boss zone that is not the exit, as the generator would for a faction with a boss hull. + // The shipped catalog sets no boss Loadout, so the main galaxy places no boss: give a faction one and a boss zone that is + // not the exit, as the generator would for a faction with a boss Loadout. var faction = galaxy.Factions.First(); - faction.BossHull = _cache.RefOf(SoldShipHulls().First()); + SetBoss(faction, MakeBossLoadout(SoldShipHulls().First(), "Gate Boss")); var bossZone = galaxy.Zones.First(zone => zone != galaxy.Exit); galaxy.BossZones[faction] = bossZone; var zone = ZoneOf(galaxy, bossZone); @@ -172,6 +449,7 @@ public sealed partial class RunStartTests public void Exit_open_after_save_of_a_slain_boss() { var galaxy = DemoGalaxy(1); + GiveAntagonistABoss(galaxy); var exit = ZoneOf(galaxy, galaxy.Exit); Assert.Single(exit.Entities, entity => entity.IsBoss).HeatstrokeDeath.OnNext(Unit.Default); var repacked = exit.PackZone();