/* 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 System.Reflection; using CultMath; using Xunit; using static CultMath.math; using float2 = CultMath.float2; using float3 = CultMath.float3; // The command seam (aetheria-arena, cut command-seam-agents): every pilot writes only its entity's PilotCommand, and // PilotApplier, in Zone.Update, is the one writer of the control fields. Held fields hold across steps (ruling // lower-game-sim-rate), one-shots apply once, a command is per entity (ruling brain-one-per-side-r2), and the apply order // is pinned here because the two-AI digest cannot see it. public sealed partial class RunStartTests { private const float SeamDt = 1f / 60f; // Two Longinus 2 * half apart (200 by default), facing each other, the bare player far away. Piloted ones get the // zone's pilot. private (Zone arena, Ship east, Ship west) SeamPair(bool piloted, Action more = null, float half = 100) { Ship east = null, west = null; var (_, arena, _, failures) = Launch(new Scripted(false, stage => { stage.Player(stage.Bare("Djinni"), float2(-50000, -50000)); east = stage.Place(EvLonginus(stage), float2(half, 0), facing: float2(-1, 0), piloted: piloted) as Ship; west = stage.Place(EvLonginus(stage), float2(-half, 0), facing: float2(1, 0), piloted: piloted) as Ship; more?.Invoke(stage, east, west); })); Assert.True(failures.Count == 0, string.Join("; ", failures)); return (arena, east, west); } private static object SeamState(Agent agent) => typeof(Agent).GetField("_currentState", BindingFlags.NonPublic | BindingFlags.Instance).GetValue(agent); private static InstantWeapon SeamGun(Ship ship) => Assert.IsAssignableFrom(ship.Weapons.First(w => w.Item.Data.Name == "Cell Blaster")); [Fact] public void AnAgentWritesOnlyItsCommand() { var (arena, east, west) = SeamPair(true); east.SetIff(west, true); west.SetIff(east, true); var agent = arena.Agents.Single(a => a.Ship == east); for (var step = 0; step < 900 && !(SeamState(agent) is CombatState); step++) arena.Update(SeamDt); Assert.IsType(SeamState(agent)); // Sentinels the decision would overwrite if it wrote the ship. east.Turn = 7f; east.MovementDirection = float2(9, 9); east.Aim = float3(0, 1, 0); var target = east.Target.Value; var aimed = east.AimedAt; var firing = east.Weapons.Select(w => w.Firing).ToArray(); var consumables = east.CargoBays.Sum(bay => bay.Cargo.Count); agent.Update(SeamDt); Assert.Equal(7f, east.Turn); Assert.Equal(float2(9, 9), east.MovementDirection); Assert.Equal(float3(0, 1, 0), east.Aim); Assert.Equal(target, east.Target.Value); Assert.Equal(aimed.Item, east.AimedAt.Item); Assert.Equal(aimed.Mount, east.AimedAt.Mount); Assert.Equal(firing, east.Weapons.Select(w => w.Firing).ToArray()); Assert.Equal(consumables, east.CargoBays.Sum(bay => bay.Cargo.Count)); Assert.NotNull(east.Command.Turn); Assert.NotNull(east.Command.Movement); Assert.NotNull(east.Command.Aim); PilotApplier.Apply(east); Assert.NotEqual(7f, east.Turn); Assert.NotEqual(float2(9, 9), east.MovementDirection); Assert.Equal(east.Command.Aim.Value, east.Aim); } [Fact] public void AHeldCommandHoldsAcrossSteps() { var (arena, east, _) = SeamPair(false); east.Command.Turn = TurnCommand.OfRate(.5f); east.Command.Movement = float2(0, 1); for (var step = 0; step < 10; step++) { // A disturbance between steps: the held command is applied again at every step, not once. east.Turn = 0; east.MovementDirection = float2.zero; arena.Update(SeamDt); Assert.Equal(.5f, east.Turn); Assert.Equal(float2(0, 1), east.MovementDirection); } east.Command.Turn = TurnCommand.OfRate(-.25f); arena.Update(SeamDt); Assert.Equal(-.25f, east.Turn); Assert.Equal(float2(0, 1), east.MovementDirection); } [Fact] public void TowardIsResolvedEachStep() { var (arena, east, _) = SeamPair(false); var heading = float2(0, 1); // a quarter turn from its facing east.Command.Turn = TurnCommand.Toward(heading); var turns = new List(); for (var step = 0; step < 1200; step++) { // The applier runs before the hull moves this step, so it resolves on the facing the step starts with. var expected = Steering.Toward(east, heading); arena.Update(SeamDt); Assert.Equal(expected, east.Turn); turns.Add(east.Turn); } Assert.True(turns.Distinct().Count() > 2, "the resolved turn changes as the hull turns"); Assert.NotEqual(0f, turns[0]); Assert.Contains(0f, turns.Skip(1)); } [Fact] public void OneShotsApplyOnce() { // A stackable design: the second step's activation would succeed if the applier kept the Use. var design = _cache.GetAll().OrderBy(c => c.Name).First(); design.Stackable = true; var (arena, east, west) = SeamPair(false, (stage, e, _) => stage.Cargo(e, design.Name, design.Name)); int Carried() => east.CargoBays.Sum(bay => bay.Cargo.Keys.Count(i => i is ConsumableItem)); Assert.Equal(2, Carried()); east.Command.Use(design); arena.Update(SeamDt); Assert.Equal(1, Carried()); arena.Update(SeamDt); Assert.Equal(1, Carried()); east.Command.Designate(west); arena.Update(SeamDt); Assert.Same(west, east.Target.Value.Entity); // The entity's own rule clears it (a fixture stands in for the target-loss clear); the designation is not replayed. east.SetTarget(TargetRef.None); arena.Update(SeamDt); Assert.True(east.Target.Value.IsNone); } // A probe pilot state: it commands a turn rate and records what another ship's applied turn was when it decided. private sealed class SeamProbeState : BaseState { private readonly float _rate; private readonly Ship _watched; public readonly List Seen = new List(); public SeamProbeState(Agent agent, float rate, Ship watched) : base(agent) { _rate = rate; _watched = watched; } public override void Update(float delta) { if (_watched != null) Seen.Add(_watched.Turn); _agent.Ship.Command.Turn = TurnCommand.OfRate(_rate); } } // Each agent's command is applied right after it decides, so the next agent sees it applied, as it saw the direct // writes this seam replaced. Breaks if the agents' commands are applied only after every agent has decided. [Fact] public void AnAgentsCommandLandsBeforeTheNextAgentDecides() { var (arena, east, west) = SeamPair(false); var first = new Agent(east, FactionDoctrine.Default(east.ItemManager.GameplaySettings).Combatant); var second = new Agent(west, FactionDoctrine.Default(west.ItemManager.GameplaySettings).Combatant); first.Transition(new SeamProbeState(first, .7f, null)); var probe = new SeamProbeState(second, .1f, east); second.Transition(probe); arena.Agents.Add(first); arena.Agents.Add(second); arena.Update(SeamDt); Assert.Equal(new[] { .7f }, probe.Seen); Assert.Equal(.1f, west.Turn); } [Fact] public void AnEmptyCommandWritesNothing() { var (arena, east, _) = SeamPair(false); east.Turn = .3f; east.Aim = float3(0, 0, 1); arena.Update(SeamDt); Assert.Equal(.3f, east.Turn); Assert.Equal(float3(0, 0, 1), east.Aim); } [Fact] public void ALoneShipSideIsCommandedWithoutAFlight() { var (arena, east, west) = SeamPair(false); east.SetIff(west, true); west.SetIff(east, true); Assert.Empty(arena.Flights); Assert.Empty(arena.Agents); east.Command.Turn = TurnCommand.OfRate(.2f); west.Command.Turn = TurnCommand.OfRate(-.4f); arena.Update(SeamDt); Assert.Equal(.2f, east.Turn); Assert.Equal(-.4f, west.Turn); } [Fact] public void DesignationLandsBeforeItemSelection() { var (_, east, west) = SeamPair(false); var item = SeamGun(west).Item; east.RecordReveal(west, item, SignatureChannel.Emission, west.ClaimOf(item)); Assert.True(FireControl.IsRevealed(east, item)); east.Command.Designate(west); east.Command.SelectItem(item); PilotApplier.Apply(east); Assert.Same(west, east.Target.Value.Entity); Assert.Same(item, east.ResolvedAim.Item); } [Fact] public