Merge eureka/aetheria-release-boss-gate (with eureka/aetheria-release-demo-galaxy) into master
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
commit
e3a457793b
20 changed files with 772 additions and 33 deletions
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@ -341,6 +341,19 @@ public class ActionGameManager : MonoBehaviour
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foreach (var wormhole in ZoneRenderer.WormholeInstances.Keys)
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{
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if (!(length(wormhole.Position - CurrentEntity.Position.xz) < Settings.GameplaySettings.WormholeExitRadius)) continue;
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if (wormhole.Exit)
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{
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// The exit gate leads nowhere: RunGoal decides whether it is open, and an open one ends the run.
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if (RunGoal.ExitOpen(Zone)) Win();
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else
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{
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Dialog.Clear();
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Dialog.Title.text = $"The exit gate is sealed. {RunGoal.Boss(Zone)?.Name ?? "Its guardian"} holds it shut.";
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Dialog.Show();
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Dialog.MoveToCursor();
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}
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return;
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}
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EnterWormhole(wormhole);
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}
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Dock();
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@ -1185,9 +1198,9 @@ public class ActionGameManager : MonoBehaviour
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return float3(pose.x, Settings.PlanetSettings.AsteroidVerticalOffset, pose.y);
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}
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private void Die(CauseOfDeath cause)
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// The one way a run ends, won or lost: the run is cleared and the main menu returns.
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private void EndRun()
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{
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var deathTime = Time.time;
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UnbindEntity();
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CurrentEntity = null;
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MainMenu.gameObject.SetActive(true);
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@ -1195,6 +1208,21 @@ public class ActionGameManager : MonoBehaviour
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CurrentGalaxy = null;
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RunSave.Clear(CultCache);
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SavePlayerSettings();
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}
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private void Win()
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{
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EndRun();
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Dialog.Clear();
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Dialog.Title.text = "You have escaped the Terminus. This was the demo; the whole of it is yet to come.";
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Dialog.Show();
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Dialog.MoveToCursor();
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}
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private void Die(CauseOfDeath cause)
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{
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var deathTime = Time.time;
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EndRun();
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Observable.EveryUpdate()
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.Where(_ => Time.time - deathTime < DeathPostTransitionTime)
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.Subscribe(_ =>
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@ -16,6 +16,8 @@ public abstract class Entity
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{
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public Zone Zone;
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public Faction Faction;
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// The mark of a zone's boss, written only by ZoneGenerator and restored from the pack. RunGoal reads it.
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public bool IsBoss;
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public EquippableItem Hull;
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public EquippedItem EquippedHull;
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@ -28,6 +28,7 @@ public static class EntitySerializer
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else throw new ArgumentException("Attempted to pack an instance of abstract class Entity!");
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pack.Settings = entity.Settings;
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pack.Boss = entity.IsBoss;
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pack.Hull = entity.Hull;
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pack.Name = entity.Name;
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@ -81,6 +82,7 @@ public static class EntitySerializer
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private static void Restore(ItemManager itemManager, Zone zone, EntityPack pack, Entity entity)
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{
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entity.Name = pack.Name;
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entity.IsBoss = pack.Boss;
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entity.Faction = itemManager.ItemData.Get(pack.Faction);
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entity.Children = pack.Children.Select(c =>
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{
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@ -187,6 +189,8 @@ public abstract class EntityPack
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[Key(14)] public EntitySettings Settings;
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[Key(15)] public CultRecordRef<Faction> Faction;
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[Key(16)] public int[][] WeaponGroups;
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// Keys 17-20 belong to the subclasses; the base's next free key is 21.
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[Key(21)] public bool Boss;
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private int _price;
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@ -24,7 +24,7 @@ public class Galaxy
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public Faction[] Factions { get; }
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public GalaxyZone[] Zones { get; }
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public GalaxyZone Entrance { get; }
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public GalaxyZone Exit { get; }
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public GalaxyZone Exit { get; private set; }
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public Dictionary<Faction, FactionRelationship> FactionRelationships { get; } = new Dictionary<Faction, FactionRelationship>();
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private Action<string> Log { get; }
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public bool IsPrelude { get; }
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@ -143,6 +143,18 @@ public class Galaxy
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return _cache.GetAll<Faction>().FirstOrDefault(f => f.Name.StartsWith(name, StringComparison.InvariantCultureIgnoreCase));
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}
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// A cast member of a prelude galaxy, by name. A name the catalog does not hold refuses the galaxy, naming the field.
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private Faction ResolveCast(string field, string name) =>
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ResolveFaction(name) ?? throw new InvalidOperationException($"cast faction {name} ({field}) is not in the catalog");
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// Gives a prelude galaxy its gate: the antagonist's home is the boss zone and the exit. The only writer of Exit
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// besides the constructors.
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public void PlaceGate(Faction antagonist)
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{
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BossZones[antagonist] = HomeZones[antagonist];
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Exit = HomeZones[antagonist];
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}
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// How many jumps a faction's influence reaches in this galaxy: its authored distance, halved (rounding up) in a
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// prelude. Derived, never written back to the catalog's Faction, so one galaxy's generation cannot change the next.
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public int InfluenceOf(Faction faction) =>
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@ -169,20 +181,23 @@ public class Galaxy
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var factions = new List<Faction>();
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var protagonistFaction = ResolveFaction(settings.ProtagonistFaction);
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var protagonistFaction = ResolveCast(nameof(settings.ProtagonistFaction), settings.ProtagonistFaction);
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factions.Add(protagonistFaction);
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var antagonistFaction = ResolveFaction(settings.AntagonistFaction);
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var antagonistFaction = ResolveCast(nameof(settings.AntagonistFaction), settings.AntagonistFaction);
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factions.Add(antagonistFaction);
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var bufferFaction = ResolveFaction(settings.BufferFaction);
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var bufferFaction = ResolveCast(nameof(settings.BufferFaction), settings.BufferFaction);
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factions.Add(bufferFaction);
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var questFaction = ResolveFaction(settings.QuestFaction);
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factions.Add(questFaction);
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// A cast without a quest faction places no quest zone.
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var questFaction = string.IsNullOrEmpty(settings.QuestFaction)
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? null
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: ResolveCast(nameof(settings.QuestFaction), settings.QuestFaction);
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if (questFaction != null) factions.Add(questFaction);
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var neutralFactions = settings.NeutralFactions
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.Select(ResolveFaction)
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.Select(name => ResolveCast(nameof(settings.NeutralFactions), name))
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.ToArray();
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factions.AddRange(neutralFactions);
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@ -223,17 +238,20 @@ public class Galaxy
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CalculateFactionInfluence(progressCallback);
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var potentialQuestZones = Zones
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.Where(z => z.Factions.Contains(antagonistFaction) && z.Factions.Contains(bufferFaction));
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if (potentialQuestZones.Any())
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HomeZones[questFaction] = potentialQuestZones
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.MaxBy(z => z.Distance[HomeZones[antagonistFaction]] * ConnectedRegion(z, InfluenceOf(questFaction)).Count);
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else
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HomeZones[questFaction] = Zones
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.Where(z => z.Factions.Contains(antagonistFaction))
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.MinBy(z=>z.Distance[HomeZones[bufferFaction]]);
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CalculateFactionInfluence(progressCallback);
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if (questFaction != null)
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{
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var potentialQuestZones = Zones
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.Where(z => z.Factions.Contains(antagonistFaction) && z.Factions.Contains(bufferFaction));
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if (potentialQuestZones.Any())
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HomeZones[questFaction] = potentialQuestZones
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.MaxBy(z => z.Distance[HomeZones[antagonistFaction]] * ConnectedRegion(z, InfluenceOf(questFaction)).Count);
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else
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HomeZones[questFaction] = Zones
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.Where(z => z.Factions.Contains(antagonistFaction))
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.MinBy(z=>z.Distance[HomeZones[bufferFaction]]);
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CalculateFactionInfluence(progressCallback);
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}
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Entrance = Zones.Where(z => z.Owner == null).MinBy(z => z.Distance[HomeZones[protagonistFaction]]);
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@ -68,7 +68,10 @@ public sealed class GalaxyStage
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}
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// A prelude galaxy: the tutorial settings and their fixed factions, centred in dense cloud.
