/* 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.Text.RegularExpressions; using CultMath; using GameCult.Caching; using GameCult.Caching.MessagePack; using UniRx; using Xunit; // The demo's goal (aetheria-release, cut boss-gate): the boss zone spawns its faction's boss, and the exit gate opens // only when that boss is dead. The boss flies its faction's boss Loadout (cut boss-loadout). Every input is the production one: the demo galaxy, GenerateZone, the Zone death path, // and the run save. public sealed partial class RunStartTests { private ZonePack BossZonePack(Galaxy galaxy, ItemManager items, GalaxyZone zone, bool ambient = true, uint seed = 7) { items.Random = new CultMath.Random(seed); return ZoneGenerator.GenerateZone(items, _zoneSettings, _planetSettings, galaxy, zone, galaxy.IsPrelude, ambient); } private Zone ZoneOf(Galaxy galaxy, GalaxyZone zone) => new Zone(_items, _planetSettings, BossZonePack(galaxy, _items, zone), zone, galaxy); private static Faction Zhestokost(Galaxy galaxy) => galaxy.Factions.Single(faction => faction.Name == "Zhestokost"); private ItemManager LoggingItems(List log) => new ItemManager(1u, _cache, new ProvenanceLedger(), AuthoredSettings.Load(FindRepoRoot()).Read("GameplaySettings"), log.Add); private static string HullName(ItemManager items, EntityPack pack) => items.GetData(pack.Hull).Name; private HullData[] SoldShipHulls() => _cache.GetAll() .Where(product => product.Manufacturer.IsSet()) .Select(product => _cache.Get(product.Design) as HullData) .Where(hull => hull != null && hull.HullType == HullType.Ship && hull.Price > 0) .Distinct().ToArray(); // A hull no product makes, so the market never offers it: a MessagePack copy of the first sold ship hull by name, renamed. It has // no authored model, which a boss does not need. Stored once; asking again returns the same record. private HullData BossTestHull() { var existing = _cache.GetAll().FirstOrDefault(hull => hull.Name == "Boss Test Hull"); if (existing != null) return existing; var options = CultDocumentMessagePackSerialization.OptionsFor(typeof(HullData).Assembly); var like = SoldShipHulls().OrderBy(hull => hull.Name, StringComparer.Ordinal).First(); var boss = MessagePack.MessagePackSerializer.Deserialize(MessagePack.MessagePackSerializer.Serialize(like, options), options); boss.Name = "Boss Test Hull"; boss.Prefab = null; boss.Visual = default; return _cache.Get(_cache.Upsert(boss)); } // A Loadout record at Loadouts.KeyOf(Name), the key Loadouts.Commit writes it under. private void StoreLoadout(Loadout loadout) => Assert.True(_cache.Commit(batch => batch.Upsert(typeof(Loadout), loadout, Loadouts.KeyOf(loadout.Name)))); // A boss's fixed Loadout (ruling boss-gear-is-a-loadout), by the production capture: a seed-11 generated fit of the first sold // ship hull by name, captured (Loadouts.Capture), cut down to its weapons so it is smaller than any generated fit (the tractor // pickup and the rest are not in it), moved onto the given hull with no hull product, and stored under its name. private Loadout MakeBossLoadout(HullData hull, string name) { var like = SoldShipHulls().OrderBy(h => h.Name, StringComparer.Ordinal).First(); var random = new CultMath.Random(11); var generator = new LoadoutGenerator(ref random, _items, null, null, null, .5f); var ship = (Ship) EntitySerializer.Unpack(_items, null, generator.GenerateShipLoadout(h => h == like)); var fit = Loadouts.Capture(_items, ship, name); var armed = fit.Slots.Select((slot, index) => (slot, index)) .Where(entry => _cache.Get(entry.slot.Design).Behaviors.Any(behavior => behavior is WeaponData)).ToArray(); Assert.NotEmpty(armed); Assert.True(armed.Length < fit.Slots.Count, "the generated fit needs gear besides weapons for this fixture to tell a Loadout from a fit"); var renumbered = armed.Select((entry, number) => (entry.index, number)).ToDictionary(entry => entry.index, entry => entry.number); fit.WeaponGroups = fit.WeaponGroups.Select(group => group.Where(renumbered.ContainsKey).Select(index => renumbered[index]).ToArray()).ToArray(); fit.Slots = armed.Select(entry => entry.slot).ToList(); fit.Hull = _cache.RefOf(hull); fit.HullProduct = default; StoreLoadout(fit); return fit; } private static void SetBoss(Faction faction, Loadout loadout) => faction.BossLoadout = new CultRecordRef(Loadouts.KeyOf(loadout.Name)); // The demo's antagonist gets a boss Loadout on a hull nothing sells: the shipped catalog authors none. private Loadout GiveAntagonistABoss(Galaxy galaxy) { var boss = MakeBossLoadout(BossTestHull(), "Antagonist Boss"); SetBoss(Zhestokost(galaxy), boss); return boss; } // What a ship carries, cell by cell, as a Loadout would name it: position, rotation, design, product. private static string[] Cells(ItemManager items, EntityPack pack) { var captured = Loadouts.Capture(items, (Ship) EntitySerializer.Unpack(items, null, pack), "probe"); return captured.Slots.OrderBy(slot => slot.Position.x).ThenBy(slot => slot.Position.y) .Select(slot => $"{slot.Position.x},{slot.Position.y},{slot.Rotation},{items.ItemData.Get(slot.Design).Name},{(slot.Product.IsSet() ? items.ItemData.Get(slot.Product).Name : "-")}").ToArray(); } private string[] LoadoutCells(Loadout loadout) => loadout.Slots.OrderBy(slot => slot.Position.x).ThenBy(slot => slot.Position.y) .Select(slot => $"{slot.Position.x},{slot.Position.y},{slot.Rotation},{_cache.Get(slot.Design).Name},{(slot.Product.IsSet() ? _cache.Get(slot.Product).Name : "-")}").ToArray(); private LoadoutGenerator GeneratorFor(Galaxy galaxy, ItemManager items, Faction faction, uint seed) { var random = new CultMath.Random(seed); return new LoadoutGenerator(ref random, items, galaxy, galaxy.Exit, faction, .5f); } // What the pack holds, in order, by hull and faction: two zone packs that drew the same stream hold the same list. private static string[] Roster(ItemManager items, ZonePack pack) => pack.Entities.Select(entity => $"{HullName(items, entity)}|{(entity.Faction.IsSet() ? entity.Faction.Key.ToString() : "-")}").ToArray(); [Fact] public void Boss_spawns_once_in_boss_zone() { foreach (var seed in DemoSeeds.Take(3)) { var galaxy = DemoGalaxy(seed); GiveAntagonistABoss(galaxy); var antagonist = Zhestokost(galaxy); foreach (var zone in galaxy.Zones) { var bosses = BossZonePack(galaxy, _items, zone).Entities.Where(entity => entity.Boss).ToArray(); if (zone != galaxy.Exit) { Assert.Empty(bosses); continue; } var boss = Assert.Single(bosses); Assert.IsType(boss); Assert.Same(antagonist, _cache.Get(boss.Faction)); Assert.Equal("Boss Test Hull", HullName(_items, boss)); // Generation is repeatable per zone: the same zone yields the same boss hull. var again = Assert.Single(BossZonePack(galaxy, _items, zone).Entities, entity => entity.Boss); Assert.Equal(HullName(_items, boss), HullName(_items, again)); } } } // A zone that is not ambient still has its boss: the boss is the goal, not traffic. [Fact] public void Boss_spawns_in_a_zone_that_is_not_ambient() { var galaxy = DemoGalaxy(1); GiveAntagonistABoss(galaxy); var pack = BossZonePack(galaxy, _items, galaxy.Exit, ambient: false); Assert.Single(pack.Entities, entity => entity.Boss); Assert.DoesNotContain(pack.Entities, entity => !entity.Boss && entity is ShipPack); } // Faction.BossLoadout owns the boss. A decoy Loadout sorts before it by name and by key, so a resolver that takes the first // Loadout in the cache, or any Loadout but the referenced one, flies the wrong hull. [Fact] public void Boss_flies_its_factions_boss_loadout() { var galaxy = DemoGalaxy(1); var antagonist = Zhestokost(galaxy); var sold = SoldShipHulls().OrderBy(hull => hull.Name, StringComparer.Ordinal).First(); StoreLoadout(new Loadout { Name = "Aaa Decoy", Hull = _cache.RefOf(sold) }); var loadout = GiveAntagonistABoss(galaxy); Assert.Same(_cache.Get(antagonist.BossLoadout), Loadouts.BossOf(_cache, antagonist, out var refusal)); Assert.Equal(BossRefusal.None, refusal); Assert.Equal("Antagonist Boss", loadout.Name); var boss = Assert.Single(BossZonePack(galaxy, _items, galaxy.Exit).Entities, entity => entity.Boss); Assert.IsType(boss); Assert.Same(antagonist, _cache.Get(boss.Faction)); Assert.Equal("Boss Test Hull", HullName(_items, boss)); var again = Assert.Single(BossZonePack(galaxy, _items, galaxy.Exit).Entities, entity => entity.Boss); Assert.Equal(Cells(_items, boss), Cells(_items, again)); } // Ruling boss-gear-is-a-loadout: the boss carries exactly its Loadout, nothing drawn. The Loadout is weapons only, so any // pickup, extra gear, cargo or consumable on the boss is a generator pass that should not run. [Fact] public void Boss_carries_exactly_its_loadouts_cells() { var galaxy = DemoGalaxy(1); var loadout = GiveAntagonistABoss(galaxy); Assert.True(loadout.Slots.Count > 1); Assert.All(loadout.Slots, slot => Assert.True(slot.Product.IsSet(), "a captured fit pins every product")); foreach (var seed in new uint[] { 7, 8 }) { var items = LoggingItems(new List()); var boss = Assert.Single(BossZonePack(galaxy, items, galaxy.Exit, seed: seed).Entities, entity => entity.Boss); Assert.Equal(LoadoutCells(loadout), Cells(items, boss)); Assert.All(boss.Equipment, entry => Assert.DoesNotContain(items.GetData(entry.item).Behaviors, behavior => behavior is PickupData)); Assert.Empty(boss.CargoContents.SelectMany(bay => bay)); Assert.Empty(boss.DockingBayContents.SelectMany(bay => bay)); var captured = Loadouts.Capture(items, (Ship) EntitySerializer.Unpack(items, null, boss), "probe"); string[][] Groups(Loadout l) => l.WeaponGroups.Select(group => group.Select(i => $"{l.Slots[i].Position.x},{l.Slots[i].Position.y}").OrderBy(x => x, StringComparer.Ordinal).ToArray()).Where(group => group.Length > 0).ToArray(); Assert.Equal(Groups(loadout), Groups(captured)); } } // Ruling loadout-product-optional-context-chooses: a design-only slot takes the brand the boss's faction can get. The design has // an outsider's product that sorts first by name, so a chooser that takes the first product by name builds the wrong brand. [Fact] public void A_design_only_boss_slot_takes_a_brand_its_faction_can_get() { var galaxy = DemoGalaxy(1); var antagonist = Zhestokost(galaxy); var loadout = GiveAntagonistABoss(galaxy); var outfitter = GeneratorFor(galaxy, _items, antagonist, 1); var open = loadout.Slots.First(slot => _cache.GetAll().Any(product => product.Design.Key.Equals(slot.Design.Key) && outfitter.IsAvailable(product))); var template = _cache.GetAll().First(product => product.Design.Key.Equals(open.Design.Key)); open.Product = default; StoreLoadout(loadout); var options = CultDocumentMessagePackSerialization.OptionsFor(typeof(HullData).Assembly); var outsider = MessagePack.MessagePackSerializer.Deserialize(MessagePack.MessagePackSerializer.Serialize(template, options), options); outsider.Name = "Aaa Outsider"; foreach (var faction in _cache.GetAll().OrderBy(faction => faction.Name, StringComparer.Ordinal)) { outsider.Manufacturer = _cache.RefOf(faction); if (!outfitter.IsAvailable(outsider)) break; } Assert.False(outfitter.IsAvailable(outsider), "the outsider's maker is neither Zhestokost nor in its allegiance"); _cache.Upsert(outsider); var gettable = _cache.GetAll().Where(product => product.Design.Key.Equals(open.Design.Key) && outfitter.IsAvailable(product)).Select(product => product.Name).ToArray(); Assert.NotEmpty(gettable); foreach (var seed in new uint[] { 1, 2, 3, 4, 5 }) { var items = LoggingItems(new List()); var boss = Assert.Single(BossZonePack(galaxy, items, galaxy.Exit, seed: seed).Entities, entity => entity.Boss); var cell = Assert.Single(Cells(items, boss), c => c.StartsWith($"{open.Position.x},{open.Position.y},")); var brand = cell.Split(',').Last(); Assert.NotEqual("Aaa Outsider", brand); Assert.Contains(brand, gettable); } } // No generated fallback (rulings boss-gear-is-a-loadout, demo-boss-hull-invented): the shipped catalog authors no boss Loadout, // so Zhestokost has no boss. The refusal happens before anything is drawn. [Fact] public void Boss_without_a_boss_loadout_is_refused() { var galaxy = DemoGalaxy(1); var antagonist = Zhestokost(galaxy); Assert.Null(Loadouts.BossOf(_cache, antagonist, out var refusal)); Assert.Equal(BossRefusal.Unset, refusal); var log = new List(); var items = LoggingItems(log); var pack = BossZonePack(galaxy, items, galaxy.Exit); Assert.False(pack.BossSpawned); Assert.DoesNotContain(pack.Entities, entity => entity.Boss); Assert.Contains(log, line => line.Contains("Zhestokost has no boss") && line.Contains("sets no Faction.BossLoadout")); Assert.Contains(log, line => line.Contains("Galaxy.Exit") && line.Contains("exit-without-boss")); Assert.False(RunGoal.ExitOpen(new Zone(items, _planetSettings, pack, galaxy.Exit, galaxy))); // Nothing was drawn for the refused boss: the zone is the zone with no boss mapped at all. galaxy.BossZones.Clear(); var bare = BossZonePack(galaxy, LoggingItems(new List()), galaxy.Exit); Assert.NotEmpty(bare.Entities); Assert.Equal(Roster(items, bare), Roster(items, pack)); } // A reference to a Loadout the catalog does not hold is refused like no reference, and the log names the field, not the value. [Fact] public void A_missing_boss_loadout_is_refused() { var galaxy = DemoGalaxy(1); var antagonist = Zhestokost(galaxy); antagonist.BossLoadout = new CultRecordRef(Loadouts.KeyOf("No Such Loadout")); Assert.Null(Loadouts.BossOf(_cache, antagonist, out var refusal)); Assert.Equal(BossRefusal.Missing, refusal); var log = new List(); var items = LoggingItems(log); var pack = BossZonePack(galaxy, items, galaxy.Exit); Assert.False(pack.BossSpawned); Assert.DoesNotContain(pack.Entities, entity => entity.Boss); Assert.Contains(log, line => line.Contains("Zhestokost has no boss") && line.Contains("names a Faction.BossLoadout that is not in the catalog")); Assert.DoesNotContain(log, line => line.Contains("No Such Loadout") || line.Contains("sets no")); Assert.DoesNotContain(log, line => line.Contains("Zhestokost has no boss") && line.Contains("No Such")); } // A boss Loadout whose slots do not fit gives no boss: the log names the Loadout and every fit failure, and the gate stays sealed. [Fact] public void An_unbuildable_boss_loadout_spawns_no_boss() { var galaxy = DemoGalaxy(1); var loadout = GiveAntagonistABoss(galaxy); loadout.Slots[0].Position = new int2(999, 999); loadout.Slots[1].Position = new int2(998, 998); StoreLoadout(loadout); var log = new List(); var items = LoggingItems(log); var pack = BossZonePack(galaxy, items, galaxy.Exit, ambient: false); Assert.False(pack.BossSpawned); Assert.DoesNotContain(pack.Entities, entity => entity.Boss); var refusal = Assert.Single(log, line => line.Contains("Antagonist Boss") && line.Contains("does not fit")); Assert.Equal(2, Regex.Matches(refusal, "does not fit").Count); Assert.Contains("; ", refusal); Assert.False(RunGoal.ExitOpen(new Zone(items, _planetSettings, pack, galaxy.Exit, galaxy))); } // The existing market rule (ruling off-market-is-general): an item is on offer iff a product of it is. A hull no product makes // is never drawn, stocked or chosen, yet the boss whose Loadout names it flies it. [Fact] public void A_hull_no_product_makes_is_never_on_offer() { var galaxy = DemoGalaxy(1); var hull = BossTestHull(); GiveAntagonistABoss(galaxy); Assert.DoesNotContain(hull, LoadoutGenerator.SoldHulls(_cache)); var items = LoggingItems(new List()); for (uint seed = 1; seed <= 20; seed++) { var generator = GeneratorFor(galaxy, items, Zhestokost(galaxy), seed); var ship = generator.GenerateShipLoadout(); Assert.NotNull(ship); Assert.NotEqual(hull.Name, HullName(items, ship)); var station = generator.GenerateStationLoadout(); Assert.DoesNotContain(EntitySerializer.Items(station), item => items.GetData(item).Name == hull.Name); Assert.Null(generator.ChooseProduct(hull)); Assert.Null(generator.GenerateShipLoadout(candidate => candidate == hull)); } var boss = Assert.Single(BossZonePack(galaxy, items, galaxy.Exit).Entities, entity => entity.Boss); Assert.Equal(hull.Name, HullName(items, boss)); } // PlaceFactionsMain reads BossOf: with no reference