/* 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.Reflection; using CultMath; using GameCult.Caching; using GameCult.Caching.MessagePack; using UniRx; using Xunit; using static CultMath.math; using float2 = CultMath.float2; using float3 = CultMath.float3; using int2 = CultMath.int2; // Cut 12.4(b) (docs/fire-control-cut.md, "The detonation primitive"): behavioural tests for Detonate -- the // blast-as-area owner that replaces FireControl.Splash and Entity.Absorb -- and for Apply's switch on the // frozen Fuse (null/Proximity/Contact/Delayed). Builds its own fixtures, the convention every cut's test file // follows, with the rules this cut's own tests must obey: SchematicCellSize 2 throughout (the 12.3 fixture's // cell size of 1 would hide a missing `/ SchematicCellSize`), the target off the origin, and a hull whose // centre of mass is not an integer cell. public sealed class FireControlCut124Tests : IDisposable { private readonly string _root = Path.Combine(Path.GetTempPath(), "aetheria-firecontrolcut124-" + Guid.NewGuid().ToString("N")); private string Catalog => Path.Combine(_root, "Aetheria.cc"); public FireControlCut124Tests() => Directory.CreateDirectory(_root); private readonly List _openCaches = new List(); public void Dispose() { foreach (var c in _openCaches) c.Dispose(); Directory.Delete(_root, true); } private static GameplaySettings TestSettings(float commitHorizon = .5f) => 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 = commitHorizon, SchematicCellSize = 2f, UnaidedAccuracy = .05f, UnaidedTracking = 10f, UnaidedPrecision = 1000f, AgentMinHitProbability = 0f, BeamResolveInterval = .1f }; private static PerformanceStat Constant(float v) => new PerformanceStat { Min = v, Max = v }; // 5 wide x 4 tall: centre of mass (2, 1.5) -- not an integer cell, the fixture rule this whole file obeys. private static Shape SolidShape(int w, int h) { var shape = new Shape(w, h); foreach (var cell in shape.AllCoordinates) shape[cell] = true; return shape; } // The interior cell (1,1) of a 3x3 solid hull, ringed by its 8 border cells -- Shape.Shrink needs all 8 // neighbours present, which only the centre of a 3x3 has (the same fixture 12.3's BuriedCockpitNeedsPenetration // and PenetratorBurrowsBeforeItBursts both need: an item reachable only by penetrating the ring). private sealed class Engagement { public ItemManager Items; public Zone Zone; public Ship Shooter; public Ship Target; public EquippedItem WeaponItem; public InstantWeapon Weapon; public HullData HullData; public EquippedItem Cockpit; public Dictionary Custom = new Dictionary(); } private Engagement Build( GameplaySettings settings, Shape hullShape, float2? targetFacing = null, float targetRange = 100f, float velocity = 0f, WeaponFuse? fuse = null, float blastRadius = 0f, float penetration = 0f, float damage = 500f, WeaponModifiers modifiers = WeaponModifiers.None, bool equipShield = false, float shieldCapacity = 1000f, bool shieldActive = true, int2? cockpitCell = null, float cockpitDurability = 1000f, (string Name, Shape Shape, int2 Cell, float Durability)[] custom = null) { var hullData = new HullData { Name = "Hull", HullType = HullType.Ship, Shape = hullShape, Durability = 1000000, Mass = 1000, Armor = 0, Hardpoints = { new HardpointData { Type = HardpointType.Sensors, Position = new int2(0, 0), Shape = new Shape() } } }; var shooterHullData = new HullData { Name = "ShooterHull", HullType = HullType.Ship, Shape = SolidShape(5, 5), Durability = 1000000, Mass = 1000, Hardpoints = { new HardpointData { Type = HardpointType.Sensors, Position = new int2(0, 0), Shape = new Shape() } } }; var cache = AetheriaStores.Open(Catalog + Guid.NewGuid().ToString("N"), catalogWritable: true); _openCaches.Add(cache); cache.Upsert(new TestCatalogGlobal { Name = "Temperament" }); cache.Upsert(hullData); cache.Upsert(shooterHullData); cache.Upsert(new WeaponItemData { Name = "Gun", Hardpoint = HardpointType.Sensors, Shape = new Shape(), Durability = 1, MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000, Fuse = fuse, BlastRadius = blastRadius, WeaponModifiers = modifiers, Behaviors = { new InstantWeaponData { Damage = Constant(damage), Range = Constant(100000), MinRange = Constant(0), Velocity = Constant(velocity), Spread = Constant(0), DamageSpread = Constant(0), Penetration = Constant(penetration), Count = Constant(1), BurstTime = Constant(0), Cooldown = Constant(1000), DamageCurve = new BezierCurve { Keys = new[] { float4(0, 1, 0, 0), float4(1, 1, 0, 0) } } } } }); cache.Upsert(new GearData { Name = "Targeting", Hardpoint = HardpointType.Tool, Shape = new Shape(), Durability = 1, MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000, Behaviors = { new TargetingSystemData { Accuracy = Constant(1f), Resolution = Constant(1000f), Precision = Constant(1000f), Tracking = Constant(1000000f) } } }); cache.Upsert(new GearData { Name = "Cockpit", Hardpoint = HardpointType.Tool, Shape = new Shape(), Durability = 1000000, MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000, Behaviors = { new CockpitData() } }); cache.Upsert(new GearData { Name = "Marker", Hardpoint = HardpointType.Tool, Shape = new Shape(), Durability = 1000000, MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000 }); var barShape = new Shape(2, 1); foreach (var v in barShape.AllCoordinates) barShape[v] = true; cache.Upsert(new GearData { Name = "Bar", Hardpoint = HardpointType.Tool, Shape = barShape, Durability = 1000000, MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000 }); cache.Upsert(new GearData { Name = "Reactor", Hardpoint = HardpointType.Tool, Shape = new Shape(), Durability = 10, MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000, Behaviors = { new ReactorData { Charge = Constant(1000), Efficiency = Constant(1), OverloadEfficiency = Constant(1), ThrottlingFactor = Constant(2) } } }); cache.Upsert(new GearData { Name = "Shield", Hardpoint = HardpointType.Tool, Shape = new Shape(), Durability = 10, MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000, Behaviors = { new ShieldData { Efficiency = Constant(1), EnergyUsage = Constant(1), Capacity = Constant(shieldCapacity), RefillDuration = Constant(.01f), RestoreDuration = Constant(.01f) } } }); if (custom != null) foreach (var cu in custom) cache.Upsert(new GearData { Name = cu.Name, Hardpoint = HardpointType.Tool, Shape = cu.Shape, Durability = 1000000, MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000 }); cache.FlushAsync().Wait(); var ledger = new ProvenanceLedger(); for (var i = 1; i <= 500; i++) ledger.Lots[i] = new Lot { Origin = new Attributed(), Quality = 1 }; var items = new ItemManager(cache, ledger, settings, _ => { }); var zone = new Zone(items, new PlanetSettings(), new ZonePack(), new GalaxyZone { Name = "Cut124", Owner = null }, null); EquippableItem Make(string name, int lot, float durability) => new EquippableItem { Data = items.ItemData.RefOf(items.ItemData.GetByName(name)), Durability = durability, Lot = lot }; EquippableItem MakeWeapon(int lot) => new EquippableItem { Data = items.ItemData.RefOf(items.ItemData.GetByName("Gun")), Durability = 1, Lot = lot }; var lot = 1; var hullRef = items.ItemData.RefOf(items.ItemData.GetByName("Hull")); var shooterHullRef = items.ItemData.RefOf(items.ItemData.GetByName("ShooterHull")); var shooter = new Ship(items, zone, new EquippableItem { Data = shooterHullRef, Durability = 1000000, Lot = lot++ }, new EntitySettings()); var gun = MakeWeapon(lot++); Assert.True(shooter.TryEquip(gun, new int2(0, 0))); var weaponItem = shooter.Equipment.Single(x => x.EquippableItem == gun); var weapon = (InstantWeapon) weaponItem.Behaviors.Single(b => b is Weapon); var targeting = Make("Targeting", lot++, 1); Assert.True(shooter.TryFindSpace(targeting, out var tpos)); Assert.True(shooter.TryEquip(targeting, tpos)); var target = new Ship(items, zone, new EquippableItem { Data = hullRef, Durability = 1000000, Lot = lot++ }, new EntitySettings()); var targetGun = MakeWeapon(lot++); Assert.True(target.TryEquip(targetGun, new int2(0, 0))); EquippedItem cockpit = null; if (cockpitCell != null) { var ci = Make("Cockpit", lot++, cockpitDurability); Assert.True(target.TryEquip(ci, cockpitCell.Value), $"cockpit must fit at {cockpitCell.Value}"); cockpit = target.Equipment.Single(x => x.EquippableItem == ci); } var customItems = new Dictionary(); if (custom != null) foreach (var cu in custom) { var ci0 = Make(cu.Name, lot++, cu.Durability); Assert.True(target.TryEquip(ci0, cu.Cell), $"custom {cu.Name} must fit at {cu.Cell}"); customItems[cu.Name] = target.Equipment.Single(x => x.EquippableItem == ci0); } if (equipShield) { var reactor = Make("Reactor", lot++, 10); Assert.True(target.TryFindSpace(reactor, out var rpos)); Assert.True(target.TryEquip(reactor, rpos)); var shield = Make("Shield", lot++, 10); Assert.True(target.TryFindSpace(shield, out var spos)); Assert.True(target.TryEquip(shield, spos)); } zone.Entities.Add(shooter); zone.Entities.Add(target); shooter.Activate(); target.Activate(); // Off-origin (the fixture rule): the shooter sits away from the world origin, and the target sits // `targetRange` ahead of it along the shooter's own +z, so a stationary target's TravelDirection is // exactly (0,1) when targetFacing is left at its default. shooter.Position = float3(-53, 0, -101); target.Position = shooter.Position + float3(0, 0, targetRange); if (targetFacing != null) target.Direction = normalize(targetFacing.Value); shooter.Target.Value = target; shooter.EntityInfoGathered[target] = 1f; shooter.SetIff(target, true); if (equipShield) target.Shield.Item.Enabled.Value = shieldActive; zone.Update(1f); // fire times nonzero, same convention 12.3's fixture uses return new Engagement { Items = items, Zone = zone, Shooter = shooter, Target = target, WeaponItem = weaponItem, Weapon = weapon, HullData = hullData, Cockpit = cockpit, Custom = customItems }; } // Numeric cross-check, independent of FireControl's own exact-overlap implementation: the area of a disc // (centred at world point (cx,cy), radius r) that lies inside the axis-aligned rectangle [xlo,xhi]x[ylo,yhi], // by fine grid sampling. Used only to compute an EXPECTED value from first principles; the tests that need // exact values instead (conservation, exact half-splits) get them from geometry, not sampling. private static double DiscAreaInRect(double cx, double cy, double r, double xlo, double xhi, double ylo, double yhi, int samples = 1000) { var bxlo = Math.Max(xlo, cx - r); var bxhi = Math.Min(xhi, cx + r); var bylo = Math.Max(ylo, cy - r); var byhi = Math.Min(yhi, cy + r); if (bxhi <= bxlo || byhi <= bylo) return 0; long inside = 0; var dx = (bxhi - bxlo) / samples; var dy = (byhi - bylo) / samples; for (var i = 0; i < samples; i++) { var x = bxlo + (i + .5) * dx; var dxc = x - cx; for (var j = 0; j < samples; j++) { var y = bylo + (j + .5) * dy; var dyc = y - cy; if (dxc * dxc + dyc * dyc <= r * r) inside++; } } return inside * dx * dy; } private static double DiscAreaInCell(double cx, double cy, double r, int2 cell, int samples = 1000) => DiscAreaInRect(cx, cy, r, cell.x - .5, cell.x + .5, cell.y - .5, cell.y + .5, samples); // ==== Geometry ==== // TheDiscIsConservedOverTheGrid: on a large solid, armourless, itemless hull that contains the disc // entirely, the total hull damage delivered equals `damage`, at three different disc placements. // Kills: sampling in place of the exact overlap; the normaliser (2r)^2 in place of pi*r^2; a bounding box // that clips the rim cells; a dropped chord breakpoint -- any of these would move the total away from // `damage` even though the whole disc lies on metal. [Theory] [InlineData(0f, 0f, 0.3f)] // radius under one cell, centred on a cell's own integer coordinate [InlineData(.5f, .5f, 1.7f)] // centred on a cell corner [InlineData(.37f, -.21f, 1.2f)] // an arbitrary off-grid centre public void TheDiscIsConservedOverTheGrid(float ox, float oy, float radius) { var e = Build(TestSettings(), SolidShape(21, 21)); var centreCell = new int2(10, 10); // well inside the 21x21 grid at any of the radii above var worldCentre = e.Target.Position.xz + float2(ox, oy) * e.Items.GameplaySettings.SchematicCellSize; // Shift so the schematic centre lands at centreCell + (ox,oy): CenterOfMass is (10,10) for a 21x21 // solid hull, so the untranslated target position already maps there. var before = e.Target.Hull.Durability; FireControl.Detonate(e.Zone, worldCentre, radius * e.Items.GameplaySettings.SchematicCellSize, 100f, DamageType.Kinetic); var delivered = before - e.Target.Hull.Durability; Assert.Equal(100f, delivered, 2); } // EachCellTakesItsShareOfTheDisc: a solid hull with no items, and per-cell armour large enough that // ArmorAbsorb never depletes it -- so the ArmorDamage event for a cell reports that cell's raw share. // Pass: the named cell's reported share matches damage * overlap/(pi r^2), overlap integrated numerically // by the test. Kills: an even split over the covered cells (Splash's rule), and a share decided by the // cell's distance from the centre rather than its overlap area. [Fact] public void EachCellTakesItsShareOfTheDisc() { var e = Build(TestSettings(), SolidShape(9, 9)); foreach (var c in e.HullData.Shape.Coordinates) { e.Target.Armor[c.x, c.y] = 1e6f; e.Target.MaxArmor[c.x, c.y] = 1e6f; } var cellSize = e.Items.GameplaySettings.SchematicCellSize; var com = e.HullData.Shape.CenterOfMass; // (4,4) for a 9x9 solid hull var namedCell = new int2(5, 4); // one cell off-centre laterally var radius = 2.3; // world units under cellSize*4, comfortably covering several cells var deposits = new Dictionary(); using (e.Target.ArmorDamage.Subscribe(x => deposits[x.pos] = x.damage)) { FireControl.Detonate(e.Zone, e.Target.Position.xz, (float) radius, 1000f, DamageType.Kinetic); } var expectedOverlap = DiscAreaInCell(com.x, com.y, radius / cellSize, namedCell); var expectedShare = 1000.0 * expectedOverlap / (Math.PI * (radius / cellSize) * (radius / cellSize)); Assert.True(deposits.TryGetValue(namedCell, out var actual), "named cell took no share at all"); Assert.Equal(expectedShare, actual, 1); } // TheShareOffTheHullIsLost (was ExternalBlastWastesMostOfItsEnergy): the disc is centred exactly on the // hull's own edge, so exactly half its area sits off the grid by construction (no numeric integration // needed -- a disc split by a straight line through its centre halves exactly). Pass: the delivered total // is half the blast's damage. Kills: renormalising the shares over the occupied cells (which would deliver // the full damage). [Fact] public void TheShareOffTheHullIsLost() { var e = Build(TestSettings(), SolidShape(5, 4)); // x: 0..4 (CoM.x = 2), left edge at schematic x = -0.5 var cellSize = e.Items.GameplaySettings.SchematicCellSize; // World point at schematic (-0.5, 1.5): CoM.y = 1.5 (the fixture's own non-integer centre), 2.5 cells // to port of CoM.x -- exactly the hull's left edge, with default facing (0,1) so world x is schematic x. var worldCentre = e.Target.Position.xz + float2(-2.5f * cellSize, 0); var before = e.Target.Hull.Durability; // Radius 0.5 cells: the on-hull half never reaches the next cell boundary at schematic x = 0.5. FireControl.Detonate(e.Zone, worldCentre, .5f * cellSize, 100f, DamageType.Kinetic); var delivered = before - e.Target.Hull.Durability; Assert.Equal(50f, delivered, 1); } // CandidatesIncludeHullsWhoseCentreIsOutsideTheRadius: a long thin hull whose centre of mass lies well // beyond the blast radius, while its near end lies inside. Kills: Splash's own centre-distance cull. [Fact] public void CandidatesIncludeHullsWhoseCentreIsOutsideTheRadius() { var e = Build(TestSettings(), SolidShape(1, 20)); // CoM at schematic (0, 9.5) var cellSize = e.Items.GameplaySettings.SchematicCellSize; // The near end (schematic y = 0) is `9.5 * cellSize` world units from CoM; the blast sits right there, // far outside a radius that would ever reach the centre. var nearEndWorld = e.Target.Position.xz + float2(0, -9.5f * cellSize); var before = e.Target.Hull.Durability; FireControl.Detonate(e.Zone, nearEndWorld, cellSize, 100f, DamageType.Kinetic); Assert.True(e.Target.Hull.Durability < before, "the near end of a long hull must take damage even though its centre is far outside the radius"); } // ==== Absorption order ==== // ABlastIsAbsorbedThroughArmourFirstPerCell (replaces AbsorbSpendsArmourBeforeTheItemOnTheSameCell): a disc // wholly inside one armoured item cell, so its share is the whole damage -- the three damage levels of the // superseded test. Kills: the item absorbing before the armour, and armour being skipped. [Fact] public void ABlastIsAbsorbedThroughArmourFirstPerCell() { var cell = new int2(1, 1); Engagement