Lock warning: a painted ship owns a typed incoming-lock warning carrying the lock's strength

LockWeapon.Execute paints its target with its own Lock (the one value the outgoing indicator also reads);
Entity publishes the one-tick inbox as IncomingLocks; the HUD shows one incoming indicator on the strongest
warning with the outgoing indicator's curves. Unity HUD code not compiled here; tests not yet run at this commit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Meta Vens 2026-10-10 19:25:22 +02:00
commit e5cfc0d676
4 changed files with 320 additions and 0 deletions

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@ -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()
@ -1449,6 +1458,24 @@ public class ActionGameManager : MonoBehaviour
spin.Speed = Settings.GameplaySettings.LockSpinSpeed.Evaluate(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;
incomingIndicator.NoiseAmplitude = Settings.GameplaySettings.LockIndicatorNoiseAmplitude * (1 - warning.Strength);
incomingIndicator.NoiseFrequency = Settings.GameplaySettings.LockIndicatorFrequency.Evaluate(warning.Strength);
incomingSpin.Speed = Settings.GameplaySettings.LockSpinSpeed.Evaluate(warning.Strength);
}
}
}

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@ -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;
}
}

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@ -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 +789,15 @@ public abstract class Entity
VisibleEntities.Clear();
VisibleEnemies.Clear();
VisibleFriendlies.Clear();
_paintInbox.Clear();
_incomingLocks.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)
@ -1378,6 +1393,10 @@ public abstract class Entity
TurnRate = 0;
if (!_active) return;
_incomingLocks.Clear();
_incomingLocks.AddRange(_paintInbox);
_paintInbox.Clear();
var velocityBefore = Velocity;
LimitClamp = float2(0, 0);
var hullData = ItemManager.GetData(Hull) as HullData;