void TriggersFireAlongTheCommandedAim() { var (arena, east, _) = SeamPair(false); for (var step = 0; step < 60; step++) arena.Update(SeamDt); // the gun comes online and off cooldown var gun = SeamGun(east); var behind = float3(1, 0, 0); var ahead = float3(-1, 0, 0); east.Aim = behind; Assert.False(FireControl.ArcPermitsFire(gun, east), "the previous aim is out of the gun's arc"); Assert.True(gun.CanFire); var shots = new List(); gun.OnFire += id => { Assert.True(arena.TryGetShot(id, out var shot)); shots.Add(shot); }; east.Command.Aim = ahead; east.Command.Pull(gun); arena.Update(SeamDt); Assert.NotEmpty(shots); var along = FireControl.AimDirection(gun.Item, east); Assert.True(length(shots[0].TravelDirection - along) < 1e-4f, $"the shot flies {shots[0].TravelDirection}, the commanded aim {along}"); Assert.True(dot(shots[0].TravelDirection, behind.xz) < 0, "not along the previous aim"); } // A pull lands once and a release lands once: the trigger is let go at the step it is released, not held on. [Fact] public void AReleaseDeactivatesAtTheStep() { var (arena, east, _) = SeamPair(false); for (var step = 0; step < 60; step++) arena.Update(SeamDt); // the gun comes online and off cooldown var gun = SeamGun(east); east.Command.Pull(gun); PilotApplier.Apply(east); Assert.True(gun.Firing); Assert.Empty(east.Command.Triggers); east.Command.Release(gun); PilotApplier.Apply(east); Assert.False(gun.Firing); PilotApplier.Apply(east); Assert.False(gun.Firing); } // Combat lets go of a weapon it will not fire only if that weapon is firing: of a group's two guns, the one firing is // released and the idle one gets no trigger at all. Breaks if Combat's release guard or its Release is lost. [Fact] public void CombatReleasesOnlyAFiringWeaponItWillNotFire() { var (arena, east, west) = SeamPair(true); east.SetIff(west, true); west.SetIff(east, true); var agent = arena.Agents.Single(a => a.Ship == east); agent.Doctrine.MinHitProbability = 2; // no shot clears it, so Combat fires no unfused gun for (var step = 0; step < 900 && !(SeamState(agent) is CombatState); step++) arena.Update(SeamDt); Assert.IsType(SeamState(agent)); var guns = east.WeaponGroups.Single(g => g.weapons.Contains(SeamGun(east))).weapons.ToArray(); Assert.Equal(2, guns.Length); Assert.All(guns, g => Assert.False(g.Firing)); guns[0].Activate(); // the pilot's earlier pull, still held Assert.True(guns[0].Firing); agent.Update(SeamDt); var triggers = east.Command.Triggers.Where(t => guns.Any(g => ReferenceEquals(g, t.Behavior))).ToArray(); var (released, pull) = Assert.Single(triggers); Assert.Same(guns[0], released); Assert.False(pull); PilotApplier.Apply(east); Assert.False(guns[0].Firing); Assert.False(guns[1].Firing); } // Combat pulls a locking launcher once it can fire, beside the groups it chooses (a lock adds no group damage, so // this pull is its only one). Breaks if Combat's lock pull is lost. [Fact] public void CombatPullsALockThatCanFire() { var (arena, east, west) = SeamPair(true); east.SetIff(west, true); west.SetIff(east, true); var agent = arena.Agents.Single(a => a.Ship == east); var locks = east.Weapons.OfType().ToArray(); Assert.NotEmpty(locks); agent.Doctrine.MinHitProbability = 2; // its guns hold fire, so its aim settles and the lock completes var step = 0; for (; step < 3000 && !