/* 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 Xunit; using static CultMath.math; using float2 = CultMath.float2; using float3 = CultMath.float3; using int2 = CultMath.int2; // Visibility cut 1 (ruling visibility-per-capability-reveal): every light signature names the channel it travels // on and the item that produced it, through the one writer Entity.SetSignature, and Visibility stays the sum. No // number changes. Each fixture is the production path the rule is about: a real ship, real gear, real ticks. public sealed class SignatureTests : IDisposable { private readonly string _root = Path.Combine(Path.GetTempPath(), "aetheria-signature-" + Guid.NewGuid().ToString("N")); private readonly List _caches = new List(); public SignatureTests() => Directory.CreateDirectory(_root); public void Dispose() { foreach (var c in _caches) c.Dispose(); Directory.Delete(_root, true); } private static PerformanceStat Constant(float v) => new PerformanceStat { Min = v, Max = v }; private static GameplaySettings Settings(float visibilityDecay) => new GameplaySettings { DefaultEntitySettings = new EntitySettings(), Tiers = new[] { new RarityTier { Name = "Common", Quality = .5f, Rarity = 0, Color = new float3(1, 1, 1) } }, QualityPriceModifier = new ExponentialLerp(), TargetDetectionInfoThreshold = .1f, TargetArmorInfoThreshold = .2f, TargetGearInfoThreshold = .8f, FiringArc = 170, CommitHorizon = .5f, SchematicCellSize = 2f, UnaidedAccuracy = .05f, UnaidedTracking = 10f, UnaidedPrecision = 1000f, AgentMinHitProbability = .2f, BeamResolveInterval = .1f, VisibilityDecay = visibilityDecay, // The hull radiates nothing, so every sum below is the sum of the authored constants. HeatRadiationMultiplier = 0f }; private static GearData Gear(string name, BehaviorData behavior) => new GearData { Name = name, Hardpoint = HardpointType.Tool, Shape = new Shape(), Durability = 10, MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000, Behaviors = { behavior } }; private enum Armament { None, Gun, Beam } private sealed class Rig { public Zone Zone; public Ship Ship; public EquippedItem WeaponItem; public Weapon Weapon; } private static Shape Solid(int w, int h) { var shape = new Shape(w, h); foreach (var cell in shape.AllCoordinates) shape[cell] = true; return shape; } // A 5x5 hull with a reactor and, optionally, a fused gun or beam (it fires at no target: Range 40 outruns its // arming distance 30), then the given gear. A thruster goes on the centre column so it needs no torque. private Rig Build(Armament armament, float visibilityDecay, ThrusterData thruster, params BehaviorData[] gear) { var cache = AetheriaStores.Open(Path.Combine(_root, Guid.NewGuid().ToString("N") + ".cc"), catalogWritable: true); _caches.Add(cache); cache.Upsert(new VerseGrammar { Revision = 1 }); var hull = new HullData { Name = "Skiff", HullType = HullType.Ship, Shape = Solid(5, 5), Durability = 1000000, Mass = 1000, Hardpoints = { new HardpointData { Type = HardpointType.Sensors, Position = new int2(0, 0), Shape = new Shape() } } }; cache.Upsert(hull); cache.Upsert(Gear("Reactor", new ReactorData { Charge = Constant(1000), Efficiency = Constant(1), OverloadEfficiency = Constant(1), ThrottlingFactor = Constant(2) })); cache.Upsert(Gear("Targeting", new TargetingSystemData { Accuracy = Constant(1), Resolution = Constant(1000f), Precision = Constant(1000f), Tracking = Constant(1000000f) })); if (armament != Armament.None) { WeaponData behavior = armament == Armament.Beam ? new ConstantWeaponData() : new InstantWeaponData { Count = Constant(1), BurstTime = Constant(0), Cooldown = Constant(1) }; behavior.Damage = Constant(100); behavior.Range = Constant(40); behavior.MinRange = Constant(0); behavior.Velocity = Constant(0); behavior.Spread = Constant(0); behavior.DamageSpread = Constant(0); behavior.Penetration = Constant(0); behavior.Energy = Constant(50); behavior.Heat = Constant(0); behavior.Visibility = Constant(100); behavior.MagazineSize = armament == Armament.Gun ? 