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public Galaxy Prelude()
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public Galaxy Prelude() => Prelude(_prelude);
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// A prelude galaxy of the given fixed cast, centred in dense cloud.
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public Galaxy Prelude(TutorialGenerationSettings cast)
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{
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var background = Copy(_preludeBackground);
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var random = new Random(Seed);
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@ -78,7 +81,7 @@ public sealed class GalaxyStage
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background.NoisePosition = random.NextFloat() * 1000;
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_progress?.Invoke($"Finding Galaxy Position: iteration {iteration++}");
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} while (background.CloudDensity(float2(.5f)) < .5f);
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return new Galaxy(_prelude, background, _names, _cache, _playerSettings, _narrativeDirectory, _log, _progress, Seed);
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return new Galaxy(cast, background, _names, _cache, _playerSettings, _narrativeDirectory, _log, _progress, Seed);
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}
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private static SectorBackgroundSettings Copy(SectorBackgroundSettings settings) =>
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@ -140,6 +140,18 @@ public class LoadoutGenerator
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// required item falls back to any manufacturer when none of those make one, which means the product table
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// lacks variety, so it is logged rather than hidden.
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public (FactionProductData product, T design)[] RandomProducts<T>(int count, float sizeExponent, Predicate<T> filter = null, bool required = false) where T : EquippableItemData
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{
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var (available, preferManufacturers) = AvailableProducts(filter, required);
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return available.WeightedRandomElements(ref Random, entry =>
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(preferManufacturers ? ManufacturerPreference(entry.product.Manufacturer) : 1) *
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pow(entry.design.Shape.Coordinates.Length, sizeExponent) / // Prioritize larger items
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pow(entry.design.Price, PriceExponent), // Penalize item price to a controllable degree
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count);
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}
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// The products this faction can be offered for a design kind, and whether manufacturer preference applies (it does
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// not once a required item has fallen back to any manufacturer). The one availability rule for every selection.
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private ((FactionProductData product, T design)[] available, bool preferManufacturers) AvailableProducts<T>(Predicate<T> filter, bool required) where T : EquippableItemData
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{
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var hulls = ItemManager.ItemData.GetAll<HullData>().ToArray();
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var candidates = ItemManager.ItemData.GetAll<FactionProductData>()
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@ -160,11 +172,27 @@ public class LoadoutGenerator
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preferManufacturers = false;
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}
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return available.WeightedRandomElements(ref Random, entry =>
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(preferManufacturers ? ManufacturerPreference(entry.product.Manufacturer) : 1) *
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pow(entry.design.Shape.Coordinates.Length, sizeExponent) / // Prioritize larger items
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pow(entry.design.Price, PriceExponent), // Penalize item price to a controllable degree
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count);
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return (available, preferManufacturers);
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}
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// A faction's boss: its BossHull when the faction sets one and a product sells it, else the most expensive ship hull
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// the faction can be offered, with the gap logged. Null only when no ship hull is on offer at all.
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public EntityPack GenerateBossLoadout()
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{
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var bossHull = Faction != null && Faction.BossHull.IsSet() ? ItemManager.ItemData.Get(Faction.BossHull) : null;
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if (bossHull != null)
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{
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var boss = GenerateShipLoadout(hull => hull == bossHull);
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if (boss != null) return boss;
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ItemManager.Log($"{Faction.Name}'s BossHull {bossHull.Name} is not sold by any product; its boss flies the most expensive ship hull instead.");
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}
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else
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ItemManager.Log($"{Faction?.Name ?? "This faction"} has no BossHull; its boss flies the most expensive ship hull instead.");
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var (available, _) = AvailableProducts<HullData>(hull => hull.HullType == HullType.Ship, required: true);
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if (available.Length == 0) return null;
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var priciest = available.OrderByDescending(entry => entry.design.Price).ThenBy(entry => entry.design.Name, StringComparer.Ordinal).First().design;
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return GenerateShipLoadout(hull => hull == priciest);
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}
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// Hardpoint gear that no hull in the catalog can mount has no home (operator, 2026-09-30: "we'll need to author a
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42
Assets/Scripts/ServerShared/RunGoal.cs
Normal file
42
Assets/Scripts/ServerShared/RunGoal.cs
Normal file
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@ -0,0 +1,42 @@
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using System.Linq;
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using CultMath;
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using static CultMath.math;
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// The run's goal: whether a zone's boss lives, and so whether the exit gate is open. Engine-free and stateless; the
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// answer is derived from Zone.Entities (the death path removes the dead, Zone.cs), so no "boss defeated" flag exists to
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// disagree with it, and no presentation decides it.
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public static class RunGoal
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{
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public static Entity Boss(Zone zone) => zone.Entities.FirstOrDefault(entity => entity.IsBoss);
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public static bool BossAlive(Zone zone) => Boss(zone) != null;
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// The exit gate fails closed: it is open only in the galaxy's exit zone, once a boss was spawned there and no living
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// boss remains. An exit zone that never got a boss stays sealed, so a missing boss can never read as a dead one.
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public static bool ExitOpen(Zone zone) =>
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zone.Galaxy?.Exit != null && zone.GalaxyZone == zone.Galaxy.Exit && zone.Pack.BossSpawned && !BossAlive(zone);
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// Where the exit gate sits: at the adjacency wormholes' radius (the zone's radius times the ratio), in the middle of
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// the widest angular gap between them, so it shares a point with none. A zone with no neighbours gets the +x axis.
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public static float2 ExitGatePosition(Zone zone, float wormholeDistanceRatio)
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{
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var radius = zone.Pack.Radius * wormholeDistanceRatio;
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var angles = zone.GalaxyZone.AdjacentZones
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.Select(adjacent => normalize(adjacent.Position - zone.GalaxyZone.Position))
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.Select(direction => atan2(direction.y, direction.x))
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.OrderBy(angle => angle)
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.ToArray();
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if (angles.Length == 0) return float2(radius, 0);
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var bestAngle = 0f;
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var bestGap = -1f;
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for (var i = 0; i < angles.Length; i++)
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{
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var next = i + 1 < angles.Length ? angles[i + 1] : angles[0] + 2 * PI;
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if (next - angles[i] <= bestGap) continue;
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bestGap = next - angles[i];
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bestAngle = angles[i] + bestGap / 2;
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}
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return float2(cos(bestAngle), sin(bestAngle)) * radius;
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}
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}
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2
Assets/Scripts/ServerShared/RunGoal.cs.meta
Normal file
2
Assets/Scripts/ServerShared/RunGoal.cs.meta
Normal file
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@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: de03c3545cb04ce38bf85b713dc5df74
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41
Assets/Scripts/ServerShared/Scenarios/DemoTerminus.cs
Normal file
41
Assets/Scripts/ServerShared/Scenarios/DemoTerminus.cs
Normal file
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@ -0,0 +1,41 @@
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using float2 = CultMath.float2;
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// The demo: one gate, one region and one boss, with a fixed cast. The Pirates are the protagonist's ostensible
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// employer, Zhestokost the antagonist whose home is the boss zone and the exit, Lucent Media and Aeronautics Unlimited
|
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// the neutrals. A prelude galaxy of that cast; the player, who is not a Pirate, flies the base Longinus.