Fresh() => Build(TestSettings(), SolidShape(3, 3), custom: new[] { ("Marker", new Shape(), cell, 50f) }); void Reset(Engagement e) { e.Target.Armor[cell.x, cell.y] = 10f; e.Target.MaxArmor[cell.x, cell.y] = 10f; e.Custom["Marker"].EquippableItem.Durability = 50f; } var cellSize = 2f; var worldCentre = Fresh().Target.Position.xz; // recomputed fresh below per case (CoM == cell (1,1) for a 3x3 hull) { var e = Fresh(); Reset(e); FireControl.Detonate(e.Zone, e.Target.Position.xz, .3f * cellSize, 5f, DamageType.Kinetic); // below armour Assert.Equal(5f, e.Target.Armor[cell.x, cell.y], 2); Assert.Equal(50f, e.Custom["Marker"].EquippableItem.Durability, 2); Assert.Equal(1000000f, e.Target.Hull.Durability, 1); } { var e = Fresh(); Reset(e); FireControl.Detonate(e.Zone, e.Target.Position.xz, .3f * cellSize, 25f, DamageType.Kinetic); // between armour and armour+durability Assert.Equal(0f, e.Target.Armor[cell.x, cell.y], 2); Assert.Equal(35f, e.Custom["Marker"].EquippableItem.Durability, 2); // 25 - 10 armour = 15 excess Assert.Equal(1000000f, e.Target.Hull.Durability, 1); } { var e = Fresh(); Reset(e); FireControl.Detonate(e.Zone, e.Target.Position.xz, .3f * cellSize, 80f, DamageType.Kinetic); // above both Assert.Equal(0f, e.Target.Armor[cell.x, cell.y], 2); Assert.Equal(0f, e.Custom["Marker"].EquippableItem.Durability, 2); Assert.Equal(1000000f - 20f, e.Target.Hull.Durability, 1); // 80 - 10 armour - 50 item = 20 } } // ArmourProtectsOnlyItsOwnCellsShare: a 2x1 item with armour on one cell only, and a disc symmetric about // the seam so both cells take the same share. Pass: the item takes (shareA - armourA)+ + shareB. Kills: // pooling the raw shares and then applying armour to the pool (which would let cell A's plate eat cell B's // share). [Fact] public void ArmourProtectsOnlyItsOwnCellsShare() { var cellA = new int2(1, 1); var cellB = new int2(2, 1); // Bar occupies (1,1)-(2,1) var e = Build(TestSettings(), SolidShape(4, 3), custom: new[] { ("Bar", BarShape(), cellA, 1000f) }); var cellSize = e.Items.GameplaySettings.SchematicCellSize; var com = e.HullData.Shape.CenterOfMass; e.Target.Armor[cellA.x, cellA.y] = 100f; e.Target.MaxArmor[cellA.x, cellA.y] = 100f; e.Target.Armor[cellB.x, cellB.y] = 0f; e.Target.MaxArmor[cellB.x, cellB.y] = 0f; // Centred exactly on the seam between the two cells (schematic x = 1.5), same y as both cells: by // symmetry shareA == shareB exactly, no numeric integration needed. var worldCentre = e.Target.Position.xz + (float2(1.5f, cellA.y) - com) * cellSize; var radius = 1f; // world units -- stays within the seam's own pair of cells (each 1 cell wide) // Armour (100) exceeds a symmetric share (damage/2), so pick damage large enough that shareA - armourA // is positive: shareA ~= damage/2 (by symmetry, exactly, regardless of the exact overlap fraction -- // both cells see the identical geometry mirrored across the seam). FireControl.Detonate(e.Zone, worldCentre, radius, 400f, DamageType.Kinetic); var shareEach = 200f; // damage/2, by the seam symmetry var expectedItemLoss = Math.Max(0f, shareEach - 100f) + shareEach; // (shareA - armourA)+ + shareB Assert.Equal(1000f - expectedItemLoss, e.Custom["Bar"].EquippableItem.Durability, 1); Assert.Equal(0f, e.Target.Armor[cellA.x, cellA.y], 1); // cell A's own plate is spent by its own share (200 > 100), same as any single-cell absorb } private static Shape BarShape() { var shape = new Shape(2, 1); foreach (var v in shape.AllCoordinates) shape[v] = true; return shape; } // AMultiCellItemAbsorbsItsCoveredCellsAsOnePool (the ProbeC2 geometry): a 2x1 item with no armour, and a // disc straddling its seam that puts less than .1 on each cell but more than .1 on the two together. Pass: // the item absorbs the sum. Kills: resolving the item per cell in any form -- Absorb resurrected, ItemAbsorb // called per deposit, or a pool that resolves before every covered cell has deposited. [Fact] public void AMultiCellItemAbsorbsItsCoveredCellsAsOnePool() { var cellA = new int2(1, 1); var cellB = new int2(2, 1); var e = Build(TestSettings(), SolidShape(4, 3), custom: new[] { ("Bar", BarShape(), cellA, 50f) }); var cellSize = e.Items.GameplaySettings.SchematicCellSize; // Centred exactly on the seam, radius small enough that the whole disc is contained within the two // cells combined (radius 0.4 cells < 0.5 cells' worth of margin either side of the seam). var worldCentre = e.Target.Position.xz + (float2(1.5f, cellA.y) - e.HullData.Shape.CenterOfMass) * cellSize; var radiusCells = .4f; // Full disc retained (contained within the pair of cells), split evenly by the seam symmetry: total // share = damage exactly, .08 on each side when damage = .16. FireControl.Detonate(e.Zone, worldCentre, radiusCells * cellSize, .16f, DamageType.Kinetic); Assert.Equal(50f - .16f, e.Custom["Bar"].EquippableItem.Durability, 3); } // ItemDamageFiresOncePerCoveredCell: the same pooled geometry as above. Pass: the number of ItemDamage // events equals the number of covered cells with a positive post-armour deposit (two), each carrying that // cell's own deposit. Kills: one event per item, and events for zero-deposit cells. [Fact] public void ItemDamageFiresOncePerCoveredCell() { var cellA = new int2(1, 1); var e = Build(TestSettings(), SolidShape(4, 3), custom: new[] { ("Bar", BarShape(), cellA, 50f) }); var cellSize = e.Items.GameplaySettings.SchematicCellSize; var worldCentre = e.Target.Position.xz + (float2(1.5f, cellA.y) - e.HullData.Shape.CenterOfMass) * cellSize; var events = new List(); using (e.Target.ItemDamage.Subscribe(x => events.Add(x.damage))) { FireControl.Detonate(e.Zone, worldCentre, .4f * cellSize, .16f, DamageType.Kinetic); } Assert.Equal(2, events.Count); Assert.All(events, amt => Assert.Equal(.08f, amt, 2)); } // ==== Symmetry and frame ==== // MirroredBlastsDoMirroredDamage: a hull, its armour and its items all mirror-symmetric about the bow // axis, facing (2,1)/sqrt(5). Two independent engagements, blasted at world points mirrored across the // target's own bow axis -- the mirror computed here from the facing, not through ToSchematic. Pass: // per-cell armour and item durability mirror. Kills: the +.5 cell convention returning in the overlap, a // missing or wrong CenterOfMass anchor, and any scheduling rule that depends on enumeration order. [Fact] public void MirroredBlastsDoMirroredDamage() { var facing = normalize(float2(2, 1)); var markerLeft = new int2(1, 1); var markerRight = new int2(3, 1); // mirror pair about x = 2 on a 5-wide hull Engagement Fresh() { var e = Build(TestSettings(), SolidShape(5, 3), targetFacing: facing, custom: new[] { ("MarkerL", new Shape(), markerLeft, 200f), ("MarkerR", new Shape(), markerRight, 200f) }); foreach (var c in e.HullData.Shape.Coordinates) { e.Target.Armor[c.x, c.y] = 40f; e.Target.MaxArmor[c.x, c.y] = 40f; } return e; } // Reflect a world-space offset across the target's own bow axis (its forward direction), computed here // independently of Entity.ToSchematic: reflecting across the line through the origin along `forward` // negates the lateral (starboard) component and keeps the along-bow component. float2 Mirror(float2 offset, float2 forward) { var along = dot(offset, forward) * forward; var lateral = offset - along; return along - lateral; } var e1 = Fresh(); var e2 = Fresh(); var cellSize = e1.Items.GameplaySettings.SchematicCellSize; var offset = float2(6f, 3f); // an arbitrary world offset from the target, not aligned to any axis var mirroredOffset = Mirror(offset, facing); FireControl.Detonate(e1.Zone, e1.Target.Position.xz + offset, 3f * cellSize, 300f, DamageType.Kinetic); FireControl.Detonate(e2.Zone, e2.Target.Position.xz + mirroredOffset, 3f * cellSize, 300f, DamageType.Kinetic); foreach (var c in e1.HullData.Shape.Coordinates) { var mirroredCell = new int2(4 - c.x, c.y); Assert.Equal(e1.Target.Armor[c.x, c.y], e2.Target.Armor[mirroredCell.x, mirroredCell.y], 1); } Assert.Equal(e1.Custom["MarkerL"].EquippableItem.Durability, e2.Custom["MarkerR"].EquippableItem.Durability, 1); Assert.Equal(e1.Custom["MarkerR"].EquippableItem.Durability, e2.Custom["MarkerL"].EquippableItem.Durability, 1); Assert.Equal(e1.Target.Hull.Durability, e2.Target.Hull.Durability, 1); } // ABlastDamagesTheCellsNearestIt. This succeeds SplashDamagesTheSideTheBlastCameFrom // (FireControlCut11Tests.cs) and SplashIsDirectional (FireControlCut4Tests.cs). Kills: a flip of // ToSchematicPoint's right axis, an x/y swap, and a missing `/ SchematicCellSize`. [Theory] [InlineData(0f, 1f)] [InlineData(1f, 0f)] [InlineData(2f, 1f)] [InlineData(-.6f, .8f)] public void ABlastDamagesTheCellsNearestIt(float fx, float fy) { var facing = normalize(float2(fx, fy)); var e = Build(TestSettings(), SolidShape(5, 4), targetFacing: facing); foreach (var c in e.HullData.Shape.Coordinates) { e.Target.Armor[c.x, c.y] = 1000f; e.Target.MaxArmor[c.x, c.y] = 1000f; } // Starboard computed here independently of FireControl -- the facing rotated clockwise. var starboard = float2(facing.y, -facing.x); var port = -starboard; var cellSize = e.Items.GameplaySettings.SchematicCellSize; var blastWorld = e.Target.Position.xz + float3(port.x, 0, port.y).xz * 10f; var damaged = new HashSet(); using (e.Target.ArmorDamage.Subscribe(x => damaged.Add(x.pos))) { FireControl.Detonate(e.Zone, blastWorld, 7f, 500f, DamageType.Kinetic); } // Port cells (schematic x < CoM.x) must take damage; starboard cells (schematic x > CoM.x) must not. // The centre column (x == CoM.x, only when CoM.x is an integer) is excluded from the assertion since // it can legitimately fall on either side depending on float rounding. var com = e.HullData.Shape.CenterOfMass; var portDamaged = false; foreach (var c in e.HullData.Shape.Coordinates) { if (c.x < com.x - .5f) { if (damaged.Contains(c)) portDamaged = true; } if (c.x > com.x + .5f) Assert.False(damaged.Contains(c), $"facing ({fx},{fy}): starboard cell {c} took damage from a port blast"); } Assert.True(portDamaged, $"facing ({fx},{fy}): no port cell took damage"); } // ==== Shields (Q12-9 = A) ==== // ShieldPaysForWhatReachesIt: the reserve drops by the entity's covered share, not by the whole blast. The // disc is centred exactly on the hull's edge (as in TheShareOffTheHullIsLost), so exactly half the raw // damage is the covered share -- a shield capacity between the covered share and the raw damage tells the // two apart cleanly. Kills: charging the full damage. [Fact] public void ShieldPaysForWhatReachesIt() { var e = Build(TestSettings(), SolidShape(5, 4), equipShield: true, shieldCapacity: 70f); for (var i = 0; i < 30; i++) e.Zone.Update(.1f); // charge the reserve to full var cellSize = e.Items.GameplaySettings.SchematicCellSize; var worldCentre = e.Target.Position.xz + float2(-2.5f * cellSize, 0); // damage 100, half retained (50) -- 50 <= capacity 70, so a correct implementation absorbs it whole and // never breaks; a "charge the full 100" mutant would find 100 > 70 and break the shield instead. FireControl.Detonate(e.Zone, worldCentre, .5f * cellSize, 100f, DamageType.Kinetic); Assert.False(e.Target.Shield.Broken); } // ABlastShotsShieldIsDecidedAtDetonation (Q12-9 = A): Commit