Merge eureka/aetheria-release-lock-warning: a painted ship owns a typed incoming-lock warning

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
This commit is contained in:
Meta Vens 2026-10-11 03:53:33 +02:00
commit e386e1c437
5 changed files with 431 additions and 4 deletions

View file

@ -157,6 +157,8 @@ public class ActionGameManager : MonoBehaviour
public Prototype FriendlyTargetIndicator;
public PlaceUIElementWorldspace ViewDot;
public Prototype LockIndicator;
// Presentation tuning: how far from the ship, toward the locker, the incoming-lock indicator sits.
public float IncomingLockIndicatorDistance = 30;
public PlaceUIElementWorldspace[] Crosshairs;
public GameObject HitMarker;
public float HitMarkerDuration;
@ -195,6 +197,7 @@ public class ActionGameManager : MonoBehaviour
private TextMeshProUGUI _faceAimMark;
private (HardpointData[] hardpoints, Transform[] barrels, PlaceUIElementWorldspace crosshair)[] _articulationGroups;
private (LockWeapon targetLock, PlaceUIElementWorldspace indicator, Rotate spin)[] _lockingIndicators;
private (PlaceUIElementWorldspace indicator, Rotate spin) _incomingLockIndicator;
private Dictionary<Entity, VisibleTargetIndicator> _visibleHostileIndicators = new Dictionary<Entity, VisibleTargetIndicator>();
private Dictionary<Entity, VisibleTargetIndicator> _visibleFriendlyIndicators = new Dictionary<Entity, VisibleTargetIndicator>();
private List<IDisposable> _shipSubscriptions = new List<IDisposable>();
@ -999,6 +1002,8 @@ public class ActionGameManager : MonoBehaviour
if(_lockingIndicators!=null) foreach(var (_, indicator, _) in _lockingIndicators)
indicator.GetComponent<Prototype>().ReturnToPool();
if(_incomingLockIndicator.indicator != null) _incomingLockIndicator.indicator.GetComponent<Prototype>().ReturnToPool();
_incomingLockIndicator = default;
DisablePlayerInput();
Cursor.lockState = CursorLockMode.None;
GameplayUI.gameObject.SetActive(false);
@ -1142,6 +1147,10 @@ public class ActionGameManager : MonoBehaviour
var i = LockIndicator.Instantiate<PlaceUIElementWorldspace>();
return (x, i, i.GetComponent<Rotate>());
}).ToArray();
var incoming = LockIndicator.Instantiate<PlaceUIElementWorldspace>();
incoming.gameObject.SetActive(false);
_incomingLockIndicator = (incoming, incoming.GetComponent<Rotate>());
}
private void UpdatePlayerPanel()
@ -1444,11 +1453,33 @@ public class ActionGameManager : MonoBehaviour
if(showLockingIndicator)
{
indicator.Target = CurrentEntity.Target.Value.Entity.Position.ToUnity();
indicator.NoiseAmplitude = Settings.GameplaySettings.LockIndicatorNoiseAmplitude * (1 - targetLock.Lock);
indicator.NoiseFrequency = Settings.GameplaySettings.LockIndicatorFrequency.Evaluate(targetLock.Lock);
spin.Speed = Settings.GameplaySettings.LockSpinSpeed.Evaluate(targetLock.Lock);
ApplyLockProgress(indicator, spin, targetLock.Lock);
}
}
// The strongest lock on the player's ship, read only from IncomingLocks (never another ship's LockWeapon).
// Same curves as the outgoing indicator, driven by the warning's Strength.
var warnings = CurrentEntity.IncomingLocks;
var strongest = -1;
for (var w = 0; w < warnings.Count; w++)
if (strongest < 0 || warnings[w].Strength > warnings[strongest].Strength) strongest = w;
var (incomingIndicator, incomingSpin) = _incomingLockIndicator;
incomingIndicator.gameObject.SetActive(strongest >= 0);
if (strongest >= 0)
{
var warning = warnings[strongest];
incomingIndicator.Target = CurrentEntity.Position.ToUnity() +
new Vector3(warning.Bearing.x, 0, warning.Bearing.y) * IncomingLockIndicatorDistance;
ApplyLockProgress(incomingIndicator, incomingSpin, warning.Strength);
}
}
// The one lock-indicator curve: outgoing (the player's own lock) and incoming (the warning's strength) both tighten through it.
private void ApplyLockProgress(PlaceUIElementWorldspace indicator, Rotate spin, float progress)
{
indicator.NoiseAmplitude = Settings.GameplaySettings.LockIndicatorNoiseAmplitude * (1 - progress);
indicator.NoiseFrequency = Settings.GameplaySettings.LockIndicatorFrequency.Evaluate(progress);
spin.Speed = Settings.GameplaySettings.LockSpinSpeed.Evaluate(progress);
}
}