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public sealed class DemoTerminus : Scenario
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{
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public static readonly TutorialGenerationSettings Cast = new TutorialGenerationSettings
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{
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ProtagonistFaction = "Pirates",
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AntagonistFaction = "Zhe",
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BufferFaction = "Luc",
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NeutralFactions = new[] { "Aero" },
|
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QuestFaction = null,
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ZoneCount = 64,
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LinkDensity = .5f
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};
|
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public override string Name => "Terminus (Demo)";
|
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public override string Brief => "One gate, one region, one boss. Allied: the Pirates. Opposed: Zhestokost. " +
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"Neutral: Lucent Media and Aeronautics Unlimited.";
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public override Galaxy Generate(GalaxyStage stage)
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{
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var galaxy = stage.Prelude(Cast);
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galaxy.PlaceGate(galaxy.ResolveFaction(Cast.AntagonistFaction));
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return galaxy;
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||||
}
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||||
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public override void Stage(ScenarioStage stage)
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{
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var galaxy = stage.Galaxy;
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var pirates = galaxy.ResolveFaction(Cast.ProtagonistFaction);
|
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galaxy.FactionRelationships[pirates] = FactionRelationship.Friendly;
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galaxy.FactionRelationships[galaxy.ResolveFaction(Cast.AntagonistFaction)] = FactionRelationship.Hated;
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galaxy.FactionRelationships[galaxy.ResolveFaction(Cast.BufferFaction)] = FactionRelationship.Neutral;
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foreach (var neutral in Cast.NeutralFactions)
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galaxy.FactionRelationships[galaxy.ResolveFaction(neutral)] = FactionRelationship.Neutral;
|
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stage.Player(stage.Generated("Longinus"), float2.zero);
|
||||
}
|
||||
}
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||||
11
Assets/Scripts/ServerShared/Scenarios/DemoTerminus.cs.meta
Normal file
11
Assets/Scripts/ServerShared/Scenarios/DemoTerminus.cs.meta
Normal file
|
|
@ -0,0 +1,11 @@
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|||
fileFormatVersion: 2
|
||||
guid: 5ba7152d3c8b46a98924a4148be550db
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -1,8 +1,11 @@
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|||
// Every way to set up a new run, in the order New Game lists them. Modes are the game; Tests are arenas built to check
|
||||
// one system each, listed only in editor and development builds.
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||||
// Every way to set up a new run, in the order New Game lists them. Modes are what a release build lists; Development
|
||||
// are the other ways the game sets up a run and Tests are arenas built to check one system each, both listed only in
|
||||
// editor and development builds.
|
||||
public static class Scenarios
|
||||
{
|
||||
public static readonly Scenario[] Modes = { new TutorialGalaxy(), new MainGalaxy() };
|
||||
public static readonly Scenario[] Modes = { new DemoTerminus() };
|
||||
|
||||
public static readonly Scenario[] Development = { new TutorialGalaxy(), new MainGalaxy() };
|
||||
|
||||
public static readonly Scenario[] Tests =
|
||||
{
|
||||
|
|
|
|||
|
|
@ -4,4 +4,6 @@ public class Wormhole
|
|||
{
|
||||
public float2 Position;
|
||||
public GalaxyZone Target;
|
||||
// The run's exit gate: it leads nowhere (Target is null) and ends the run when RunGoal.ExitOpen.
|
||||
public bool Exit;
|
||||
}
|
||||
|
|
@ -190,6 +190,7 @@ public class Zone
|
|||
Orbits = Orbits.Keys.Select(key => new CultRecordRef<OrbitData>(key)).ToList(),
|
||||
Planets = Planets.Keys.Select(key => new CultRecordRef<BodyData>(key)).ToList(),
|
||||
Time = _time,
|
||||
BossSpawned = Pack.BossSpawned,
|
||||
// Cut 2 (docs/mining-cut.md): drop entries that carry no live information -- healed (no damage) and
|
||||
// not currently broken -- so a save never accumulates wear rows for chunks nobody has touched since
|
||||
// they last respawned.
|
||||
|
|
|
|||
|
|
@ -43,6 +43,11 @@ public class ZonePack
|
|||
// default instance.
|
||||
[JsonProperty("chunkWear"), Key(6)]
|
||||
public List<ChunkWearPack> ChunkWear;
|
||||
|
||||
// True once this zone's boss has been spawned. The dead boss leaves no entity, so this is the one fact that tells a
|
||||
// slain boss from one that never existed; RunGoal.ExitOpen reads it. Written only by ZoneGenerator, carried by PackZone.
|
||||
[JsonProperty("bossSpawned"), Key(7)]
|
||||
public bool BossSpawned;
|
||||
}
|
||||
|
||||
// Cut 2 (docs/mining-cut.md): one packed wear entry for one chunk. "Field" names the body that owns the chunk
|
||||
|
|
|
|||
|
|
@ -337,6 +337,24 @@ public static class ZoneGenerator
|
|||
if (ambient) PlaceTurrets(lagrangeOrbit, GetLoadoutGenerator(nearestFaction), 2);
|
||||
}
|
||||
|
||||
// A boss zone gets its faction's boss whether or not the zone is ambient: the boss is the run's goal, not
|
||||
// wandering traffic. RunGoal reads the mark; nothing else decides whether a boss lives.
|
||||
foreach (var bossFaction in galaxy.BossZones.Where(entry => entry.Value == galaxyZone).Select(entry => entry.Key))
|
||||
{
|
||||
var boss = GetLoadoutGenerator(bossFaction).GenerateBossLoadout();
|
||||
if (boss == null)
|
||||
{
|
||||
itemManager.Log($"No boss could be generated for {bossFaction.Name}; its boss zone has no boss to kill!");
|
||||
continue;
|
||||
}
|
||||
boss.Boss = true;
|
||||
pack.Entities.Add(boss);
|
||||
pack.BossSpawned = true;
|
||||
}
|
||||
|
||||
if (galaxyZone == galaxy.Exit && !pack.BossSpawned)
|
||||
itemManager.Log("Galaxy.Exit has no boss: Galaxy.BossZones does not map a boss faction to the exit zone, or its boss could not be generated (ZoneGenerator exit-without-boss). The exit gate stays sealed.");
|
||||
|
||||
if (!ambient) return pack;
|
||||
|
||||
var enemyCount = (int)(random.NextFloat() * factionPresence * 2) + baseStationCount;
|
||||
|
|
|
|||
|
|
@ -127,8 +127,8 @@ public class MainMenu : MonoBehaviour
|
|||
_nextMenu.panel.AddButton("Quit", Application.Quit);
|
||||
}
|
||||
|
||||
// New Game: every way to set up a run, each with its brief. The test arenas are listed only in editor and
|
||||
// development builds.