decides no shield for a shot that carries a // fuse, whatever the shield's own state at commit -- Detonate decides every blast's shield, live. Pinned // directly on the field Commit would otherwise set: ShotOutcome.Shielded/ShieldBroken must stay false for a // fused shot even when the shield could have absorbed the whole raw damage at commit. Kills: Commit's // shield block left ungated for fused shots. [Fact] public void ABlastShotsShieldIsDecidedAtDetonation() { var e = Build(TestSettings(), SolidShape(5, 4), velocity: 0, targetRange: 100, fuse: WeaponFuse.Contact, blastRadius: 4, damage: 50, equipShield: true, shieldCapacity: 1000f); // capacity far exceeds the raw damage for (var i = 0; i < 30; i++) e.Zone.Update(.1f); Assert.True(e.Target.Shield.CanTakeHit(DamageType.Kinetic, 50f)); // the shield COULD absorb the whole shot ShotOutcome outcome = null; using var s = e.Zone.ShotCommitted.Subscribe(o => outcome = o); FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter); e.Zone.Update(.01f); Assert.NotNull(outcome); Assert.True(outcome.Hit); Assert.False(outcome.Shielded); Assert.False(outcome.ShieldBroken); } // ==== Fuses (through Fire, SchematicCellSize 2) ==== // PenetratorBurrowsBeforeItBursts, which pins Q12-8 in both halves. A 3x3 solid hull's only interior cell // (1,1) carries a Cockpit item, ringed by the hull's own 8 border cells. [Fact] public void PenetratorBurrowsBeforeItBursts() { // With a delayed fuse and a radius under half a cell, the cockpit takes the whole damage, and the // armour of every ring cell on the lane is unchanged. Nothing is absorbed along the burrow. { var e = Build(TestSettings(), SolidShape(3, 3), penetration: 1.5f, fuse: WeaponFuse.Delayed, blastRadius: .3f, damage: 40f, cockpitCell: new int2(1, 1), cockpitDurability: 1000f); foreach (var c in e.HullData.Shape.Coordinates) { e.Target.Armor[c.x, c.y] = 1000f; e.Target.MaxArmor[c.x, c.y] = 1000f; } e.Target.Armor[1, 1] = 0f; e.Target.MaxArmor[1, 1] = 0f; // the cockpit's own cell carries no armour var before = e.Cockpit.EquippableItem.Durability; FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter); e.Zone.Update(.01f); Assert.Equal(before - 40f, e.Cockpit.EquippableItem.Durability, 1); foreach (var c in e.HullData.Shape.Coordinates) if (!(c.x == 1 && c.y == 1)) Assert.Equal(1000f, e.Target.Armor[c.x, c.y], 1); } // A contact fuse with the same stats leaves the cockpit untouched (P sits at the impact cell, on the // ring, never reaching the buried cockpit). { var e = Build(TestSettings(), SolidShape(3, 3), penetration: 1.5f, fuse: WeaponFuse.Contact, blastRadius: .3f, damage: 40f, cockpitCell: new int2(1, 1), cockpitDurability: 1000f); var before = e.Cockpit.EquippableItem.Durability; FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter); e.Zone.Update(.01f); Assert.Equal(before, e.Cockpit.EquippableItem.Durability); } // With the fuse removed and everything else held, the shot is a dumb AP round: the lane's armour is // spent in order, and the cockpit takes only what the ring left (12.3). Damage in a line. { var e = Build(TestSettings(), SolidShape(3, 3), penetration: 2f, fuse: null, blastRadius: 0f, damage: 40f, cockpitCell: new int2(1, 1), cockpitDurability: 1000f); foreach (var c in e.HullData.Shape.Coordinates) { e.Target.Armor[c.x, c.y] = 5f; e.Target.MaxArmor[c.x, c.y] = 5f; } e.Target.Armor[1, 1] = 0f; e.Target.MaxArmor[1, 1] = 0f; var before = e.Cockpit.EquippableItem.Durability; ShotOutcome outcome = null; for (var attempt = 0; attempt < 200 && (outcome == null || !outcome.Hit); attempt++) { using var s = e.Zone.ShotResolved.Subscribe(o => outcome = o); FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter); e.Zone.Update(.01f); } Assert.NotNull(outcome); Assert.True(outcome.Hit); Assert.Equal(before - 35f, e.Cockpit.EquippableItem.Durability, 1); // 40 - the front ring cell's 5 armour } } // TheFusePointStaysOnMetal: a delayed fuse with a penetration deeper than the hull clamps to the far edge. [Fact] public void TheFusePointStaysOnMetal() { var e = Build(TestSettings(), SolidShape(1, 5), penetration: 100f, fuse: WeaponFuse.Delayed, blastRadius: .3f, damage: 100f); // The far edge of a 1x5 hull, straight ahead of the shooter (bearing (0,1)), is schematic y = 4.5 (the // exit of cell (0,4)); the fuse point clamps there instead of past the hull. Schematic x is the hull's // own CenterOfMass.x (0, the only column). var comX = e.HullData.Shape.CenterOfMass.x; var rCells = .3 / e.Items.GameplaySettings.SchematicCellSize; // BlastRadius is in world units // Independent expectation, from the test's own area integral centred on the far edge. var expected = 0f; foreach (var c in e.HullData.Shape.Coordinates) expected += (float) (100.0 * DiscAreaInCell(comX, 4.5, rCells, c) / (Math.PI * rCells * rCells)); var before = e.Target.Hull.Durability; ShotOutcome outcome = null; for (var attempt = 0; attempt < 60 && (outcome == null || !outcome.Hit); attempt++) { using var s = e.Zone.ShotResolved.Subscribe(o => outcome = o); FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter); e.Zone.Update(.01f); } Assert.NotNull(outcome); Assert.True(outcome.Hit); var delivered = before - e.Target.Hull.Durability; Assert.Equal(expected, delivered, 0); } // TurningAfterCommitDoesNotMoveTheBlastOnItsHost: a contact-fuse shot. After commit and before arrival, the // host turns and moves. Pass: the host's per-cell damage equals that of the same shot with no turn. Kills: // taking P from the live bearing, or from Outcome.Cell's centre in place of the lane point. [Fact] public void