set there is no boss zone, a reference to nothing places none, and the one // faction whose boss Loadout resolves is the one entry though another faction sorts first. [Fact] public void Main_galaxy_bosses_are_factions_with_a_boss_loadout() { Assert.Empty(RunStart.Generate(new MainGalaxy(), Inputs(() => 1)).BossZones); var factions = _cache.GetAll().OrderBy(faction => faction.Name, StringComparer.Ordinal).ToArray(); factions[0].BossLoadout = new CultRecordRef(Loadouts.KeyOf("No Such Loadout")); Assert.Empty(RunStart.Generate(new MainGalaxy(), Inputs(() => 1)).BossZones); var armed = MakeBossLoadout(BossTestHull(), "Main Boss"); SetBoss(factions[1], armed); var galaxy = RunStart.Generate(new MainGalaxy(), Inputs(() => 1)); var bossFaction = Assert.Single(galaxy.BossZones.Keys); Assert.Equal(factions[1].Name, bossFaction.Name); Assert.NotNull(Loadouts.BossOf(_cache, bossFaction, out _)); } [Fact] public void Exit_sealed_until_boss_dies() { var galaxy = DemoGalaxy(1); GiveAntagonistABoss(galaxy); var exit = ZoneOf(galaxy, galaxy.Exit); var boss = Assert.Single(exit.Entities, entity => entity.IsBoss); Assert.True(RunGoal.BossAlive(exit)); Assert.False(RunGoal.ExitOpen(exit)); // Death removes the boss from the zone (the one death path), and that alone opens the gate. boss.HeatstrokeDeath.OnNext(Unit.Default); Assert.False(exit.Entities.Any(x => ReferenceEquals(x, boss)), "the boss is removed from the exit"); Assert.False(RunGoal.BossAlive(exit)); Assert.True(RunGoal.ExitOpen(exit)); // No other zone is ever an exit, boss or no boss. foreach (var zone in galaxy.Zones.Where(zone => zone != galaxy.Exit)) Assert.False(RunGoal.ExitOpen(ZoneOf(galaxy, zone))); } // Continue: the mark is saved with the zone and restored, so a boss alive when the run was saved is alive after. [Fact] public void Boss_mark_survives_continue() { var (galaxy, arena, staged, failures) = Launch(new DemoTerminus(), Inputs(() => 1)); Assert.True(failures.Count == 0, string.Join("; ", failures)); GiveAntagonistABoss(galaxy); galaxy.Entrance.Contents = arena; galaxy.Exit.Contents = ZoneOf(galaxy, galaxy.Exit); var before = Assert.Single(galaxy.Exit.Contents.Entities, entity => entity.IsBoss); Assert.False(RunGoal.ExitOpen(galaxy.Exit.Contents)); var (game, zones) = RunSave.Capture(_cache, galaxy, arena, staged.Player, new SavedActionBarBinding[0], 0); RunSave.Commit(_cache, game, zones, _items.Lots); var restored = new Galaxy(_cache, _cache.GetGlobal(), _ => { }); var exit = new Zone(_items, _planetSettings, restored.Exit.PackedContents, restored.Exit, restored); var after = Assert.Single(exit.Entities, entity => entity.IsBoss); Assert.Equal(before.Name, after.Name); Assert.Equal(before.Faction.Name, after.Faction.Name); Assert.False(RunGoal.ExitOpen(exit)); after.HeatstrokeDeath.OnNext(Unit.Default); Assert.True(RunGoal.ExitOpen(exit)); } // The gate fails closed. The main galaxy puts its bosses on choke points, not at its exit, so its exit zone never gets // one: the gate stays sealed on arrival and when every boss in the galaxy dies, because a boss that never existed is // not a dead one. [Fact] public void Exit_sealed_where_no_boss_was_spawned_main_galaxy() { foreach (var seed in new uint[] { 1, 2, 3, 4, 5, 6, 7, 8 }) { var galaxy = RunStart.Generate(new MainGalaxy(), Inputs(() => seed)); var exit = ZoneOf(galaxy, galaxy.Exit); Assert.False(RunGoal.ExitOpen(exit), $"seed {seed}: the gate is open on arrival"); foreach (var boss in exit.Entities.Where(entity => entity.IsBoss).ToArray()) boss.HeatstrokeDeath.OnNext(Unit.Default); Assert.False(RunGoal.ExitOpen(exit), $"seed {seed}: the gate is open with no boss spawned"); } } // The same for a demo exit whose boss could not be built: the zone logs the gap by name and the gate stays sealed. [Fact] public void Exit_sealed_and_logged_when_the_boss_cannot_be_generated() { var galaxy = DemoGalaxy(1); galaxy.BossZones.Clear(); var log = new List(); var items = LoggingItems(log); var pack = BossZonePack(galaxy, items, galaxy.Exit); Assert.False(pack.BossSpawned); Assert.Contains(log, line => line.Contains("Galaxy.Exit") && line.Contains("exit-without-boss")); var exit = new Zone(items, _planetSettings, pack, galaxy.Exit, galaxy); Assert.False(RunGoal.ExitOpen(exit)); } // The gate is the exit zone's alone. The main galaxy puts bosses on choke points that are not its exit: such a zone's // boss spawns and dies, and no gate opens, because the exit-zone condition is what keeps a slain boss from winning. [Fact] public void Exit_open_only_in_the_exit_zone() { var galaxy = RunStart.Generate(new MainGalaxy(), Inputs(() => 1)); // The shipped catalog sets no boss Loadout, so the main galaxy places no boss: give a faction one and a boss zone that is // not the exit, as the generator would for a faction with a boss Loadout. This Loadout pins its hull's brand, so any faction // builds it whatever it can get. var faction = galaxy.Factions.First(); var hull = SoldShipHulls().OrderBy(h => h.Name, StringComparer.Ordinal).First(); var gate = MakeBossLoadout(hull, "Gate Boss"); gate.HullProduct = _cache.RefOf(_cache.GetAll().OrderBy(product => product.Name, StringComparer.Ordinal).First(product => _cache.Get(product.Design) == hull)); StoreLoadout(gate); SetBoss(faction, gate); var bossZone = galaxy.Zones.First(zone => zone != galaxy.Exit); galaxy.BossZones[faction] = bossZone; var log = new List(); var items = LoggingItems(log); var zone = new Zone(items, _planetSettings, BossZonePack(galaxy, items, bossZone), bossZone, galaxy); Assert.True(zone.Pack.BossSpawned, string.Join("; ", log)); Assert.NotEmpty(zone.Entities.Where(entity => entity.IsBoss)); foreach (var boss in zone.Entities.Where(entity => entity.IsBoss).ToArray()) boss.HeatstrokeDeath.OnNext(Unit.Default); Assert.False(RunGoal.BossAlive(zone)); Assert.False(RunGoal.ExitOpen(zone)); } // A boss killed before the save stays dead after it, and the gate stays open: the spawn fact travels with the zone. [Fact] public void Exit_open_after_save_of_a_slain_boss() { var galaxy = DemoGalaxy(1); GiveAntagonistABoss(galaxy); var exit = ZoneOf(galaxy, galaxy.Exit); Assert.Single(exit.Entities, entity => entity.IsBoss).HeatstrokeDeath.OnNext(Unit.Default); var repacked = exit.PackZone(); Assert.True(repacked.BossSpawned); Assert.DoesNotContain(repacked.Entities, entity => entity.Boss); Assert.True(RunGoal.ExitOpen(new Zone(_items, _planetSettings, repacked, galaxy.Exit, galaxy))); } // The gate shares no point with an adjacency wormhole: every one is farther from it than a ship's wormhole reach. [Fact] public void Exit_gate_shares_no_point_with_a_wormhole() { var ratio = float.Parse(File.ReadLines(Path.Combine(FindRepoRoot(), "Assets", "Resources", "Settings.asset")) .Select(line => Regex.Match(line, @"^ WormholeDistanceRatio: (.+)$")).First(match => match.Success).Groups[1].Value.Trim(), System.Globalization.CultureInfo.InvariantCulture); var reach = AuthoredSettings.Load(FindRepoRoot()).Read("GameplaySettings").WormholeExitRadius; foreach (var seed in DemoSeeds) { var galaxy = DemoGalaxy(seed); var zone = ZoneOf(galaxy, galaxy.Exit); var gate = RunGoal.ExitGatePosition(zone, ratio); foreach (var adjacent in galaxy.Exit.AdjacentZones) { var wormhole = math.normalize(adjacent.Position - galaxy.Exit.Position) * zone.Pack.Radius * ratio; Assert.True(math.length(gate - wormhole) > 2 * reach, $"seed {seed}: the exit gate sits {math.length(gate - wormhole)} from a wormhole"); } } } // The gate sits on the wormholes' radius, in the middle of the widest gap between neighbours, whatever the // neighbours' number and order: an empty ring, one, two straddling the +-pi seam, and eight spread evenly (every gap // under one radian). Checked against a brute-force sweep of every direction. [Theory] [InlineData(new double[0])] [InlineData(new[] { 40.0 })] [InlineData(new[] { 170.0, -170.0 })] [InlineData(new[] { 100.0, 10.0, 20.0, 350.0, -90.0 })] [InlineData(new[] { 0.0, 45.0, 90.0, 135.0, 180.0, -135.0, -90.0, -45.0 })] public void