|
||||
// New Game: every way to set up a run, each with its brief. A release build lists only the modes; the other ways
|
||||
// to set up a run and the test arenas are listed only in editor and development builds.
|
||||
private void ShowScenarios()
|
||||
{
|
||||
_nextMenu.panel.Clear();
|
||||
|
|
@ -136,6 +136,8 @@ public class MainMenu : MonoBehaviour
|
|||
AddScenarios(Scenarios.Modes);
|
||||
if (Debug.isDebugBuild)
|
||||
{
|
||||
_nextMenu.panel.AddSection("development");
|
||||
AddScenarios(Scenarios.Development);
|
||||
_nextMenu.panel.AddSection("test arenas");
|
||||
AddScenarios(Scenarios.Tests);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -233,6 +233,14 @@ public class ZoneRenderer : MonoBehaviour
|
|||
Position = dir * zone.Pack.Radius * Settings.WormholeDistanceRatio
|
||||
});
|
||||
}
|
||||
|
||||
// The run's exit gate is presentation only: whether it opens is RunGoal.ExitOpen, read when it is used.
|
||||
if (zone.GalaxyZone == zone.Galaxy.Exit)
|
||||
AddWormhole(new Wormhole
|
||||
{
|
||||
Exit = true,
|
||||
Position = RunGoal.ExitGatePosition(zone, Settings.WormholeDistanceRatio)
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
241
tests/Aetheria.Shared.Tests/DemoTerminusTests.cs
Normal file
241
tests/Aetheria.Shared.Tests/DemoTerminusTests.cs
Normal file
|
|
@ -0,0 +1,241 @@
|
|||
/* 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;
|
||||
|
||||
// The demo scenario (aetheria-release, cut demo-galaxy): a prelude galaxy of a fixed cast whose antagonist's home is the
|
||||
// boss zone and the exit. The shipped catalog holds no Pirates faction yet, so each test that needs one adds it to its
|
||||
// scratch copy of the catalog.
|
||||
public sealed partial class RunStartTests
|
||||
{
|
||||
private static readonly uint[] DemoSeeds = { 1, 2, 3, 4, 5 };
|
||||
|
||||
// The catalog record the demo's protagonist needs, until the shipped catalog has one. Zone names need a name file,
|
||||
// and the entrance's station needs a faction whose allegiance reaches some manufacturer, so it reaches every one.
|
||||
private void AddPirates()
|
||||
{
|
||||
var pirates = new Faction
|
||||
{
|
||||
Name = "Pirates", ShortName = "Pirates", GeonameFile = _cache.RefOf(_cache.GetAll<NameFile>().First())
|
||||
};
|
||||
foreach (var faction in _cache.GetAll<Faction>().ToArray()) pirates.Allegiance[_cache.RefOf(faction)] = 1;
|
||||
_cache.Upsert(pirates);
|
||||
}
|
||||
|
||||
private Galaxy DemoGalaxy(uint seed) => RunStart.Generate(new DemoTerminus(), Inputs(() => seed));
|
||||
|
||||
[Fact]
|
||||
public void DemoTerminus_fixed_cast()
|
||||
{
|
||||
AddPirates();
|
||||
foreach (var seed in DemoSeeds)
|
||||
Assert.Equal(new[] { "Pirates", "Zhestokost", "Lucent Media", "Aeronautics Unlimited" },
|
||||
DemoGalaxy(seed).Factions.Select(faction => faction.Name));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void DemoTerminus_gate_at_antagonist_home()
|
||||
{
|
||||
AddPirates();
|
||||
foreach (var seed in DemoSeeds)
|
||||
{
|
||||
var galaxy = DemoGalaxy(seed);
|
||||
// Zones are compared by index: xunit formats a failing zone into its message, and a zone drags the galaxy
|
||||
// graph in with it until the test host dies.
|
||||
int At(GalaxyZone zone) => Array.IndexOf(galaxy.Zones, zone);
|
||||
var zhestokost = galaxy.Factions.Single(faction => faction.Name == "Zhestokost");
|
||||
Assert.Equal(new[] { "Zhestokost" }, galaxy.BossZones.Keys.Select(faction => faction.Name));
|
||||
Assert.Equal(At(galaxy.HomeZones[zhestokost]), At(galaxy.BossZones[zhestokost]));
|
||||
Assert.Equal(At(galaxy.HomeZones[zhestokost]), At(galaxy.Exit));
|
||||
Assert.NotEqual(At(galaxy.Entrance), At(galaxy.Exit));
|
||||
}
|
||||
}
|
||||
|
||||
// The player's standing is part of the run: Continue restores it, and the gate, through the saved game.
|
||||
[Fact]
|
||||
public void DemoTerminus_standing_survives_continue()
|
||||
{
|
||||
AddPirates();
|
||||
var (galaxy, arena, staged, failures) = Launch(new DemoTerminus(), Inputs(() => 1));
|
||||
Assert.True(failures.Count == 0, string.Join("; ", failures));
|
||||
galaxy.Entrance.Contents = arena;
|
||||
var (game, zones) = RunSave.Capture(_cache, galaxy, arena, staged.Player, new SavedActionBarBinding[0]);
|
||||
RunSave.Commit(_cache, game, zones, _items.Lots);
|
||||
var restored = new Galaxy(_cache, _cache.GetGlobal<SavedGame>(), _ => { });
|
||||
|
||||
Dictionary<string, FactionRelationship> Standing(Galaxy g) => g.Factions.ToDictionary(faction => faction.Name, faction => g.FactionRelationships[faction]);
|
||||
Assert.Equal(new Dictionary<string, FactionRelationship>
|
||||
{
|
||||
["Pirates"] = FactionRelationship.Friendly,
|
||||
["Zhestokost"] = FactionRelationship.Hated,
|
||||
["Lucent Media"] = FactionRelationship.Neutral,
|
||||
["Aeronautics Unlimited"] = FactionRelationship.Neutral
|
||||
}, Standing(restored));
|
||||
Assert.Equal(Standing(galaxy), Standing(restored));
|
||||
Assert.Equal(Array.IndexOf(galaxy.Zones, galaxy.Exit), Array.IndexOf(restored.Zones, restored.Exit));
|
||||
Assert.Equal(
|
||||
galaxy.BossZones.Select(boss => (boss.Key.Name, Array.IndexOf(galaxy.Zones, boss.Value))),
|
||||
restored.BossZones.Select(boss => (boss.Key.Name, Array.IndexOf(restored.Zones, boss.Value))));
|
||||
}
|
||||
|
||||
// On the shipped catalog, which has no Pirates, the run does not start: the galaxy refuses, naming the cast field,
|
||||
// and the scenario never reaches staging.