(SeamState(agent) is CombatState && locks.Any(l => l.IsLocked)); step++) arena.Update(SeamDt); Assert.True(locks.Any(l => l.IsLocked), $"locked by step {step}: {string.Join(",", locks.Select(l => l.Lock))}"); // The pair fights inside the launchers' minimum range: carry west out along east's aim, and let east's own update // (no pilot) see the new range. west.Position = east.Position + 600 * normalize(float3(east.Aim.x, 0, east.Aim.z)); east.Update(SeamDt); Assert.IsType(SeamState(agent)); var ready = locks.Where(l => l.CanFire).ToArray(); Assert.True(ready.Length > 0, $"range {east.TargetRange}, min {locks[0].MinRange}, locked {string.Join(",", locks.Select(l => l.Lock))}"); agent.Update(SeamDt); foreach (var launcher in ready) Assert.True(east.Command.Pulls(launcher), $"{launcher.Item.Data.Name} is pulled"); } // Combat lets go of a lock it pulled this step (beside the groups) when the chosen group's own decision refuses it. An // unfused lock is priced on its hit probability, which no shot clears at MinHitProbability 2, and it was never firing, // so only the pending pull (Command.Pulls) tells Combat to release it. Breaks if Combat's release guard reads Firing // alone (Combat.cs). [Fact] public void CombatReleasesALockItPulledButWillNotFire() { var (arena, east, west) = SeamPair(true); east.SetIff(west, true); west.SetIff(east, true); var agent = arena.Agents.Single(a => a.Ship == east); var locks = east.Weapons.OfType().ToArray(); Assert.NotEmpty(locks); agent.Doctrine.MinHitProbability = 2; // no unfused shot clears it var step = 0; for (; step < 3000 && !(SeamState(agent) is CombatState && locks.Any(l => l.IsLocked)); step++) arena.Update(SeamDt); var launcher = locks.FirstOrDefault(l => l.IsLocked); Assert.True(launcher != null, $"locked by step {step}"); var gunRange = east.Weapons.Where(w => !(w is LockWeapon)).Max(w => w.Range); var distance = launcher.MinRange + 20; Assert.True(distance < gunRange, $"fixture: the guns reach past the launcher's minimum range ({launcher.MinRange} vs {gunRange})"); west.Position = east.Position + distance * normalize(float3(east.Aim.x, 0, east.Aim.z)); east.Update(SeamDt); Assert.IsType(SeamState(agent)); Assert.True(launcher.CanFire && !launcher.Firing, $"fixture: ready and idle (range {east.TargetRange}, lock {launcher.Lock})"); // Unfused, and in every group, so the chosen group decides it too. var data = Assert.IsAssignableFrom(launcher.Item.Data); var radius = data.BlastRadius; try { data.BlastRadius = 0; foreach (var group in east.WeaponGroups) if (!group.weapons.Contains(launcher)) group.weapons.Add(launcher); agent.Update(SeamDt); var mine = east.Command.Triggers.Where(t => ReferenceEquals(t.Behavior, launcher)).Select(t => t.Pull).ToArray(); Assert.True(mine.Contains(true), $"Combat pulls the ready lock: [{string.Join(",", mine)}]"); Assert.False(east.Command.Pulls(launcher), $"and lets go of it when the group's decision refuses it: [{string.Join(",", mine)}]"); } finally { data.BlastRadius = radius; } } // Combat prices each shot on the aim it commands this step, not the applied aim (last step's). With the applied aim // cleared and MinHitProbability between the two prices, the gun's one trigger follows the commanded price. Breaks if // Combat drops its aim from FireControl.AgentFires (Combat.cs). [Fact] public void CombatPricesFireOnTheCommandedAim() { var (arena, east, west) = SeamPair(true); east.SetIff(west, true); west.SetIff(east, true); var agent = arena.Agents.Single(a => a.Ship == east); for (var step = 0; step < 900 && !