View file

@ -102,6 +102,7 @@ public class LockWeapon : InstantWeapon
{
var lerp = 1 - unlerp(0, 90, degrees);
_lock = saturate(_lock + pow(lerp, DirectionImpact) * dt * LockSpeed * pow(Entity.EntityInfoGathered[target], SensorImpact));
target.ReceivePaint(Entity.Position, Item?.Data, Lock);
}
else _lock = saturate(_lock - dt * Decay);
}
@ -110,3 +111,18 @@ public class LockWeapon : InstantWeapon
}
}
// What a painted ship senses of one beam on it (ruling sensor-stat-set item 4; strength per ruling
// lock-warning-strength). Strength is the emitter's own lock progress at the paint, 0..1, never summed.
public readonly struct LockWarning
{
public readonly float2 Bearing;
public readonly EquippableItemData EmitterClass;
public readonly float Strength;
public LockWarning(float2 bearing, EquippableItemData emitterClass, float strength)
{
Bearing = bearing;
EmitterClass = emitterClass;
Strength = strength;
}
}

View file

@ -173,6 +173,12 @@ public abstract class Entity
public Subject<Unit> HypothermiaDeath = new Subject<Unit>();
public Subject<Entity> TargetedBy = new Subject<Entity>();
public ReactiveProperty<int> TargetedByCount = new ReactiveProperty<int>(0);
// TargetedBy counts selection, which emits nothing; a lock warning comes only from a paint. LockWeapon.Execute
// reports each tick it paints this ship into the inbox; Update publishes the inbox once, so a warning lives
// exactly one tick after its last paint.
private readonly List<LockWarning> _paintInbox = new List<LockWarning>();
private readonly List<LockWarning> _incomingLocks = new List<LockWarning>();
public IReadOnlyList<LockWarning> IncomingLocks => _incomingLocks;
public ReactiveProperty<SecurityLevel> CurrentSecurityLevel = new ReactiveProperty<SecurityLevel>(SecurityLevel.Open);
public ReadOnlyReactiveProperty<bool> PresencePermitted;
@ -783,6 +789,25 @@ public abstract class Entity
VisibleEntities.Clear();
VisibleEnemies.Clear();
VisibleFriendlies.Clear();
_paintInbox.Clear();
_incomingLocks.Clear();
}
// Zone.Update runs this on every entity before any entity updates, so a paint made during tick N is published
// at the start of tick N+1 whatever order the emitter and this ship update in; a paint that stops is gone
// one tick later for every ordering.
internal void PublishPaints()
{
_incomingLocks.Clear();
_incomingLocks.AddRange(_paintInbox);
_paintInbox.Clear();
}
// The only caller is LockWeapon.Execute; strength is the emitter's own Lock at that paint.
internal void ReceivePaint(float3 emitterPosition, EquippableItemData emitterClass, float strength)
{
if (!_active) return;
_paintInbox.Add(new LockWarning(normalize((emitterPosition - Position).xz), emitterClass, strength));
}
public Entity(ItemManager itemManager, Zone zone, EquippableItem hull, EntitySettings settings)