|
||||
[Fact]
|
||||
public void DemoTerminus_missing_cast_refused()
|
||||
{
|
||||
Assert.DoesNotContain(_cache.GetAll<Faction>(), faction => faction.Name.StartsWith("Pirates", StringComparison.Ordinal));
|
||||
var refusal = Assert.Throws<InvalidOperationException>(() => DemoGalaxy(1));
|
||||
Assert.Contains("Pirates", refusal.Message);
|
||||
Assert.Contains(nameof(TutorialGenerationSettings.ProtagonistFaction), refusal.Message);
|
||||
}
|
||||
|
||||
// The operator's ruling is that the first release is a demo: the one scenario a release build lists says so by name.
|
||||
[Fact]
|
||||
public void DemoTerminus_is_named_a_demo()
|
||||
{
|
||||
var listed = Assert.Single(Scenarios.Modes);
|
||||
Assert.IsType<DemoTerminus>(listed);
|
||||
Assert.Equal("Terminus (Demo)", listed.Name);
|
||||
}
|
||||
|
||||
// The run start as New Game runs it: the player is not a Pirate, so the hull is the base Longinus, made by Alakrita,
|
||||
// not by the Pirates or any cast faction, with no faction on the ship, at the entrance zone's origin.
|
||||
[Fact]
|
||||
public void DemoTerminus_player_flies_a_non_pirates_brand_hull_the_longinus()
|
||||
{
|
||||
AddPirates();
|
||||
foreach (var seed in DemoSeeds)
|
||||
{
|
||||
var (galaxy, _, staged, failures) = Launch(new DemoTerminus(), Inputs(() => seed));
|
||||
Assert.True(failures.Count == 0, string.Join("; ", failures));
|
||||
Assert.Equal("Longinus", staged.Player.HullData.Name);
|
||||
var design = _cache.RefOf(staged.Player.HullData).Key;
|
||||
var product = Assert.Single(_cache.GetAll<FactionProductData>(), p => p.Design.Key.Equals(design));
|
||||
var maker = _cache.Get(product.Manufacturer);
|
||||
Assert.Equal("Alakrita", maker.Name);
|
||||
Assert.DoesNotContain(galaxy.Factions, faction => faction.Name == maker.Name);
|
||||
Assert.Null(staged.Player.Faction);
|
||||
Assert.Equal(float3.zero, staged.Player.Position);
|
||||
}
|
||||
}
|
||||
|
||||
// The ruling says the Longinus with its default fit: the fit the game generates for that hull from the run's item
|
||||
// draws, which Stage seeds from the galaxy's seed. The expected fit is that same generation replayed from the same
|
||||
// seed, so no item list is spelled here; a bare hull, a preset, or one item swapped for another differs from it.
|
||||
[Fact]
|
||||
public void DemoTerminus_player_carries_the_longinus_default_fit()
|
||||
{
|
||||
AddPirates();
|
||||
string Fit(Entity ship) => string.Join(";", ship.Equipment
|
||||
.Select(item => $"{item.Data.Name}@{item.Position}/{item.EquippableItem.Rotation}")
|
||||
.OrderBy(entry => entry, StringComparer.Ordinal));
|
||||
foreach (var seed in DemoSeeds)
|
||||
{
|
||||
var (galaxy, arena, staged, failures) = Launch(new DemoTerminus(), Inputs(() => seed));
|
||||
Assert.True(failures.Count == 0, string.Join("; ", failures));
|
||||
_items.Random = new CultMath.Random(galaxy.Seed * 0x9E3779B1u + 2);
|
||||
var generator = new LoadoutGenerator(ref _items.Random, _items, galaxy, arena.GalaxyZone, null, 2);
|
||||
var expected = EntitySerializer.Unpack(_items, null, generator.GenerateShipLoadout(hull => hull.Name == "Longinus"));
|
||||
Assert.NotEmpty(expected.Equipment);
|
||||
Assert.Equal(Fit(expected), Fit(staged.Player));
|
||||
}
|
||||
}
|
||||
|
||||
// The demo region's size and connectivity are authored: 64 zones, links thinned to half. The reference galaxy is the
|
||||
// same cast with the thinning written out here, generated at the same seed, so any other density is a different graph.
|
||||
[Fact]
|
||||
public void DemoTerminus_region_is_sixty_four_zones_linked_at_half_density()
|
||||
{
|
||||
AddPirates();
|
||||
string Links(Galaxy g) => string.Join(";", g.Zones.Select(zone =>
|
||||
string.Join(",", zone.AdjacentZones.Select(adjacent => Array.IndexOf(g.Zones, adjacent)).OrderBy(index => index))));
|
||||
Galaxy Reference(uint seed, float density)
|
||||
{
|
||||
var cast = new TutorialGenerationSettings
|
||||
{
|
||||
ProtagonistFaction = "Pirates", AntagonistFaction = "Zhe", BufferFaction = "Luc",
|
||||
NeutralFactions = new[] { "Aero" }, QuestFaction = null, ZoneCount = 64, LinkDensity = density
|
||||
};
|
||||
return RunStart.Generate(new Scripted(false, _ => { }, seed, galaxy => galaxy.Prelude(cast)), Inputs());
|
||||
}
|
||||
|
||||
foreach (var seed in DemoSeeds)
|
||||
{
|
||||
var galaxy = DemoGalaxy(seed);
|
||||
Assert.Equal(64, galaxy.Zones.Length);
|
||||
Assert.Equal(Links(Reference(seed, .5f)), Links(galaxy));
|
||||
Assert.NotEqual(Links(Reference(seed, 1f)), Links(galaxy));
|
||||
}
|
||||
}
|
||||
|
||||
// A cast that names no quest faction places no quest zone: one home for each of its four factions.
|
||||
[Fact]
|
||||
public void ACastNamingNoQuestFactionPlacesNoQuestZone()
|
||||
{
|
||||
AddPirates();
|
||||
var galaxy = DemoGalaxy(1);
|
||||
Assert.Equal(4, galaxy.HomeZones.Count);
|
||||
Assert.Equal(4, galaxy.Factions.Length);
|
||||
}
|
||||
|
||||
// A name that resolves to nothing refuses the galaxy whichever cast field names it, and the refusal names the field.
|
||||
[Theory]
|
||||
[InlineData(nameof(TutorialGenerationSettings.ProtagonistFaction))]
|
||||
[InlineData(nameof(TutorialGenerationSettings.AntagonistFaction))]
|
||||
[InlineData(nameof(TutorialGenerationSettings.BufferFaction))]
|
||||
[InlineData(nameof(TutorialGenerationSettings.QuestFaction))]
|
||||
[InlineData(nameof(TutorialGenerationSettings.NeutralFactions))]
|
||||
public void AnUnresolvedCastNameRefusesTheGalaxyNamingItsField(string field)
|
||||
{
|
||||
var cast = new TutorialGenerationSettings
|
||||
{
|
||||
ProtagonistFaction = _tutorialSettings.ProtagonistFaction,
|
||||
AntagonistFaction = _tutorialSettings.AntagonistFaction,
|
||||
BufferFaction = _tutorialSettings.BufferFaction,
|
||||
QuestFaction = _tutorialSettings.QuestFaction,
|
||||
NeutralFactions = _tutorialSettings.NeutralFactions,
|
||||
ZoneCount = _tutorialSettings.ZoneCount,
|
||||
LinkDensity = _tutorialSettings.LinkDensity
|
||||
};
|
||||
typeof(TutorialGenerationSettings).GetField(field).SetValue(cast, field == nameof(cast.NeutralFactions) ? new[] { "Nonesuch" } : "Nonesuch");
|
||||
var scenario = new Scripted(false, _ => { }, generate: galaxy => galaxy.Prelude(cast));
|
||||
var refusal = Assert.Throws<InvalidOperationException>(() => RunStart.Generate(scenario, Inputs()));
|
||||
Assert.Contains(field, refusal.Message);
|
||||
}
|
||||
|
||||
// What a release build lists under New Game is the demo alone; the tutorial and the main galaxy are listed only in
|
||||
// editor and development builds (MainMenu.ShowScenarios), beside the test arenas.