(SeamState(agent) is CombatState); step++) arena.Update(SeamDt); Assert.IsType(SeamState(agent)); var revealed = SeamGun(west).Item; east.EntityInfoGathered[west] = 1; east.RecordReveal(west, revealed, SignatureChannel.Emission, west.ClaimOf(revealed)); agent.Update(SeamDt); // learn the item Combat aims at var commanded = east.Command.Selections.LastOrDefault(); Assert.NotNull(commanded); east.Command.ClearOneShots(); Assert.True(east.TrySelectTargetItem(null)); var gun = SeamGun(east); var pCommanded = FireControl.HitProbability(gun, east, west, AimTarget.OfItem(commanded)); var pApplied = FireControl.HitProbability(gun, east, west); Assert.True(abs(pCommanded - pApplied) > 1e-4f, $"fixture: the two aims price apart ({pCommanded} vs {pApplied})"); agent.Doctrine.MinHitProbability = (pCommanded + pApplied) / 2; var fires = pCommanded > pApplied; if (!fires) gun.Activate(); // held, so Combat must let go of it agent.Update(SeamDt); var (_, pull) = Assert.Single(east.Command.Triggers.Where(t => ReferenceEquals(t.Behavior, gun))); Assert.Equal(fires, pull); } // Pulls answers the pilot's last trigger for that behaviour this step, and nothing commanded is no pull. [Fact] public void PullsReadsTheLastTriggerForThatBehaviour() { var (_, east, west) = SeamPair(false); var gun = SeamGun(east); var other = SeamGun(west); Assert.False(east.Command.Pulls(gun)); east.Command.Pull(gun); Assert.True(east.Command.Pulls(gun)); Assert.False(east.Command.Pulls(other)); east.Command.Pull(other); Assert.True(east.Command.Pulls(gun)); east.Command.Release(gun); Assert.False(east.Command.Pulls(gun)); Assert.True(east.Command.Pulls(other)); } // The step a Minion's target is lost and its Flight designates another (the target-loss clear, then the Flight's // designation), the Minion stays in combat and aims at the other that step, as it did when SetTarget landed before it // decided. Breaks if the Minion's transition or Combat read only the applied target (Minion.cs, Combat.cs). [Fact] public void TheRetargetStepEngagesTheDesignatedOther() { Ship third = null; var (arena, east, west) = SeamPair(true, (stage, e, w) => third = stage.Place(EvLonginus(stage), float2(350, 0), facing: float2(-1, 0)) as Ship); east.SetIff(west, true); west.SetIff(east, true); east.SetIff(third, true); var agent = arena.Agents.Single(a => a.Ship == east); for (var step = 0; step < 900 && !(SeamState(agent) is CombatState); step++) arena.Update(SeamDt); Assert.IsType(SeamState(agent)); Assert.Same(west, east.Target.Value.Entity); // East is staged knowing the third ship, as an Approach follower knows its anchor: a sensor track by the sensors' own path. east.EntityInfoGathered[third] = (east.ItemManager.GameplaySettings.TargetDetectionInfoThreshold + 1f) / 2f; east.SetTarget(TargetRef.None); east.Command.Designate(new TargetRef(third)); agent.Update(SeamDt); Assert.IsType(SeamState(agent)); var aim = normalize(east.Command.Aim.Value.xz); var toThird = dot(aim, normalize(third.Position.xz - east.Position.xz)); var toWest = dot(aim, normalize(west.Position.xz - east.Position.xz)); Assert.True(toThird > toWest + .2f, $"aims at the designated target: toThird {toThird} toWest {toWest}"); } [Fact] public void AgentFiresWithTheCommandedAimItem() { var (arena, east, west) = SeamPair(false); for (var step = 0; step < 60; step++) arena.Update(SeamDt); // the guns come online and evaluate their stats var gun = SeamGun(east); var item = SeamGun(west).Item; east.EntityInfoGathered[west] = 1; east.RecordReveal(west, item, SignatureChannel.Emission, west.ClaimOf(item)); east.SetTarget(west); var refusesFor = FireControl.Refuses(gun, east, west); var commanded = FireControl.HitProbability(gun, east, west, AimTarget.OfItem(item)); var firesCommanded = FireControl.AgentFires(gun, east, west, commanded, AimTarget.OfItem(item)); Assert.Equal(AimTarget.None.Item, east.ResolvedAim.Item); Assert.True(east.TrySelectTargetItem(item)); Assert.True(commanded > 0f, "the shot is priced"); Assert.Equal(commanded, FireControl.HitProbability(gun, east, west)); Assert.Equal(firesCommanded, FireControl.AgentFires(gun, east, west, commanded)); Assert.True(firesCommanded); Assert.Equal(refusesFor, FireControl.Refuses(gun, east)); } }