View file

@ -0,0 +1,258 @@
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 on a real ship executes,
// the receiver's own Update publishes. The warning's strength is the emitter's own Lock at the paint.
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 = 1,
Hardpoints = { new HardpointData { Type = HardpointType.Sensors, Position = HardpointCell, Shape = new Shape() } }
});
cache.Upsert(new GearData
{
Name = "Launcher", Hardpoint = HardpointType.Sensors, Shape = new Shape(), Durability = 1,
Behaviors =
{
new LockWeaponData
{
Count = Const(1), Cooldown = Const(1),
LockSpeed = Const(.6f), SensorImpact = Const(1), LockAngle = Const(30),
DirectionImpact = Const(1), Decay = Const(.1f)
}
}
});
cache.FlushAsync().Wait();
}
_openCache = AetheriaStores.Open(Catalog, catalogWritable: true);
var ledger = new ProvenanceLedger();
ledger.Lots[1] = new Lot { Origin = new Attributed(), Quality = 1 };
ledger.Lots[2] = 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 = .5f
}, _ => { });
_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 Ship NewShip(float3 position, bool launcher)
{
var hullRef = _items.ItemData.RefOf<ItemData>(_items.ItemData.GetByName<HullData>("Skiff"));
var ship = new Ship(_items, _zone, new EquippableItem { Data = hullRef, Durability = 1, Lot = 1 }, new EntitySettings())
{ Faction = new Faction { Name = "F" + Guid.NewGuid().ToString("N") } };
if (launcher)
{
var gearRef = _items.ItemData.RefOf<ItemData>(_items.ItemData.GetByName<GearData>("Launcher"));
Assert.True(ship.TryEquip(new EquippableItem { Data = gearRef, Durability = 1, Lot = 2 }, HardpointCell));
}
_zone.Entities.Add(ship);
ship.Activate();
ship.Position = position;
return ship;
}
private static LockWeapon LauncherOf(Entity e) =>
(LockWeapon) e.Equipment.Single().Behaviors.Single(b => b is LockWeapon);
// The locker targets `target`, hostile to it, aimed straight at it (or along `aim`), then the launcher ticks.
private static LockWeapon Aim(Ship locker, Ship target, float dt, float3? aim = null)
{
locker.SetIff(target, true);
locker.EntityInfoGathered[target] = 1;
locker.SetTarget(target);
locker.Aim = aim ?? normalize(target.Position - locker.Position);
var launcher = LauncherOf(locker);
launcher.Execute(dt);
return launcher;
}
[Fact]
public void APaintedShipLearnsBearingClassAndStrength()
{
var locker = NewShip(float3(0, 0, 0), launcher: true);
var b = NewShip(float3(3, 0, 4), launcher: false);
var launcher = Aim(locker, b, .5f);
b.Update(.01f);
var warning = Assert.Single(b.IncomingLocks);
Assert.Equal(-.6f, warning.Bearing.x, 4);
Assert.Equal(-.8f, warning.Bearing.y, 4);
Assert.Same(locker.Equipment.Single().Data, warning.EmitterClass);
Assert.Equal(.3f, launcher.Lock, 4); // fixture: 0.6 speed * 0.5 s on a dead-on, fully sensed target
Assert.Equal(.3f, warning.Strength, 4);
// The strength follows the emitter's lock as it grows: a stale or scaled copy would not.
Aim(locker, b, .5f);
b.Update(.01f);
Assert.Equal(.6f, launcher.Lock, 4);
Assert.Equal(.6f, Assert.Single(b.IncomingLocks).Strength, 4);
}
[Fact]
public void AStrengthAtTheCeilingIsOne()
{
var locker = NewShip(float3(0, 0, 0), launcher: true);
var b = NewShip(float3(0, 0, 9), launcher: false);
Aim(locker, b, 5f); // saturates the lock
b.Update(.01f);
Assert.Equal(1f, Assert.Single(b.IncomingLocks).Strength, 4);
}
[Fact]
public void APaintFromALockerItCannotSeeStillWarns()
{
var locker = NewShip(float3(0, 0, 0), launcher: true);
var b = NewShip(float3(0, 0, 9), launcher: false);
b.EntityInfoGathered[locker] = 0;
Assert.DoesNotContain(locker, b.VisibleEnemies);
Aim(locker, b, .5f);
b.Update(.01f);
Assert.Single(b.IncomingLocks);
Assert.DoesNotContain(locker, b.VisibleEnemies);
}
[Fact]
public void TargetedIsNotPainted()
{
var locker = NewShip(float3(0, 0, 0), launcher: true);
var b = NewShip(float3(0, 0, 9), launcher: false);
var c = NewShip(float3(9, 0, 0), launcher: false);
// 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);
LauncherOf(locker).Execute(.5f);
b.Update(.01f);
c.Update(.01f);
Assert.Empty(b.IncomingLocks);
Assert.Empty(c.IncomingLocks); // C is aimed at but not the target: nothing paints it either
}
[Fact]
public void AWarningEndsOneTickAfterItsPaint()
{
var locker = NewShip(float3(0, 0, 0), launcher: true);
var b = NewShip(float3(0, 0, 9), launcher: false);
var launcher = Aim(locker, b, .5f);
b.Update(.01f);
Assert.Single(b.IncomingLocks);
// No emission this tick (the launcher item is offline): the warning is gone after B's next Update.
b.Update(.01f);
Assert.Empty(b.IncomingLocks);
// The locker turns away: the lock decays but is still above zero, and nothing is painted.
Aim(locker, b, .5f);
b.Update(.01f);
Assert.Single(b.IncomingLocks);
locker.Aim = float3(0, 0, -1);
launcher.Execute(.5f);
Assert.True(launcher.Lock > 0f, "fixture: the lock decays, it does not vanish");
b.Update(.01f);
Assert.Empty(b.IncomingLocks);
}
[Fact]
public void ARetargetedLockerNoLongerWarnsItsOldTarget()
{
var locker = NewShip(float3(0, 0, 0), launcher: true);
var b = NewShip(float3(0, 0, 9), launcher: false);
var c = NewShip(float3(9, 0, 0), launcher: false);
var launcher = Aim(locker, b, .5f);
b.Update(.01f);
Assert.Single(b.IncomingLocks);
Aim(locker, c, .5f); // retarget: aim at C
b.Update(.01f);
c.Update(.01f);
Assert.Empty(b.IncomingLocks);
Assert.Equal(.3f, Assert.Single(c.IncomingLocks).Strength, 4); // the lock restarted on C
Assert.Equal(.3f, launcher.Lock, 4);
}
[Fact]
public void EachPainterIsItsOwnWarning()
{
var one = NewShip(float3(0, 0, 0), launcher: true);
var two = NewShip(float3(10, 0, 10), launcher: true);
var b = NewShip(float3(0, 0, 10), launcher: false);
Aim(one, b, .5f); // 0.3
Aim(two, b, .25f); // 0.15
b.Update(.01f);
Assert.Equal(2, b.IncomingLocks.Count);
var strengths = b.IncomingLocks.Select(w => w.Strength).OrderBy(s => s).ToArray();
Assert.Equal(.15f, strengths[0], 4);
Assert.Equal(.3f, strengths[1], 4); // never summed to 0.45
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: true);
var b = NewShip(float3(0, 0, 9), launcher: false);
Aim(locker, b, .5f);
b.Update(.01f);
Assert.Single(b.IncomingLocks);
b.Deactivate();
Assert.Empty(b.IncomingLocks);
Aim(locker, b, .5f); // painted while docked or dead
b.Update(.01f);
Assert.Empty(b.IncomingLocks);
b.Activate();
b.Update(.01f);
Assert.Empty(b.IncomingLocks); // the paint received while inactive was never stored
}
}