View file

@ -226,7 +226,9 @@ public class Zone
foreach(var agent in Agents)
agent.Update(deltaTime);
foreach (var entity in Entities.ToArray()) entity.Update(deltaTime);
var entities = Entities.ToArray();
foreach (var entity in entities) entity.PublishPaints();
foreach (var entity in entities) entity.Update(deltaTime);
StepMines(deltaTime);
StepClouds(deltaTime);

View file

@ -0,0 +1,353 @@
using System;
using System.IO;
using System.Linq;
using CultMath;
using GameCult.Caching;
using Xunit;
using static CultMath.math;
// A painted ship owns a typed incoming-lock warning (cut lock-warning; rulings sensor-stat-set item 4 and
// lock-warning-strength). Every fixture drives the production path: a real LockWeapon in a real ship's gear
// executes inside Zone.Update, and the zone publishes every ship's paints before any ship updates. A paint made
// during tick N is therefore what IncomingLocks holds after tick N+1, whatever order the ships sit in the zone.
public sealed class LockWarningTests : IDisposable
{
private readonly string _root = Path.Combine(Path.GetTempPath(), "aetheria-lockwarn-" + Guid.NewGuid().ToString("N"));
private string Catalog => Path.Combine(_root, "Aetheria.cc");
private static readonly int2 HardpointCell = new int2(0, 0);
private CultCache _openCache;
private ItemManager _items;
private Zone _zone;
public LockWarningTests()
{
Directory.CreateDirectory(_root);
using (var cache = AetheriaStores.Open(Catalog, catalogWritable: true))
{
cache.Upsert(new VerseGrammar { Revision = 1 });
var hullShape = new Shape(3, 3);
foreach (var cell in hullShape.AllCoordinates) hullShape[cell] = true;
cache.Upsert(new HullData
{
Name = "Skiff", HullType = HullType.Ship, Shape = hullShape, Durability = 1000, Mass = 1000,
Hardpoints = { new HardpointData { Type = HardpointType.Sensors, Position = HardpointCell, Shape = new Shape() } }
});
cache.Upsert(Launcher("Launcher", lockSpeed: .6f, sensorImpact: 1, lockAngle: 30, directionImpact: 1));
cache.Upsert(Launcher("SkewLauncher", lockSpeed: .8f, sensorImpact: 3, lockAngle: 45, directionImpact: 2));
cache.FlushAsync().Wait();
}
_openCache = AetheriaStores.Open(Catalog, catalogWritable: true);
var ledger = new ProvenanceLedger();
for (var lot = 1; lot < 12; lot++) ledger.Lots[lot] = new Lot { Origin = new Attributed(), Quality = 1 };
_items = new ItemManager(_openCache, ledger, new GameplaySettings
{
DefaultEntitySettings = new EntitySettings(),
Tiers = new[] { new RarityTier { Name = "Common", Quality = .5f, Rarity = 0, Color = new float3(1, 1, 1) } },
QualityPriceModifier = new ExponentialLerp(),
TargetDetectionInfoThreshold = .1f,
TargetArmorInfoThreshold = .2f,
TargetGearInfoThreshold = .8f,
FiringArc = 170,
CommitHorizon = .5f,
SchematicCellSize = 1f,
UnaidedAccuracy = .05f,
UnaidedTracking = 10f,
UnaidedPrecision = 2f,
AgentMinHitProbability = 0f,
BeamResolveInterval = .1f
}, _ => { });
_zone = new Zone(_items, new PlanetSettings(), new ZonePack(), new GalaxyZone { Name = "Test Zone", Owner = null }, null);
}