5 : 0; behavior.DamageCurve = new BezierCurve { Keys = new[] { float4(0, 1, 0, 0), float4(1, 1, 0, 0) } }; cache.Upsert(new WeaponItemData { Name = "Gun", Hardpoint = HardpointType.Sensors, Shape = new Shape(), Durability = 1, MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000, Fuse = WeaponFuse.Proximity, BlastRadius = 30f, Behaviors = { behavior } }); } if (thruster != null) cache.Upsert(Gear("Thruster", thruster)); for (var i = 0; i < gear.Length; i++) cache.Upsert(Gear("Gear" + i, gear[i])); cache.FlushAsync().Wait(); var ledger = new ProvenanceLedger(); for (var i = 1; i <= 100; i++) ledger.Lots[i] = new Lot { Origin = new Attributed(), Quality = 1 }; var items = new ItemManager(cache, ledger, Settings(visibilityDecay), _ => { }); var zone = new Zone(items, new PlanetSettings(), new ZonePack(), new GalaxyZone { Name = "Signatures", Owner = null }, null); var lot = 1; EquippableItem Make(string name) => new EquippableItem { Data = items.ItemData.RefOf(items.ItemData.GetByName(name)), Durability = 10, Lot = lot++ }; var ship = new Ship(items, zone, new EquippableItem { Data = items.ItemData.RefOf(items.ItemData.GetByName("Skiff")), Durability = 1000000, Lot = lot++ }, new EntitySettings()); var rig = new Rig { Zone = zone, Ship = ship }; if (armament != Armament.None) { var gun = Make("Gun"); Assert.True(ship.TryEquip(gun, new int2(0, 0))); rig.WeaponItem = ship.Equipment.Single(x => x.EquippableItem == gun); rig.Weapon = (Weapon) rig.WeaponItem.Behaviors.Single(b => b is Weapon); } if (thruster != null) Assert.True(ship.TryEquip(Make("Thruster"), new int2(2, 1))); foreach (var name in new[] { "Targeting", "Reactor" }.Concat(gear.Select((_, i) => "Gear" + i))) { var item = Make(name); Assert.True(ship.TryFindSpace(item, out var at)); Assert.True(ship.TryEquip(item, at)); } zone.Entities.Add(ship); ship.Activate(); ship.Aim = float3(0, 0, 1); zone.Update(1f); return rig; } private static void Fire(Rig r) { if (r.Weapon is InstantWeapon gun) { var capacitor = (InputCapacitor) typeof(InstantWeapon).GetField("_capacitor", BindingFlags.Instance | BindingFlags.NonPublic).GetValue(gun); capacitor.AddCharge(1000f); } r.Ship.SetTarget(TargetRef.None); r.Weapon.Activate(); for (var i = 0; i < 5; i++) r.Zone.Update(.1f); } private static Signature Of(Ship ship, object source) => ship.VisibilitySources[source]; private static T Single(Ship ship) where T : Behavior => ship.GetBehavior(); // ---- EveryWriterNamesItsChannel ---- [Fact] public void AFiredGunShowsALaunchFlashWithItsItem() { var r = Build(Armament.Gun, 0f, null); Fire(r); var s = Of(r.Ship, r.Weapon); Assert.Equal(SignatureChannel.LaunchFlash, s.Channel); Assert.Same(r.WeaponItem, s.Item); Assert.True(s.Strength > 1f, "fixture: the gun fired"); } [Fact] public void ABurningBeamShowsALaunchFlashWithItsItem() { var r = Build(Armament.Beam, 0f, null); Fire(r); var s = Of(r.Ship, r.Weapon); Assert.Equal(SignatureChannel.LaunchFlash, s.Channel); Assert.Same(r.WeaponItem, s.Item); Assert.True(s.Strength > 1f, "fixture: the beam burned"); } private static ThrusterData Drive(float visibility) => new ThrusterData { Thrust = Constant(100), Visibility = Constant(visibility), Heat = Constant(0), EnergyUsage = Constant(10) }; private static void Burn(Rig r, float input) { r.Ship.MovementDirection = float2(0, -input); r.Zone.Update(.1f); } [Fact] public void ABurningThrusterShowsADrivePlumeWithItsItem() { var r = Build(Armament.None, 0f, Drive(10)); var thruster = Single(r.Ship); thruster.Item.UpdatePerformance(); Burn(r, 1f); var s = Of(r.Ship, thruster); Assert.Equal(SignatureChannel.DrivePlume, s.Channel); Assert.Same(thruster.Item, s.Item); Assert.True(s.Strength > 1f, "fixture: the thruster burned"); } [Fact] public void ARadiatorShowsAThermalSignatureWithItsItem() { var r = Build(Armament.None, 0f, null, new RadiatorData { Emissivity = Constant(1), PumpedHeat = Constant(0), TemperatureFloor = 0, WasteHeat = Constant(0), EnergyUsage = Constant(0), ThermalMass = Constant(1000) }); var radiator = Single(r.Ship); var s = Of(r.Ship, radiator); Assert.Equal(SignatureChannel.Thermal, s.Channel); Assert.Same(radiator.Item, s.Item); } [Fact] public void AReflectorShowsAReflectionWithItsItem() { var r = Build(Armament.None, 0f, null, new ReflectorData { CrossSection = Constant(3) }); var reflector = Single(r.Ship); var s = Of(r.Ship, reflector); Assert.Equal(SignatureChannel.Reflection, s.Channel); Assert.Same(reflector.Item, s.Item); } [Fact] public void TheHullRadiatesOnTheThermalChannelWithNoItem() { var r = Build(Armament.None, 0f, null); var s = Of(r.Ship, r.Ship); Assert.Equal(SignatureChannel.Thermal, s.Channel); Assert.Null(s.Item); } [Fact] public void APingShowsAnEmissionWithItsItem() { var r = Build(Armament.None, 0f, null, new SensorData { Sensitivity = Constant(3f), PingBoost = Constant(.02f), PingEnergy = Constant(0f), PingVisibility = Constant(5f), PingRange = Constant(300f), PingCooldown = Constant(4f) }); var sensor = Single(r.Ship); sensor.Ping(); var s = Of(r.Ship, sensor); Assert.Equal(SignatureChannel.Emission, s.Channel); Assert.Same(sensor.Item, s.Item); Assert.True(s.Strength > 1f, "fixture: the ping lit the ship"); } // A catalog-authored Visibility behaviour travels on the channel its data names, thermal unless it says more. [Theory] [InlineData(SignatureChannel.Thermal)] [InlineData(SignatureChannel.DrivePlume)] [InlineData(SignatureChannel.Emission)] public void AVisibilityBehaviourTravelsOnItsAuthoredChannel(SignatureChannel channel) { var r = Build(Armament.None, 0f, null, new VisibilityData { Visibility = Constant(7), VisibilityDecay = Constant(0), Channel = channel }); var behaviour = Single(r.Ship); var s = Of(r.Ship, behaviour); Assert.Equal(channel, s.Channel); Assert.Same(behaviour.Item, s.Item); Assert.Equal(7f, s.Strength, 3); } [Fact] public void AVisibilityBehaviourDefaultsToThermal() { Assert.Equal(SignatureChannel.Thermal, new VisibilityData().Channel); } // ---- VisibilityIsStillTheSum ---- // Every channel lit at once: a fired gun (100 on LaunchFlash), Visibility gear on Thermal (7), Reflection (4), // DrivePlume (3) and Emission (2), a reflector under no sun (0) and the non-radiating hull (0). Visibility is the // sum of the strengths, 116, the value the single-number build gave on this fixture; SignatureOn splits the // same total by channel. [Fact] public void VisibilityIsStillTheSum() { var r = Build(Armament.Gun, 0f, null, new VisibilityData { Visibility = Constant(7), VisibilityDecay = Constant(0) }, new VisibilityData { Visibility = Constant(4), VisibilityDecay = Constant(0), Channel = SignatureChannel.Reflection }, new VisibilityData { Visibility = Constant(3), VisibilityDecay = Constant(0), Channel = SignatureChannel.DrivePlume }, new VisibilityData { Visibility = Constant(2), VisibilityDecay = Constant(0), Channel = SignatureChannel.Emission }, new ReflectorData { CrossSection = Constant(3) }); Fire(r); var ship = r.Ship; Assert.Equal(116f, ship.Visibility, 2); Assert.Equal(ship.VisibilitySources.Values.Sum(s => s.Strength), ship.Visibility, 3); Assert.Equal(100f, ship.SignatureOn(SignatureChannel.LaunchFlash), 2); Assert.Equal(7f, ship.SignatureOn(SignatureChannel.Thermal), 2); Assert.Equal(4f, ship.SignatureOn(SignatureChannel.Reflection), 2); Assert.Equal(2f, ship.SignatureOn(SignatureChannel.Emission), 2); Assert.Equal(3f, ship.SignatureOn(SignatureChannel.DrivePlume), 2); } // ---- DecayKeepsChannelAndItem ---- [Fact] public void DecayKeepsChannelAndItem() { const float lambda = .5f; var r = Build(Armament.Gun, lambda, null); Fire(r); var before = Of(r.Ship, r.Weapon); Assert.Equal(SignatureChannel.LaunchFlash, before.Channel); r.Zone.Update(1f); var after = Of(r.Ship, r.Weapon); Assert.Equal(decay(before.Strength, lambda, 1f), after.Strength, 3); Assert.True(after.Strength < before.Strength); Assert.Equal(SignatureChannel.LaunchFlash, after.Channel); Assert.Same(r.WeaponItem, after.Item); for (var i = 0; i < 30; i++) r.Zone.Update(1f); Assert.False(r.Ship.VisibilitySources.ContainsKey(r.Weapon), "a signature below 0.1 is gone"); } // ---- APlumeKeepsTheLargerBurn ---- [Fact] public void APlumeKeepsTheLargerBurn() { var r = Build(Armament.None, 0f, Drive(10)); var thruster = Single(r.Ship); thruster.Item.UpdatePerformance(); Burn(r, 1f); var full = Of(r.Ship, thruster).Strength; Burn(r, .5f); Assert.Equal(full, Of(r.Ship, thruster).Strength, 3); Assert.True(full > 1f, "fixture: the full burn lit the plume"); } [Fact] public void APlumeRisesToALargerBurn() { var r = Build(Armament.None, 0f, Drive(10)); var thruster = Single(r.Ship); thruster.Item.UpdatePerformance(); Burn(r, .5f); var half = Of(r.Ship, thruster).Strength; Burn(r, 1f); var full = Of(r.Ship, thruster).Strength; Assert.True(full > half && half > 0f, $"half {half}, full {full}"); } }