using System; using System.Collections.Generic; using System.IO; using System.Linq; using CultMath; using GameCult.Caching; using Xunit; using static CultMath.math; // A ThrottleLock on an active consumable is a bound on the allocator's solve (ruling overdrive-forward-floor): the stick // is ignored, forward is the only translation asked, and every thruster whose live column pushes forward is held at // full; Turn is served by what remains. Every observation is a thruster's Axis after a real Ship.Update, with the effect // started through Entity.ActivateConsumable. In the default fixture the one forward drive sits on the centre line, so // the floor changes nothing there and a locked ship answers as an unlocked twin fed full forward and the same Turn // through the same ticks; the drive-pair fixture is where the floor shows. public sealed class ThrottleLockTests : IDisposable { private readonly string _root = Path.Combine(Path.GetTempPath(), "aetheria-throttlelock-" + Guid.NewGuid().ToString("N")); private string Catalog => Path.Combine(_root, "Aetheria.cc"); public ThrottleLockTests() => Directory.CreateDirectory(_root); public void Dispose() => Directory.Delete(_root, true); private static GameplaySettings Settings() => new GameplaySettings { DefaultEntitySettings = new EntitySettings(), Tiers = new[] { new RarityTier { Name = "Common", Quality = .5f, Rarity = 0, Color = new float3(1, 1, 1) } }, QualityPriceModifier = new ExponentialLerp(), TorqueMultiplier = 1f }; private static PerformanceStat Constant(float v) => new PerformanceStat { Min = v, Max = v }; private static EquippableItem Mint(CultCache cache, ItemManager items, ItemData design, ItemRotation rotation = ItemRotation.None) => new EquippableItem { Data = cache.RefOf(design), Durability = design is EquippableItemData equippable ? equippable.Durability : 0, Rotation = rotation, Lot = items.Lots.Add(new Lot { Design = cache.RefOf(design), Origin = new Attributed(), Quality = .5f, Roles = new List() }) }; private sealed class Fixture { public CultCache Cache; public ItemManager Items; public Ship Ship; public ConsumableItemData Lock; public Thruster Forward, Reverse, Clockwise; public Thruster[] Drives; // every forward-pushing thruster public Thruster[] Right, Left; // pairs with opposing torque: a lone off-axis strafe thruster cancels its own torque public void ActivateLock() => Ship.ActivateConsumable(new ConsumableItem { Data = Cache.RefOf(Lock), Lot = Items.Lots.Add(new Lot { Design = Cache.RefOf(Lock), Origin = new Attributed(), Quality = .5f, Roles = new List() }) }); } // One thruster per intent direction, plus two reverse thrusters either side of the centre line, one of // which has clockwise torque (the one Turn reaches). Thrusters are found by their item's rotation, as the // allocator's columns carry them. // With `drivePair`, the forward drive on the centre line is replaced by a strong drive and a weak one either side of // it (their torques differ), so a hard turn has a drive to idle; the front strafe thrusters give way to them. private Fixture Build(float lockDuration, bool drivePair = false) { var cache = AetheriaStores.Open(Catalog, catalogWritable: true); cache.Upsert(new VerseGrammar { Revision = 1 }); var hullShape = new Shape(5, 5); foreach (var cell in hullShape.AllCoordinates) hullShape[cell] = true; cache.Upsert(new HullData { Name = "Skiff", HullType = HullType.Ship, Shape = hullShape, Durability = 10, Mass = 1000 }); cache.Upsert(new GearData { Name = "Weak Thruster", Hardpoint = HardpointType.Tool, Shape = new Shape(), Durability = 10, MinimumTemperature = 0, MaximumTemperature = 1000, OptimalTemperature = 280, PlateauWidth = 400, Behaviors = { new ThrusterData { Thrust = Constant(20), Visibility = Constant(0), Heat = Constant(0), EnergyUsage = Constant(0) } } }); cache.Upsert(new GearData { Name = "Thruster", Hardpoint = HardpointType.Tool, Shape = new Shape(), Durability = 10, MinimumTemperature = 0, MaximumTemperature = 1000, OptimalTemperature = 280, PlateauWidth = 400, Behaviors = { new ThrusterData { Thrust = Constant(100), Visibility = Constant(0), Heat = Constant(0), EnergyUsage = Constant(0) } } }); var lockData = new ConsumableItemData { Name = "Overdrive", Duration = lockDuration, Behaviors = { new ThrottleLockData() } }; cache.Upsert(lockData); cache.FlushAsync().Wait(); var items = new ItemManager(cache, new ProvenanceLedger(), Settings(), _ => { }); var zone = new Zone(items, new PlanetSettings(), new ZonePack(), new GalaxyZone { Name = "Test Zone", Owner = null }, null); var ship = new Ship(items, zone, Mint(cache, items, cache.GetByName("Skiff")), new EntitySettings()); var gear = cache.GetByName("Thruster"); var weak = cache.GetByName("Weak Thruster"); if (drivePair) { Assert.True(ship.TryEquip(Mint(cache, items, gear, ItemRotation.Reversed), new int2(1, 1))); Assert.True(ship.TryEquip(Mint(cache, items, weak, ItemRotation.Reversed), new int2(3, 1))); } else Assert.True(ship.TryEquip(Mint(cache, items, gear, ItemRotation.Reversed), new int2(2, 1))); Assert.True(ship.TryEquip(Mint(cache, items, gear, ItemRotation.None), new int2(1, 2))); Assert.True(ship.TryEquip(Mint(cache, items, gear, ItemRotation.None), new int2(3, 2))); // Strafe pairs sit either side of the centre line across the ship's length, so their torques oppose. if (!drivePair) { Assert.True(ship.TryEquip(Mint(cache, items, gear, ItemRotation.CounterClockwise), new int2(1, 1))); Assert.True(ship.TryEquip(Mint(cache, items, gear, ItemRotation.Clockwise), new int2(3, 1))); } Assert.True(ship.TryEquip(Mint(cache, items, gear, ItemRotation.CounterClockwise), new int2(1, 3))); Assert.True(ship.TryEquip(Mint(cache, items, gear, ItemRotation.Clockwise), new int2(3, 3))); zone.Entities.Add(ship); ship.Aim = float3(0, 0, 1); ship.Activate(); // A thruster is live from its first performance update; the allocator reads that every tick. foreach (var item in ship.Equipment) item.UpdatePerformance(); var thrusters = ship.GetBehaviors().ToArray(); return new Fixture { Cache = cache, Items = items, Ship = ship, Lock = cache.GetByName("Overdrive"), Drives = thrusters.Where(t => t.Item.EquippableItem.Rotation == ItemRotation.Reversed).ToArray(), Forward = thrusters.First(t => t.Item.EquippableItem.Rotation == ItemRotation.Reversed), Right = thrusters.Where(t => t.Item.EquippableItem.Rotation == ItemRotation.CounterClockwise).ToArray(), Left = thrusters.Where(t => t.Item.EquippableItem.Rotation == ItemRotation.Clockwise).ToArray(), Reverse = thrusters.First(t => t.Item.EquippableItem.Rotation == ItemRotation.None && t.Torque <= 0), Clockwise = thrusters.First(t => t.Item.EquippableItem.Rotation == ItemRotation.None && t.Torque > 0) }; } private static float[] Axes(Fixture f) => f.Ship.GetBehaviors().Select(t => t.Axis).ToArray(); private static float Apart(float[] a, float[] b) => a.Zip(b, (x, y) => Math.Abs(x - y)).Max(); // Drives a (possibly locked) ship at `intent` and its unlocked twin at full forward, both at the same Turn and dt, and // requires every thruster to answer alike to 1e-4: the lock holds its drive at exactly 1, and the unfloored twin's solve // lands within the solver's few millionths of it (measured 4e-6). private static void Tick(Fixture ship, Fixture twin, float2 intent, float turn, float dt) { ship.Ship.MovementDirection = intent; twin.Ship.MovementDirection = float2(0, 1); ship.Ship.Turn = twin.Ship.Turn = turn; ship.Ship.Update(dt); twin.Ship.Update(dt); var apart = Apart(Axes(ship), Axes(twin)); Assert.True(apart < 1e-4f, $"the ship's throttles differ from its full-forward twin's by {apart}: [{string.Join(" ", Axes(ship))}] against [{string.Join(" ", Axes(twin))}]"); Assert.True(twin.Forward.Axis > .98f, "fixture: the twin's forward drive is at full"); } // Spec ALockedThrottleIgnoresIntent. Mutation: read MovementDirection in place of move in Ship.Update and a locked // ship stops answering as its full-forward twin does. [Fact] public void ALockedThrottleIgnoresIntent() { var f = Build(100f); var twin = Build(100f); using var _ = f.Cache; using var __ = twin.Cache; f.ActivateLock(); Assert.True(f.Ship.ThrottleLocked); Assert.False(twin.Ship.ThrottleLocked); foreach (var intent in new[] { float2(0, -1), float2(1, 0), float2(-1, 0) }) Tick(f, twin, intent, 0, 0.01f); // Turning stays with the pilot: a Turn moves the throttles while the lock holds, and the lock follows it. Tick(f, twin, float2(0, -1), 1, 0.01f); var turning = Axes(twin); Tick(f, twin, float2(0, -1), 0, 0.01f); Assert.True(Apart(turning, Axes(twin)) > .01f, "a Turn changes the throttles"); } // Spec TheLockEndsWithItsEffect. Mutation: make ThrottleLocked a latch (set on activation, never cleared) and the // ship keeps answering as its full-forward twin after expiry. [Fact] public void TheLockEndsWithItsEffect() { var f = Build(1f); var twin = Build(1f); using var _ = f.Cache; using var __ = twin.Cache; f.ActivateLock(); Tick(f, twin, float2(0, -1), 0, 0.5f); Assert.True(f.Reverse.Axis < 1e-6f); Tick(f, twin, float2(0, -1), 0, 2f); // runs past the Duration; the effect leaves at the end of this tick Assert.False(f.Ship.ThrottleLocked); f.Ship.MovementDirection = float2(0, -1); twin.Ship.MovementDirection = float2(0, 1); f.Ship.Update(0.01f); twin.Ship.Update(0.01f); Assert.True(f.Reverse.Axis > .5f); Assert.True(f.Forward.Axis < 1e-6f); Assert.True(Apart(Axes(f), Axes(twin)) > .5f, "the unlocked ship follows its stick, not the twin's full forward"); } // Spec AnUnlockedShipFollowsIntent. Mutation: replace the conditional by an unconditional float2(0, 1) and the four // intents give the same throttles. [Fact] public void AnUnlockedShipFollowsIntent() { var f = Build(1f); using var _ = f.Cache; Assert.False(f.Ship.ThrottleLocked); float[] Fly(float2 intent) { f.Ship.MovementDirection = intent; f.Ship.Update(0.01f); return Axes(f); } var back = Fly(float2(0, -1)); Assert.True(f.Reverse.Axis > .5f); Assert.True(f.Forward.Axis < 1e-6f); var right = Fly(float2(1, 0)); Assert.True(f.Right.Max(t => t.Axis) > .5f); Assert.All(f.Left, t => Assert.True(t.Axis < 1e-6f)); var left = Fly(float2(-1, 0)); Assert.True(f.Left.Max(t => t.Axis) > .5f); Assert.All(f.Right, t => Assert.True(t.Axis < 1e-6f)); var forward = Fly(float2(0, 1)); Assert.True(f.Forward.Axis > .98f, "a full stick asks for the hull's whole forward thrust"); Assert.True(f.Reverse.Axis < 1e-6f); // The stick's length is the fraction of the hull's forward thrust asked for, and no stick asks for nothing. Fly(float2(0, .5f)); Assert.InRange(f.Forward.Axis, .4f, .6f); Assert.All(Fly(float2(0, 0)), a => Assert.True(a < 1e-6f)); var all = new[] { back, right, left, forward }; for (var a = 0; a < all.Length; a++) for (var b = a + 1; b < all.Length; b++) Assert.True(Apart(all[a], all[b]) > .1f, "two different intents gave the same throttles"); } // Finding zero-stick-unpinned. Mutation: float2(0, length(MovementDirection)) as the locked intent. The lock // supplies full forward whatever the stick's magnitude, including none and a short reverse push. [Fact] public void ALockedShipGetsFullForwardWhateverTheStickLength() { var f = Build(100f); var twin = Build(100f); using var _ = f.Cache; using var __ = twin.Cache; f.ActivateLock(); foreach (var intent in new[] { float2(0, 0), float2(.3f, .2f), float2(-.5f, -.5f) }) Tick(f, twin, intent, 0, 0.01f); } private static float Yaw(Fixture f) => f.Ship.GetBehaviors().Sum(t => t.Axis * t.Column(t.NominalThrust).z); // Ruling overdrive-forward-floor. Mutations: no floor (the lock is only the intent (0,1)); the floor on a function of // the column (y above half the strongest forward push, which spares the weak drive); the floor by type. Under the // lock every thruster whose live column pushes forward holds full through a hard turn either way, the turn is // slower than the unlocked ship's, the stick is ignored, and a drive that is not live is not floored. [Theory] [InlineData(1f)] [InlineData(-1f)] public void ALockedHardTurnKeepsEveryForwardDriveAtFull(float turn) { var locked = Build(100f, drivePair: true); var open = Build(100f, drivePair: true); var blind = Build(100f, drivePair: true); using var _ = locked.Cache; using var __ = open.Cache; using var ___ = blind.Cache; locked.ActivateLock(); blind.ActivateLock(); Assert.Equal(2, locked.Drives.Length); for (var tick = 0; tick < 3; tick++) { locked.Ship.MovementDirection = float2(1, -1); blind.Ship.MovementDirection = float2(0, 0); open.Ship.MovementDirection = float2(0, 1); foreach (var f in new[] { locked, open, blind }) { f.Ship.Turn = turn; f.Ship.Update(0.01f); } } Assert.All(locked.Drives, d => Assert.True(d.Axis > .98f, "a forward-pushing thruster holds full under the lock")); Assert.True(open.Drives.Min(d => d.Axis) < .9f, "fixture: the unlocked ship idles a drive to turn"); Assert.True(Yaw(locked) * turn < Yaw(open) * turn - 1e-4f, "the locked turn is what remains after the drives"); Assert.True(Apart(Axes(locked), Axes(blind)) < 1e-6f, "the stick is ignored under the lock"); } [Fact] public void ALockHoldsOnlyTheDrivesThatPushForward() { var f = Build(100f, drivePair: true); using var _ = f.Cache; f.ActivateLock(); var down = f.Drives[0]; down.Item.Enabled.Value = false; for (var tick = 0; tick < 3; tick++) { f.Ship.MovementDirection = float2(0, 1); f.Ship.Turn = 1; f.Ship.Update(0.01f); } Assert.False(down.Item.Active.Value); Assert.Equal(0f, down.Axis); Assert.True(f.Drives[1].Axis > .98f); } // Finding ccw-turn-unpinned. Mutation: drop the counter-clockwise Turn. Turn in either sign gives the locked ship // its full-forward twin's throttles, and the twin's solved net turns the way it was asked. [Fact] public void ALockedShipTurnsBothWays() { var f = Build(100f); var twin = Build(100f); using var _ = f.Cache; using var __ = twin.Cache; f.ActivateLock(); var thrusters = twin.Ship.GetBehaviors().ToArray(); foreach (var turn in new[] { 1f, -1f }) { Tick(f, twin, float2(1, -1), turn, 0.01f); var yaw = thrusters.Sum(t => t.Axis * t.Column(t.NominalThrust).z); Assert.True(yaw * turn > 1e-4f, "the solved net turns the way it was asked"); } } // Finding non-lock-consumable-unpinned. Mutation: any active consumable locks. A consumable without // ThrottleLockData leaves the pilot's intent in force: the ship answers as an unlocked ship at the same stick. [Fact] public void AConsumableWithoutTheLockDoesNotLock() { var f = Build(100f); var twin = Build(100f); using var _ = f.Cache; using var __ = twin.Cache; var plain = new ConsumableItemData { Name = "Plain", Duration = 100f }; f.Cache.Upsert(plain); f.Ship.ActivateConsumable(new ConsumableItem { Data = f.Cache.RefOf(plain), Lot = f.Items.Lots.Add(new Lot { Design = f.Cache.RefOf(plain), Origin = new Attributed(), Quality = .5f, Roles = new List() }) }); Assert.False(f.Ship.ThrottleLocked); f.Ship.MovementDirection = twin.Ship.MovementDirection = float2(0, -1); f.Ship.Update(0.01f); twin.Ship.Update(0.01f); Assert.True(Apart(Axes(f), Axes(twin)) < 1e-6f); Assert.True(f.Reverse.Axis > .5f); Assert.True(f.Forward.Axis < 1e-6f); } // Finding lock-end-boundary-unpinned, finding lock-end-at-90pct-unpinned. Mutations: the lock ends at half // Duration, at 0.8 or 0.9 of Duration, or one tick late. Duration 1 stepped in 0.25 s ticks (exact in // floats) answers as the full-forward twin on exactly four ticks, the effect is gone when the fourth ends, // and the fifth tick follows the stick. The count scales with Duration: 2 s locks eight ticks. [Theory] [InlineData(1f, 4)] [InlineData(2f, 8)] public void TheLockEndsAtTheExactTickOfItsDuration(float duration, int lockedTicks) { var f = Build(duration); var twin = Build(duration); using var _ = f.Cache; using var __ = twin.Cache; f.ActivateLock(); for (var i = 0; i < lockedTicks; i++) { Assert.True(f.Ship.ThrottleLocked); Tick(f, twin, float2(0, -1), 0, .25f); Assert.True(f.Reverse.Axis < 1e-6f); } Assert.False(f.Ship.ThrottleLocked); f.Ship.MovementDirection = float2(0, -1); twin.Ship.MovementDirection = float2(0, 1); f.Ship.Update(.25f); twin.Ship.Update(.25f); Assert.True(f.Reverse.Axis > .5f); Assert.True(f.Forward.Axis < 1e-6f); } }