public void Dispose()
{
_openCache?.Dispose();
Directory.Delete(_root, true);
}
private static PerformanceStat Const(float v) => new PerformanceStat { Min = v, Max = v };
private static GearData Launcher(string name, float lockSpeed, float sensorImpact, float lockAngle, float directionImpact) => new GearData
{
Name = name, Hardpoint = HardpointType.Sensors, Shape = new Shape(), Durability = 1,
MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000,
Behaviors =
{
new LauncherData // the production launcher type; the catalog round-trips it (a bare LockWeaponData is not a stored union member)
{
Damage = Const(0), Range = Const(1000), MinRange = Const(0), Velocity = Const(0),
Spread = Const(0), DamageSpread = Const(0), Penetration = Const(0), Count = Const(1),
BurstTime = Const(0), Cooldown = Const(1000),
DamageCurve = new BezierCurve { Keys = new[] { float4(0, 1, 0, 0), float4(1, 1, 0, 0) } },
LockSpeed = Const(lockSpeed), SensorImpact = Const(sensorImpact), LockAngle = Const(lockAngle),
DirectionImpact = Const(directionImpact), Decay = Const(.1f)
}
}
};
private int _nextLot = 2;
private Ship NewShip(float3 position, string launcher = null)
{
var hullRef = _items.ItemData.RefOf<ItemData>(_items.ItemData.GetByName<HullData>("Skiff"));
var ship = new Ship(_items, _zone, new EquippableItem { Data = hullRef, Durability = 1000, Lot = 1 }, new EntitySettings())
{ Faction = new Faction { Name = "F" + Guid.NewGuid().ToString("N") } };
if (launcher != null)
{
var gearRef = _items.ItemData.RefOf<ItemData>(_items.ItemData.GetByName<GearData>(launcher));
Assert.True(ship.TryEquip(new EquippableItem { Data = gearRef, Durability = 1, Lot = _nextLot++ }, HardpointCell));
}
_zone.Entities.Add(ship);
ship.Activate();
ship.Position = position;
_zone.Update(0f); // brings the gear online
return ship;
}
private static LockWeapon LauncherOf(Entity e) => e.GetBehavior<LockWeapon>();
private static EquippedItem GearOf(Entity e) => e.Equipment.Single(i => i.Behaviors.Any(b => b is LockWeapon));
// The locker targets `target`, hostile to it, aimed straight at it (or along `aim`). The next zone tick paints.
private static void Aim(Ship locker, Ship target, float3? aim = null, float info = 1f)
{
locker.SetIff(target, true);
locker.EntityInfoGathered[target] = info;
locker.SetTarget(target);
locker.Aim = aim ?? normalize(target.Position - locker.Position);
}
private void Tick(float dt) => _zone.Update(dt);
[Fact]
public void APaintedShipLearnsBearingClassAndStrength()
{
var locker = NewShip(float3(0, 0, 0), "Launcher");
var b = NewShip(float3(3, 0, 4));
var launcher = LauncherOf(locker);
Aim(locker, b);
Tick(.5f);
Assert.Empty(b.IncomingLocks); // published at the start of the next tick
Assert.Equal(.3f, launcher.Lock, 4); // fixture: 0.6 speed * 0.5 s on a dead-on, fully sensed target
Tick(.5f);
var warning = Assert.Single(b.IncomingLocks);
Assert.Equal(-.6f, warning.Bearing.x, 4);
Assert.Equal(-.8f, warning.Bearing.y, 4);
Assert.Same(GearOf(locker).Data, warning.EmitterClass);
Assert.Equal(.3f, warning.Strength, 4);