|
||||
[Fact]
|
||||
public void ReleaseBuildsListOnlyTheDemo()
|
||||
{
|
||||
Assert.Equal(new[] { typeof(DemoTerminus) }, Scenarios.Modes.Select(scenario => scenario.GetType()));
|
||||
Assert.Equal(new[] { typeof(TutorialGalaxy), typeof(MainGalaxy) }, Scenarios.Development.Select(scenario => scenario.GetType()));
|
||||
}
|
||||
|
||||
// The tutorial is the galaxy it was before the demo: its cast, homes, entrance and ownership at a fixed seed, with
|
||||
// no exit and no boss zone.
|
||||
[Fact]
|
||||
public void TutorialGalaxy_unchanged()
|
||||
{
|
||||
var galaxy = RunStart.Generate(new TutorialGalaxy(), Inputs(() => GalaxySeed));
|
||||
Assert.Equal(TutorialSeed1, TutorialShape(galaxy));
|
||||
Assert.True(galaxy.Exit == null, "the tutorial has no exit");
|
||||
Assert.True(galaxy.BossZones.Count == 0, $"the tutorial has {galaxy.BossZones.Count} boss zones");
|
||||
}
|
||||
|
||||
private static string TutorialShape(Galaxy g) =>
|
||||
string.Join(",", g.Factions.Select(f => f.Name)) +
|
||||
" | homes " + string.Join(",", g.Factions.Select(f => g.HomeZones.TryGetValue(f, out var z) ? Array.IndexOf(g.Zones, z) : -2)) +
|
||||
" | entrance " + Array.IndexOf(g.Zones, g.Entrance) +
|
||||
" | zones " + g.Zones.Length +
|
||||
" | owners " + string.Join(",", g.Zones.Select(z => z.Owner == null ? "-" : z.Owner.ShortName));
|
||||
|
||||
// Measured on 228f241e, before the demo cut, at seed 1.
|
||||
private const string TutorialSeed1 =
|
||||
"Miss Terri’s Sugariffic Snack Company,Zhestokost,Lucent Media,Adrasteia,Aeronautics Unlimited,Finch Cybernetics | homes 47,10,17,49,35,1 | entrance 25 | zones 64 | owners Zhestokost,Finch,Lucent,Zhestokost,Finch,Adrasteia,Zhestokost,Adrasteia,Zhestokost,Zhestokost,Zhestokost,Zhestokost,Finch,Lucent,Adrasteia,Adrasteia,Zhestokost,Lucent,Finch,Finch,Lucent,Lucent,Finch,AU,Adrasteia,-,-,Adrasteia,Lucent,-,AU,Lucent,Zhestokost,Lucent,Lucent,AU,Adrasteia,AU,Lucent,AU,Finch,Finch,-,Lucent,Zhestokost,Zhestokost,Miss Terri's,Miss Terri's,Miss Terri's,Adrasteia,Finch,-,-,Miss Terri's,Lucent,AU,Miss Terri's,Zhestokost,Lucent,Lucent,Lucent,Finch,-,-";
|
||||
}
|
||||
278
tests/Aetheria.Shared.Tests/RunGoalTests.cs
Normal file
278
tests/Aetheria.Shared.Tests/RunGoalTests.cs
Normal file
|
|
@ -0,0 +1,278 @@
|
|||
/* 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.IO;
|
||||
using System.Linq;
|
||||
using System.Text.RegularExpressions;
|
||||
using CultMath;
|
||||
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,
|
||||
// and the run save.
|
||||
public sealed partial class RunStartTests
|
||||
{
|
||||
private ZonePack BossZonePack(Galaxy galaxy, ItemManager items, GalaxyZone zone, bool ambient = true)
|
||||
{
|
||||
items.Random = new CultMath.Random(7);
|
||||
return ZoneGenerator.GenerateZone(items, _zoneSettings, galaxy, zone, galaxy.IsPrelude, ambient);
|
||||
}
|
||||
|
||||
private Zone ZoneOf(Galaxy galaxy, GalaxyZone zone) =>
|
||||
new Zone(_items, _planetSettings, BossZonePack(galaxy, _items, zone), zone, galaxy);
|
||||
|
||||
private static Faction Zhestokost(Galaxy galaxy) => galaxy.Factions.Single(faction => faction.Name == "Zhestokost");
|
||||
|
||||
private ItemManager LoggingItems(List<string> log) =>
|
||||
new ItemManager(_cache, new ProvenanceLedger(), AuthoredSettings.Load(FindRepoRoot()).Read<GameplaySettings>("GameplaySettings"), log.Add);
|
||||
|
||||
private static string HullName(ItemManager items, EntityPack pack) => items.GetData(pack.Hull).Name;
|
||||
|
||||
private HullData[] SoldShipHulls() => _cache.GetAll<FactionProductData>()
|
||||
.Where(product => product.Manufacturer.IsSet())
|
||||
.Select(product => _cache.Get(product.Design) as HullData)
|
||||
.Where(hull => hull != null && hull.HullType == HullType.Ship && hull.Price > 0)
|
||||
.Distinct().ToArray();
|
||||
|
||||
[Fact]
|
||||
public void Boss_spawns_once_in_boss_zone()
|
||||
{
|
||||
AddPirates();
|
||||
foreach (var seed in DemoSeeds.Take(3))
|
||||
{
|
||||
var galaxy = DemoGalaxy(seed);
|
||||
var antagonist = Zhestokost(galaxy);
|
||||
foreach (var zone in galaxy.Zones)
|
||||
{
|
||||
var bosses = BossZonePack(galaxy, _items, zone).Entities.Where(entity => entity.Boss).ToArray();
|
||||
if (zone != galaxy.Exit) { Assert.Empty(bosses); continue; }
|
||||
|
||||
var boss = Assert.Single(bosses);
|
||||
Assert.IsType<ShipPack>(boss);
|
||||
Assert.Same(antagonist, _cache.Get(boss.Faction));
|
||||
// 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));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// A zone that is not ambient still has its boss: the boss is the goal, not traffic.
|
||||
[Fact]
|
||||
public void Boss_spawns_in_a_zone_that_is_not_ambient()
|
||||
{
|
||||
AddPirates();
|
||||
var galaxy = DemoGalaxy(1);
|
||||
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);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Boss_hull_from_BossHull_else_fallback()
|
||||
{
|
||||
AddPirates();
|
||||
var galaxy = DemoGalaxy(1);
|
||||
var antagonist = Zhestokost(galaxy);
|
||||
var hulls = SoldShipHulls().OrderByDescending(hull => hull.Price).ThenBy(hull => hull.Name, StringComparer.Ordinal).ToArray();
|
||||
var priciest = hulls.First();
|
||||
var cheaper = hulls.Last();
|
||||
Assert.True(cheaper.Price < priciest.Price, "the catalog needs two ship hulls of different price for this test to tell them apart");
|
||||
|
||||
// Set and sold: the boss flies it, and nothing is logged about a gap.