Exit_gate_sits_in_the_widest_gap_at_the_wormhole_radius(double[] neighbourDegrees) { var galaxy = DemoGalaxy(1); var zone = ZoneOf(galaxy, galaxy.Exit); const float ratio = 0.75f; var radius = zone.Pack.Radius * ratio; // Away from the origin and with close neighbours, so a direction taken from raw positions instead of the // offset from the zone cannot pass. var originalPosition = galaxy.Exit.Position; var origin = galaxy.Exit.Position = math.float2(500, -300); var original = galaxy.Exit.AdjacentZones; galaxy.Exit.AdjacentZones = neighbourDegrees .Select(degrees => new GalaxyZone { Position = origin + math.float2((float) Math.Cos(degrees * Math.PI / 180), (float) Math.Sin(degrees * Math.PI / 180)) * 10 }).ToList(); float2 gate; try { gate = RunGoal.ExitGatePosition(zone, ratio); } finally { galaxy.Exit.AdjacentZones = original; galaxy.Exit.Position = originalPosition; } Assert.Equal(radius, math.length(gate), 2); if (neighbourDegrees.Length == 0) { Assert.Equal(radius, gate.x, 2); Assert.Equal(0, gate.y, 2); return; } double Separation(double angle) => neighbourDegrees.Min(degrees => { var difference = Math.Abs(angle - degrees * Math.PI / 180) % (2 * Math.PI); return difference > Math.PI ? 2 * Math.PI - difference : difference; }); var best = Enumerable.Range(0, 7200).Max(step => Separation(step * Math.PI / 3600)); Assert.True(Separation(Math.Atan2(gate.y, gate.x)) >= best - 0.002, $"the gate's nearest wormhole is {Separation(Math.Atan2(gate.y, gate.x))} rad away; the widest gap's middle is {best}"); } // Two neighbours straight across leave two gaps of exactly pi: the first in ascending angle (from -pi) wins, so the // gate sits at +radius on y, not -radius. [Fact] public void Exit_gate_takes_the_first_of_equal_gaps() { var galaxy = DemoGalaxy(1); var zone = ZoneOf(galaxy, galaxy.Exit); const float ratio = 0.75f; var originalPosition = galaxy.Exit.Position; var origin = galaxy.Exit.Position = math.float2(500, -300); var original = galaxy.Exit.AdjacentZones; galaxy.Exit.AdjacentZones = new List { new GalaxyZone { Position = math.float2(510, -300) }, new GalaxyZone { Position = math.float2(490, -300) }, }; float2 gate; try { gate = RunGoal.ExitGatePosition(zone, ratio); } finally { galaxy.Exit.AdjacentZones = original; galaxy.Exit.Position = originalPosition; } Assert.Equal(0, gate.x, 3); Assert.Equal(zone.Pack.Radius * ratio, gate.y, 2); } // Soul's probes of cut boss-loadout pass s1, kept as behaviour: the rules the first eight tests let a mutant past. [Fact] public void The_boss_is_the_loadout_its_faction_names_even_when_another_loadout_shares_its_hull() { var galaxy = DemoGalaxy(1); var decoy = MakeBossLoadout(BossTestHull(), "Aaa Same Hull"); decoy.Slots = decoy.Slots.Take(1).ToList(); decoy.WeaponGroups = new int[0][]; StoreLoadout(decoy); var boss = GiveAntagonistABoss(galaxy); Assert.True(boss.Slots.Count > decoy.Slots.Count); var pack = Assert.Single(BossZonePack(galaxy, _items, galaxy.Exit).Entities, e => e.Boss); Assert.Equal(LoadoutCells(boss), Cells(_items, pack)); } [Theory] [InlineData(false)] [InlineData(true)] public void A_refused_boss_flies_no_catalog_loadout_and_draws_nothing(bool dangling) { var galaxy = DemoGalaxy(1); var hull = SoldShipHulls().OrderBy(h => h.Name, StringComparer.Ordinal).First(); StoreLoadout(new Loadout { Name = "Aaa Decoy", Hull = _cache.RefOf(hull) }); if (dangling) Zhestokost(galaxy).BossLoadout = new CultRecordRef(Loadouts.KeyOf("CANARY-7f3a")); var log = new List(); var items = LoggingItems(log); var pack = BossZonePack(galaxy, items, galaxy.Exit); var next = items.Random.NextFloat(); Assert.False(pack.BossSpawned); Assert.DoesNotContain(pack.Entities, e => e.Boss); Assert.DoesNotContain(log, l => l.Contains("CANARY")); galaxy.BossZones.Clear(); var bareItems = LoggingItems(new List()); var bare = BossZonePack(galaxy, bareItems, galaxy.Exit); Assert.Equal(Roster(bareItems, bare), Roster(items, pack)); Assert.Equal(bareItems.Random.NextFloat(), next); } [Fact] public void