// The strength follows the emitter's lock as it grows: a stale or scaled copy would not.
Assert.Equal(.6f, launcher.Lock, 4);
Tick(0f);
Assert.Equal(.6f, Assert.Single(b.IncomingLocks).Strength, 4);
}
// The whole range of strength is pinned, not its middle: lock = 0.6 * dt on a dead-on, fully sensed target.
[Theory]
[InlineData(.25f, .15f)]
[InlineData(1f, .6f)]
[InlineData(1.25f, .75f)]
[InlineData(1.5f, .9f)]
[InlineData(1.55f, .93f)]
[InlineData(1.6f, .96f)]
[InlineData(1.65f, .99f)]
public void StrengthIsTheLockAcrossItsWholeRange(float dt, float expectedLock)
{
var locker = NewShip(float3(0, 0, 0), "Launcher");
var b = NewShip(float3(0, 0, 9));
Aim(locker, b);
Tick(dt);
Assert.Equal(expectedLock, LauncherOf(locker).Lock, 4);
Tick(0f);
Assert.Equal(expectedLock, Assert.Single(b.IncomingLocks).Strength, 4);
}
// A saturated lock is a strength of exactly 1: the launcher's own Execute outside the zone tick, so that the
// zone's fire resolution does not run on the shot a full lock fires.
[Fact]
public void AFullLockIsAStrengthOfOne()
{
var locker = NewShip(float3(0, 0, 0), "Launcher");
var b = NewShip(float3(0, 0, 9));
Aim(locker, b);
LauncherOf(locker).Execute(5f);
Tick(0f);
Assert.Equal(1f, Assert.Single(b.IncomingLocks).Strength, 4);
}
// The lock's progress terms: direction (lerp ^ DirectionImpact) and sensor info (info ^ SensorImpact), each
// with an exponent other than 1, aimed off-axis at a partly sensed target. Lock after dt = 1:
// 0.8 * (1 - 30/90)^2 * 0.8^3 = 0.18204.
[Fact]
public void TheLockGrowsByDirectionAndSensorTermsNotJustSpeed()
{
var locker = NewShip(float3(0, 0, 0), "SkewLauncher");
var b = NewShip(float3(0, 0, 9));
var thirtyOff = float3(sin(30f * .0174533f), 0, cos(30f * .0174533f));
Aim(locker, b, thirtyOff, info: .8f);
Tick(1f);
Assert.Equal(.18204f, LauncherOf(locker).Lock, 4);
Tick(0f);
Assert.Equal(.18204f, Assert.Single(b.IncomingLocks).Strength, 4);
}
// Dead on, the direction term is 1 and the sensor term alone scales the lock: 0.8 * 0.5^3 = 0.1.
[Fact]
public void TheSensorTermAloneScalesADeadOnLock()
{
var locker = NewShip(float3(0, 0, 0), "SkewLauncher");
var b = NewShip(float3(0, 0, 9));
Aim(locker, b, info: .5f);
Tick(1f);
Assert.Equal(.1f, LauncherOf(locker).Lock, 4);
}
[Fact]
public void APaintFromALockerItCannotSeeStillWarns()
{
var locker = NewShip(float3(0, 0, 0), "Launcher");
var b = NewShip(float3(0, 0, 9));
b.EntityInfoGathered[locker] = 0;
Assert.DoesNotContain(locker, b.VisibleEnemies);
Aim(locker, b);
Tick(.5f);
Tick(0f);
Assert.Single(b.IncomingLocks);
Assert.DoesNotContain(locker, b.VisibleEnemies);
}
[Fact]
public void TargetedIsNotPainted()
{
var locker = NewShip(float3(0, 0, 0), "Launcher");
var b = NewShip(float3(0, 0, 9));
var c = NewShip(float3(9, 0, 0));
// B is targeted but the launcher is aimed at C, far outside LockAngle of B.
locker.SetIff(b, true);
locker.SetIff(c, true);
locker.EntityInfoGathered[b] = 1;
locker.EntityInfoGathered[c] = 1;
locker.SetTarget(b);
locker.Aim = float3(1, 0, 0);