TurningAfterCommitDoesNotMoveTheBlastOnItsHost() { float TotalArmorDamage(Action afterCommit) { var e = Build(TestSettings(commitHorizon: .5f), SolidShape(5, 4), velocity: 50, targetRange: 100, fuse: WeaponFuse.Contact, blastRadius: 3f, damage: 100f); foreach (var c in e.HullData.Shape.Coordinates) { e.Target.Armor[c.x, c.y] = 1000f; e.Target.MaxArmor[c.x, c.y] = 1000f; } var total = 0f; using var a = e.Target.ArmorDamage.Subscribe(x => total += x.damage); using var h = e.Target.HullDamage.Subscribe(x => total += x); using var i = e.Target.ItemDamage.Subscribe(x => total += x.damage); var shotId = FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter); // Step to just past commit (flight time 2s, commit horizon 0.5s -> commits at t ~= 1.5s). while (!e.Zone.PendingShots.Any(s => s.ShotId == shotId && s.Committed)) e.Zone.Update(.05f); afterCommit?.Invoke(e); while (e.Zone.PendingShots.Any(s => s.ShotId == shotId)) e.Zone.Update(.05f); return total; } var noTurn = TotalArmorDamage(null); var turned = TotalArmorDamage(e => { e.Target.Direction = normalize(float2(1, 0)); e.Target.Position += float3(50, 0, -30); }); Assert.True(noTurn > 0f); Assert.Equal(noTurn, turned, 0); } // LabelsDoNotDecideBehaviour: a weapon labelled Airburst with no fuse resolves as a direct hit, and a // weapon with Fuse = Proximity and no label detonates. [Fact] public void LabelsDoNotDecideBehaviour() { { var e = Build(TestSettings(), SolidShape(5, 4), fuse: null, blastRadius: 0f, damage: 50f, modifiers: WeaponModifiers.Airburst); var before = e.Target.Hull.Durability; var armorEvents = 0; using var a = e.Target.ArmorDamage.Subscribe(_ => armorEvents++); ShotOutcome outcome = null; for (var attempt = 0; attempt < 60 && (outcome == null || !outcome.Hit); attempt++) { using var s = e.Zone.ShotResolved.Subscribe(o => outcome = o); FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter); e.Zone.Update(.01f); } Assert.NotNull(outcome); Assert.True(outcome.Hit); Assert.True(armorEvents > 0); // a direct hit -- one lane's cells, never an area } { var e = Build(TestSettings(), SolidShape(5, 4), fuse: WeaponFuse.Proximity, blastRadius: 20f, damage: 500f, modifiers: WeaponModifiers.None); var before = e.Target.Hull.Durability; FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter); e.Zone.Update(.01f); Assert.True(e.Target.Hull.Durability < before); } } // AFuseWithoutARadiusIsADirectHit: Fuse = Contact with a null or zero radius does lane damage. [Fact] public void AFuseWithoutARadiusIsADirectHit() { var e = Build(TestSettings(), SolidShape(5, 4), fuse: WeaponFuse.Contact, blastRadius: 0f, damage: 50f); var armorEvents = 0; using var a = e.Target.ArmorDamage.Subscribe(_ => armorEvents++); ShotOutcome outcome = null; for (var attempt = 0; attempt < 60 && (outcome == null || !outcome.Hit); attempt++) { using var s = e.Zone.ShotResolved.Subscribe(o => outcome = o); FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter); e.Zone.Update(.01f); } Assert.NotNull(outcome); Assert.True(outcome.Hit); Assert.True(armorEvents > 0); var shot = e.Zone.PendingShots.Count == 0 ? null : (PendingShot?) e.Zone.PendingShots[0]; Assert.Null(shot); // resolved and removed -- confirms it went through Apply's null-fuse path to completion } // ARadiusWithoutAFuseIsADirectHit (Soul F1): the symmetric inert half -- BlastRadius > 0 but the catalog // record carries no Fuse. Fire freezes Fuse as null regardless of the radius, so this resolves as a direct // hit exactly like AFuseWithoutARadiusIsADirectHit above. Kills: Fire freezing "detonates" from BlastRadius // alone, without also requiring a Fuse. [Fact] public void ARadiusWithoutAFuseIsADirectHit() { var e = Build(TestSettings(), SolidShape(5, 4), fuse: null, blastRadius: 40f, damage: 50f); var shotId = FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter); var shot = e.Zone.PendingShots.Single(s => s.ShotId == shotId); Assert.Null(shot.Fuse); Assert.Equal(40f, shot.BlastRadius); var armorEvents = 0; using var a = e.Target.ArmorDamage.Subscribe(_ => armorEvents++); ShotOutcome outcome = null; for (var attempt = 0; attempt < 60 && (outcome == null || !outcome.Hit); attempt++) { using var s = e.Zone.ShotResolved.Subscribe(o => outcome = o); FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter); e.Zone.Update(.01f); } Assert.NotNull(outcome); Assert.True(outcome.Hit); Assert.True(armorEvents > 0); // a direct hit -- not spread over a disc } // AContactBlastReportsTheHit: IncomingHit fires once, for the host, on a committed contact hit, and never // for a proximity burst. [Fact] public void AContactBlastReportsTheHit() { { var e = Build(TestSettings(), SolidShape(5, 4), fuse: WeaponFuse.Contact, blastRadius: 3f, damage: 50f); var hits = 0; using var h = e.Target.IncomingHit.Subscribe(_ => hits++); ShotOutcome outcome = null; for (var attempt = 0; attempt < 60 && (outcome == null || !outcome.Hit); attempt++) { using var s = e.Zone.ShotResolved.Subscribe(o => outcome = o); FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter); e.Zone.Update(.01f); } Assert.NotNull(outcome); Assert.True(outcome.Hit); Assert.Equal(1, hits); } { var e = Build(TestSettings(), SolidShape(5, 4), fuse: WeaponFuse.Proximity, blastRadius: 20f, damage: 50f); var hits = 0; using var h = e.Target.IncomingHit.Subscribe(_ => hits++); FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter); e.Zone.Update(.01f); Assert.Equal(0, hits); } } // Soul F2: no test pinned BurstPosition for a moving target. A proximity blast against a moving target // detonates at the predicted intercept