|
||||
antagonist.BossHull = _cache.RefOf(cheaper);
|
||||
var log = new List<string>();
|
||||
var items = LoggingItems(log);
|
||||
var boss = Assert.Single(BossZonePack(galaxy, items, galaxy.Exit).Entities, entity => entity.Boss);
|
||||
Assert.Equal(cheaper.Name, HullName(items, boss));
|
||||
Assert.DoesNotContain(log, line => line.Contains("BossHull"));
|
||||
|
||||
// Unset: the most expensive ship hull on offer, and the log names the missing BossHull.
|
||||
antagonist.BossHull = default;
|
||||
log.Clear();
|
||||
boss = Assert.Single(BossZonePack(galaxy, items, galaxy.Exit).Entities, entity => entity.Boss);
|
||||
Assert.Equal(priciest.Name, HullName(items, boss));
|
||||
Assert.Contains(log, line => line.Contains("Zhestokost") && line.Contains("no BossHull"));
|
||||
}
|
||||
|
||||
// Set but sold by no product: the boss falls back the same way, and the log says which hull has no seller.
|
||||
[Fact]
|
||||
public void Boss_hull_nobody_sells_falls_back()
|
||||
{
|
||||
AddPirates();
|
||||
var galaxy = DemoGalaxy(1);
|
||||
var antagonist = Zhestokost(galaxy);
|
||||
var sold = SoldShipHulls();
|
||||
// A ship hull no product sells, dearer than any that is sold: the fallback must not pick it.
|
||||
var unsold = new HullData { Name = "Unsold Test Hull", HullType = HullType.Ship, Price = sold.Max(hull => hull.Price) + 1 };
|
||||
_cache.Upsert(unsold);
|
||||
antagonist.BossHull = _cache.RefOf(unsold);
|
||||
var log = new List<string>();
|
||||
var items = LoggingItems(log);
|
||||
var boss = Assert.Single(BossZonePack(galaxy, items, galaxy.Exit).Entities, entity => entity.Boss);
|
||||
Assert.Equal(sold.OrderByDescending(hull => hull.Price).ThenBy(hull => hull.Name, StringComparer.Ordinal).First().Name, HullName(items, boss));
|
||||
Assert.Contains(log, line => line.Contains(unsold.Name) && line.Contains("BossHull"));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Exit_sealed_until_boss_dies()
|
||||
{
|
||||
AddPirates();
|
||||
var galaxy = DemoGalaxy(1);
|
||||
var exit = ZoneOf(galaxy, galaxy.Exit);
|
||||
var boss = Assert.Single(exit.Entities, entity => entity.IsBoss);
|
||||
Assert.True(RunGoal.BossAlive(exit));
|
||||
Assert.False(RunGoal.ExitOpen(exit));
|
||||
|
||||
// Death removes the boss from the zone (the one death path), and that alone opens the gate.
|
||||
boss.HeatstrokeDeath.OnNext(Unit.Default);
|
||||
Assert.DoesNotContain(boss, exit.Entities);
|
||||
Assert.False(RunGoal.BossAlive(exit));
|
||||
Assert.True(RunGoal.ExitOpen(exit));
|
||||
|
||||
// No other zone is ever an exit, boss or no boss.
|
||||
foreach (var zone in galaxy.Zones.Where(zone => zone != galaxy.Exit))
|
||||
Assert.False(RunGoal.ExitOpen(ZoneOf(galaxy, zone)));
|
||||
}
|
||||
|
||||
// Continue: the mark is saved with the zone and restored, so a boss alive when the run was saved is alive after.
|
||||
[Fact]
|
||||
public void Boss_mark_survives_continue()
|
||||
{
|
||||
AddPirates();
|
||||
var (galaxy, arena, staged, failures) = Launch(new DemoTerminus(), Inputs(() => 1));
|
||||
Assert.True(failures.Count == 0, string.Join("; ", failures));
|
||||
galaxy.Entrance.Contents = arena;
|
||||
galaxy.Exit.Contents = ZoneOf(galaxy, galaxy.Exit);
|
||||
var before = Assert.Single(galaxy.Exit.Contents.Entities, entity => entity.IsBoss);
|
||||
Assert.False(RunGoal.ExitOpen(galaxy.Exit.Contents));
|
||||
|
||||
var (game, zones) = RunSave.Capture(_cache, galaxy, arena, staged.Player, new SavedActionBarBinding[0]);
|
||||
RunSave.Commit(_cache, game, zones, _items.Lots);
|
||||
var restored = new Galaxy(_cache, _cache.GetGlobal<SavedGame>(), _ => { });
|
||||
var exit = new Zone(_items, _planetSettings, restored.Exit.PackedContents, restored.Exit, restored);
|
||||
|
||||
var after = Assert.Single(exit.Entities, entity => entity.IsBoss);
|
||||
Assert.Equal(before.Name, after.Name);
|
||||
Assert.Equal(before.Faction.Name, after.Faction.Name);
|
||||
Assert.False(RunGoal.ExitOpen(exit));
|
||||
after.HeatstrokeDeath.OnNext(Unit.Default);
|
||||
Assert.True(RunGoal.ExitOpen(exit));
|
||||
}
|
||||
|
||||
// The gate fails closed. The main galaxy puts its bosses on choke points, not at its exit, so its exit zone never gets
|
||||
// one: the gate stays sealed on arrival and when every boss in the galaxy dies, because a boss that never existed is
|
||||
// not a dead one.
|
||||
[Fact]
|
||||
public void Exit_sealed_where_no_boss_was_spawned_main_galaxy()
|
||||
{
|
||||
foreach (var seed in new uint[] { 1, 2, 3, 4, 5, 6, 7, 8 })
|
||||
{
|
||||
var galaxy = RunStart.Generate(new MainGalaxy(), Inputs(() => seed));
|
||||
var exit = ZoneOf(galaxy, galaxy.Exit);
|
||||
Assert.False(RunGoal.ExitOpen(exit), $"seed {seed}: the gate is open on arrival");
|
||||
foreach (var boss in exit.Entities.Where(entity => entity.IsBoss).ToArray())
|
||||
boss.HeatstrokeDeath.OnNext(Unit.Default);
|
||||
Assert.False(RunGoal.ExitOpen(exit), $"seed {seed}: the gate is open with no boss spawned");
|
||||
}
|
||||
}
|
||||
|
||||
// The same for a demo exit whose boss could not be generated: the zone logs the gap by name and the gate stays sealed.
|
||||
[Fact]
|
||||
public void Exit_sealed_and_logged_when_the_boss_cannot_be_generated()
|
||||
{
|
||||
AddPirates();
|
||||
var galaxy = DemoGalaxy(1);
|
||||
galaxy.BossZones.Clear();
|
||||
var log = new List<string>();
|
||||
var items = LoggingItems(log);
|
||||
var pack = BossZonePack(galaxy, items, galaxy.Exit);
|
||||
Assert.False(pack.BossSpawned);
|
||||
Assert.Contains(log, line => line.Contains("Galaxy.Exit") && line.Contains("exit-without-boss"));
|
||||
var exit = new Zone(items, _planetSettings, pack, galaxy.Exit, galaxy);
|
||||
Assert.False(RunGoal.ExitOpen(exit));
|
||||
}
|
||||
|
||||
// A boss killed before the save stays dead after it, and the gate stays open: the spawn fact travels with the zone.