Tick(.5f);
Tick(0f);
Assert.Empty(b.IncomingLocks);
Assert.Empty(c.IncomingLocks); // C is aimed at but not the target: nothing paints it either
}
// A broken lock stops warning on the same tick whichever of the two ships the zone updates first.
[Theory]
[InlineData(true)]
[InlineData(false)]
public void AWarningEndsTwoTicksAfterItsLastPaintInEveryEntityOrder(bool receiverFirst)
{
Ship locker, b;
if (receiverFirst)
{
b = NewShip(float3(0, 0, 9));
locker = NewShip(float3(0, 0, 0), "Launcher");
}
else
{
locker = NewShip(float3(0, 0, 0), "Launcher");
b = NewShip(float3(0, 0, 9));
}
Assert.Equal(receiverFirst ? (Entity) b : locker, _zone.Entities[0]);
Aim(locker, b);
Tick(.5f); // tick 1: painted
Assert.Empty(b.IncomingLocks);
Tick(.5f); // tick 2: tick 1's paint published, painted again
Assert.Single(b.IncomingLocks);
locker.Aim = float3(0, 0, -1); // the lock breaks: decays, paints nothing
Tick(.5f); // tick 3: tick 2's paint published, nothing painted
Assert.Single(b.IncomingLocks);
Assert.True(LauncherOf(locker).Lock > 0f, "fixture: the lock decays, it does not vanish");
Tick(.5f); // tick 4: nothing to publish
Assert.Empty(b.IncomingLocks);
}
[Fact]
public void ARetargetedLockerNoLongerWarnsItsOldTarget()
{
var locker = NewShip(float3(0, 0, 0), "Launcher");
var b = NewShip(float3(0, 0, 9));
var c = NewShip(float3(9, 0, 0));
var launcher = LauncherOf(locker);
Aim(locker, b);
Tick(.5f);
Tick(.5f);
Assert.Single(b.IncomingLocks);
Aim(locker, c); // retarget: aim at C
Tick(.5f); // the lock restarts on C: 0.3
Tick(0f); // tick after the retarget: B has nothing newer to publish
Assert.Empty(b.IncomingLocks);
Assert.Equal(.3f, Assert.Single(c.IncomingLocks).Strength, 4);
Assert.Equal(.3f, launcher.Lock, 4);
}
[Fact]
public void EachPainterIsItsOwnWarning()
{
var one = NewShip(float3(0, 0, 0), "Launcher");
var two = NewShip(float3(10, 0, 10), "Launcher");
var b = NewShip(float3(0, 0, 10));
Aim(one, b); // dead on: 0.6 * 0.5 = 0.3
var twentyOff = float3(-cos(20f * .0174533f), 0, sin(20f * .0174533f));
Aim(two, b, twentyOff); // 20 degrees off: 0.3 * (1 - 20/90) = 0.23333
Tick(.5f);
Tick(0f);
Assert.Equal(2, b.IncomingLocks.Count);
var strengths = b.IncomingLocks.Select(w => w.Strength).OrderBy(s => s).ToArray();
Assert.Equal(.23333f, strengths[0], 4);
Assert.Equal(.3f, strengths[1], 4); // never summed
Assert.Equal(2, b.IncomingLocks.Select(w => (w.Bearing.x, w.Bearing.y)).Distinct().Count());
}
[Fact]
public void AnInactiveShipHoldsNoWarnings()
{
var locker = NewShip(float3(0, 0, 0), "Launcher");
var b = NewShip(float3(0, 0, 9));
Aim(locker, b);
Tick(.5f);
Tick(0f);
Assert.Single(b.IncomingLocks);
b.Deactivate();
Assert.Empty(b.IncomingLocks);
Tick(.5f); // painted while docked or dead
b.Activate();
Tick(0f);
Assert.Empty(b.IncomingLocks); // the paint received while inactive was never stored
// A paint still waiting in the inbox when the ship deactivates does not survive to the next activation.
Tick(.5f);
b.Deactivate();
b.Activate();
Tick(0f);
Assert.Empty(b.IncomingLocks);
}
}