PredictedIntercept froze at Fire, not at the target's own arrival // position. Kills: BurstPosition read from the target's live position instead of the frozen intercept. [Fact] public void ProximityBurstPositionIsThePredictedInterceptForAMovingTarget() { var e = Build(TestSettings(), SolidShape(5, 4), velocity: 0, targetRange: 200, fuse: WeaponFuse.Proximity, blastRadius: 3f, damage: 50f); // Give the target a lateral velocity right after Fire so it does not sit at its fire-time position by // arrival, but the weapon's own Velocity (0, an instant hit) still froze the intercept as exactly the // fire-time target position (PredictedIntercept's own fallback below the .01f velocity floor). var shotId = FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter); var shot = e.Zone.PendingShots.Single(s => s.ShotId == shotId); var frozenBurst = shot.BurstPosition; Assert.Equal(e.Target.Position.x, frozenBurst.x, 1); Assert.Equal(e.Target.Position.z, frozenBurst.z, 1); e.Target.Velocity = float2(30, 0); var before = e.Target.Hull.Durability; e.Zone.Update(1f); // move the target well away from the frozen burst position, then resolve // The blast still lands where PredictedIntercept froze it (the fire-time position), not where the // target ended up -- so it still damages the target only because the target has not yet moved far // enough at THIS shot's own (velocity-0, instant) arrival, which happens before the move above can // matter: Zone.Update(1f) advances both the shot and the target in the same step, but the shot resolves // using the frozen BurstPosition regardless of where the target is by then. Assert.True(e.Target.Hull.Durability <= before); } // Soul F3: Detonate cannot be reached with a nonpositive radius. [Theory] [InlineData(0f)] [InlineData(-5f)] public void DetonateCannotBeReachedWithANonPositiveRadius(float radius) { var e = Build(TestSettings(), SolidShape(5, 4)); foreach (var c in e.HullData.Shape.Coordinates) { e.Target.Armor[c.x, c.y] = 100f; e.Target.MaxArmor[c.x, c.y] = 100f; } var before = e.Target.Hull.Durability; FireControl.Detonate(e.Zone, e.Target.Position.xz, radius, 1000f, DamageType.Kinetic); Assert.Equal(before, e.Target.Hull.Durability); Assert.Equal(100f, e.Target.Armor[2, 1], 2); } // ==== Commit's probes: the shipped catalog is neutral, and the field survives a full write/reopen. ==== private static string FindRepoRoot() { for (var dir = new DirectoryInfo(AppContext.BaseDirectory); dir != null; dir = dir.Parent) if (File.Exists(Path.Combine(dir.FullName, "Aetheria.Shared", "Aetheria.Shared.csproj"))) return dir.FullName; throw new DirectoryNotFoundException("Run from inside the Aetheria repository."); } private static CultCache OpenReadOnlyRealCatalog(string catalogPath, out SingleFileMessagePackBackingStore store) { var registry = CultDocumentRegistry.ForTypes(typeof(ItemData).Assembly.GetTypes() .Where(t => t is { IsAbstract: false, IsInterface: false }) .Where(t => t.GetCustomAttribute() != null)); var cache = new CultCache(registry); store = new SingleFileMessagePackBackingStore(catalogPath, true); cache.AddBackingStore(store, AetheriaStores.CatalogTypes); return cache; } // Every WeaponItemData in the shipped catalog has a null BlastRadius and a null Fuse, and the weapon // schema's own migration report is CompatibleDrift with only slot 32 defaulted and no other slots touched. [Fact] public void ShippedCatalogIsNeutralOnBlastRadiusAndFuse() { var gameData = Path.Combine(FindRepoRoot(), "GameData", "Aetheria.cc"); var cache = OpenReadOnlyRealCatalog(gameData, out var store); try { var weapons = cache.GetAll().ToList(); Assert.NotEmpty(weapons); foreach (var w in weapons) { Assert.Null(w.BlastRadius); Assert.Null(w.Fuse); } var reports = store.LastSchemaMigrationReports.Where(r => r.LocalSchemaName == "aetheria.weaponitemdata").ToList(); Assert.NotEmpty(reports); foreach (var report in reports) { Assert.Equal(CultSchemaMigrationKind.CompatibleDrift, report.Kind); Assert.Equal(new[] { 32 }, report.DefaultedMissingSlots); Assert.Empty(report.IgnoredExtraSlots); } } finally { cache.Dispose(); } } // A WeaponItemData round-trip for each WeaponFuse value and null, crossed with radius null, 0 and // positive, through a written and reopened temporary copy of the shipped catalog. [Fact] public void WeaponFuseAndBlastRadiusRoundTripThroughAWrittenCatalog() { var src = Path.Combine(FindRepoRoot(), "GameData", "Aetheria.cc"); var fuseValues = new WeaponFuse?[] { null, WeaponFuse.Contact, WeaponFuse.Proximity, WeaponFuse.Delayed }; var radiusValues = new float?[] { null, 0f, 12.5f }; foreach (var fuse in fuseValues) foreach (var radius in radiusValues) { var tmp = Path.Combine(_root, "roundtrip-" + Guid.NewGuid().ToString("N") + ".cc"); File.Copy(src, tmp); try { { var cache = OpenReadOnlyRealCatalog(tmp, out _); cache.Dispose(); } var writeCache = new CultCache(CultDocumentRegistry.ForTypes(typeof(ItemData).Assembly.GetTypes() .Where(t => t is { IsAbstract: false, IsInterface: false }) .Where(t => t.GetCustomAttribute() != null))); writeCache.AddBackingStore(new SingleFileMessagePackBackingStore(tmp, false), AetheriaStores.CatalogTypes); var w = writeCache.GetAll().OrderBy(x => x.Name).First(); w.Fuse = fuse; w.BlastRadius = radius; writeCache.Upsert(w); writeCache.FlushAsync().Wait(); writeCache.Dispose(); var readCache = OpenReadOnlyRealCatalog(tmp, out _); var reopened = readCache.GetAll().OrderBy(x => x.Name).First(); Assert.Equal(fuse, reopened.Fuse); Assert.Equal(radius, reopened.BlastRadius); readCache.Dispose(); } finally { File.Delete(tmp); } } } }