|
||||
[Fact]
|
||||
public void Exit_open_after_save_of_a_slain_boss()
|
||||
{
|
||||
AddPirates();
|
||||
var galaxy = DemoGalaxy(1);
|
||||
var exit = ZoneOf(galaxy, galaxy.Exit);
|
||||
Assert.Single(exit.Entities, entity => entity.IsBoss).HeatstrokeDeath.OnNext(Unit.Default);
|
||||
var repacked = exit.PackZone();
|
||||
Assert.True(repacked.BossSpawned);
|
||||
Assert.DoesNotContain(repacked.Entities, entity => entity.Boss);
|
||||
Assert.True(RunGoal.ExitOpen(new Zone(_items, _planetSettings, repacked, galaxy.Exit, galaxy)));
|
||||
}
|
||||
|
||||
// The gate shares no point with an adjacency wormhole: every one is farther from it than a ship's wormhole reach.
|
||||
[Fact]
|
||||
public void Exit_gate_shares_no_point_with_a_wormhole()
|
||||
{
|
||||
AddPirates();
|
||||
var ratio = float.Parse(File.ReadLines(Path.Combine(FindRepoRoot(), "Assets", "Resources", "Settings.asset"))
|
||||
.Select(line => Regex.Match(line, @"^ WormholeDistanceRatio: (.+)$")).First(match => match.Success).Groups[1].Value.Trim(),
|
||||
System.Globalization.CultureInfo.InvariantCulture);
|
||||
var reach = AuthoredSettings.Load(FindRepoRoot()).Read<GameplaySettings>("GameplaySettings").WormholeExitRadius;
|
||||
foreach (var seed in DemoSeeds)
|
||||
{
|
||||
var galaxy = DemoGalaxy(seed);
|
||||
var zone = ZoneOf(galaxy, galaxy.Exit);
|
||||
var gate = RunGoal.ExitGatePosition(zone, ratio);
|
||||
foreach (var adjacent in galaxy.Exit.AdjacentZones)
|
||||
{
|
||||
var wormhole = math.normalize(adjacent.Position - galaxy.Exit.Position) * zone.Pack.Radius * ratio;
|
||||
Assert.True(math.length(gate - wormhole) > 2 * reach, $"seed {seed}: the exit gate sits {math.length(gate - wormhole)} from a wormhole");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// The gate sits on the wormholes' radius, in the middle of the widest gap between neighbours, whatever the
|
||||
// neighbours' number and order: an empty ring, one, two straddling the +-pi seam, and eight spread evenly (every gap
|
||||
// under one radian). Checked against a brute-force sweep of every direction.
|
||||
[Theory]
|
||||
[InlineData(new double[0])]
|
||||
[InlineData(new[] { 40.0 })]
|
||||
[InlineData(new[] { 170.0, -170.0 })]
|
||||
[InlineData(new[] { 100.0, 10.0, 20.0, 350.0, -90.0 })]
|
||||
[InlineData(new[] { 0.0, 45.0, 90.0, 135.0, 180.0, -135.0, -90.0, -45.0 })]
|
||||
public void Exit_gate_sits_in_the_widest_gap_at_the_wormhole_radius(double[] neighbourDegrees)
|
||||
{
|
||||
AddPirates();
|
||||
var galaxy = DemoGalaxy(1);
|
||||
var zone = ZoneOf(galaxy, galaxy.Exit);
|
||||
const float ratio = 0.75f;
|
||||
var radius = zone.Pack.Radius * ratio;
|
||||
// Away from the origin and with close neighbours, so a direction taken from raw positions instead of the
|
||||
// offset from the zone cannot pass.
|
||||
var originalPosition = galaxy.Exit.Position;
|
||||
var origin = galaxy.Exit.Position = math.float2(500, -300);
|
||||
var original = galaxy.Exit.AdjacentZones;
|
||||
galaxy.Exit.AdjacentZones = neighbourDegrees
|
||||
.Select(degrees => new GalaxyZone
|
||||
{
|
||||
Position = origin + math.float2((float) Math.Cos(degrees * Math.PI / 180), (float) Math.Sin(degrees * Math.PI / 180)) * 10
|
||||
}).ToList();
|
||||
float2 gate;
|
||||
try { gate = RunGoal.ExitGatePosition(zone, ratio); }
|
||||
finally { galaxy.Exit.AdjacentZones = original; galaxy.Exit.Position = originalPosition; }
|
||||
|
||||
Assert.Equal(radius, math.length(gate), 2);
|
||||
if (neighbourDegrees.Length == 0) { Assert.Equal(radius, gate.x, 2); Assert.Equal(0, gate.y, 2); return; }
|
||||
|
||||
double Separation(double angle) => neighbourDegrees.Min(degrees =>
|
||||
{
|
||||
var difference = Math.Abs(angle - degrees * Math.PI / 180) % (2 * Math.PI);
|
||||
return difference > Math.PI ? 2 * Math.PI - difference : difference;
|
||||
});
|
||||
var best = Enumerable.Range(0, 7200).Max(step => Separation(step * Math.PI / 3600));
|
||||
Assert.True(Separation(Math.Atan2(gate.y, gate.x)) >= best - 0.002,
|
||||
$"the gate's nearest wormhole is {Separation(Math.Atan2(gate.y, gate.x))} rad away; the widest gap's middle is {best}");
|
||||
}
|
||||
}
|
||||
|
|
@ -44,7 +44,7 @@ public sealed partial class RunStartTests
|
|||
public override void Stage(ScenarioStage stage) => _stage(stage);
|
||||
}
|
||||
|
||||
private static IEnumerable<Scenario> EveryScenario => Scenarios.Modes.Concat(Scenarios.Tests);
|
||||
private static IEnumerable<Scenario> EveryScenario => Scenarios.Modes.Concat(Scenarios.Development).Concat(Scenarios.Tests);
|
||||
|
||||
// The galaxy inputs the menu hands to RunStart, read from the authored settings.
|
||||
private GalaxyStage Inputs(Func<uint> clock = null)
|
||||
|
|
@ -96,6 +96,7 @@ public sealed partial class RunStartTests
|
|||
[Fact]
|
||||
public void EveryScenarioStages()
|
||||
{
|
||||
AddPirates();
|
||||
Assert.Equal(EveryScenario.Count(), EveryScenario.Select(scenario => scenario.Name).Distinct().Count());
|
||||
foreach (var scenario in EveryScenario)
|
||||
{
|
||||
|
|
@ -522,6 +523,7 @@ public sealed partial class RunStartTests
|
|||
[Fact]
|
||||
public void EveryUnsoldDesignIsAScenarioTestDesign()
|
||||
{
|
||||
AddPirates();
|
||||
var runs = EveryScenario.Select(scenario => Launch(scenario, Inputs(() => GalaxySeed)).staged).ToList();
|
||||
Assert.Empty(UnsoldAndUnplaced(runs));
|
||||
|
||||
|
|
|
|||
Loading…
Reference in a new issue