A_design_only_boss_slot_whose_design_only_outsiders_make_refuses_the_boss() { var galaxy = DemoGalaxy(1); var faction = Zhestokost(galaxy); var loadout = GiveAntagonistABoss(galaxy); var outfitter = GeneratorFor(galaxy, _items, faction, 1); var open = loadout.Slots.First(slot => _cache.GetAll().Any(p => p.Design.Key.Equals(slot.Design.Key) && outfitter.IsAvailable(p))); var outsider = _cache.GetAll().OrderBy(f => f.Name, StringComparer.Ordinal).First(f => f.Name != faction.Name && !faction.Allegiance.ContainsKey(_cache.RefOf(f))); foreach (var p in _cache.GetAll().Where(p => p.Design.Key.Equals(open.Design.Key))) p.Manufacturer = _cache.RefOf(outsider); Assert.Null(outfitter.ChooseProduct(_cache.Get(open.Design))); open.Product = default; StoreLoadout(loadout); var log = new List(); var pack = BossZonePack(galaxy, LoggingItems(log), galaxy.Exit, ambient: false); Assert.False(pack.BossSpawned); Assert.DoesNotContain(pack.Entities, e => e.Boss); Assert.Contains(log, l => l.Contains("Antagonist Boss") && l.Contains("no available product")); } [Fact] public void The_boss_path_draws_only_what_building_its_loadout_draws() { var galaxy = DemoGalaxy(1); var loadout = GiveAntagonistABoss(galaxy); var withBoss = LoggingItems(new List()); Assert.True(BossZonePack(galaxy, withBoss, galaxy.Exit, ambient: false).BossSpawned); var next = withBoss.Random.NextFloat(); galaxy.BossZones.Clear(); var expected = LoggingItems(new List()); BossZonePack(galaxy, expected, galaxy.Exit, ambient: false); var failures = new List(); Assert.NotNull(Loadouts.Materialize(expected, null, loadout, GeneratorFor(galaxy, expected, Zhestokost(galaxy), 7).ChooseProduct, failures)); Assert.Empty(failures); Assert.Equal(expected.Random.NextFloat(), next); } // Everything a generated zone exposes afterwards: the serialized ledger, the roster and the gear of its ships, and // the next draw of the item stream. A faction's generator stream shows in the ships it outfitted, so it is in the pack. private string ZoneFacts(ItemManager items, ZonePack pack) { var options = CultDocumentMessagePackSerialization.OptionsFor(typeof(HullData).Assembly); var bytes = Convert.ToHexString(System.Security.Cryptography.SHA256.HashData(MessagePack.MessagePackSerializer.Serialize(items.Lots, options))); var gear = pack.Entities.Select(entity => $"{HullName(items, entity)}|{(entity.Faction.IsSet() ? entity.Faction.Key.ToString() : "-")}|{(EntitySerializer.Unpack(items, null, entity) is Ship ? string.Join(";", Cells(items, entity)) : "-")}"); return $"ledger {bytes} NextLot={items.Lots.NextLot} lots={items.Lots.Lots.Count}\n{string.Join("\n", gear)}\nnext item draw {items.Random.NextFloat():R}"; } // The boss of the named faction, whose Loadout is made unbuildable by unbuild, refuses before anything is minted or drawn: the // zone is the zone with no boss in every state it exposes. The faction need not be the zone's nearest. private void AssertUnbuildableBossIsAsIfAbsent(string bossFaction, Action unbuild) { var galaxy = DemoGalaxy(1); var loadout = GiveAntagonistABoss(galaxy); unbuild(loadout); StoreLoadout(loadout); var boss = galaxy.Factions.Single(faction => faction.Name == bossFaction); Zhestokost(galaxy).BossLoadout = default; SetBoss(boss, loadout); galaxy.BossZones.Clear(); galaxy.BossZones[boss] = galaxy.Exit; var log = new List(); var items = LoggingItems(log); var pack = BossZonePack(galaxy, items, galaxy.Exit); Assert.False(pack.BossSpawned, bossFaction); Assert.Contains(log, line => line.Contains("Antagonist Boss") && line.Contains("cannot be built")); var bare = DemoGalaxy(1); bare.BossZones.Clear(); var bareItems = LoggingItems(new List()); var barePack = BossZonePack(bare, bareItems, bare.Exit); var expected = ZoneFacts(bareItems, barePack); var actual = ZoneFacts(items, pack); Assert.True(expected == actual, $"{bossFaction}: the zone with an unbuildable boss differs from the zone with none.\nno boss:\n{expected}\nunbuildable boss:\n{actual}\nlog: {string.Join(" / ", log)}"); } private IEnumerable AllFactionNames() => DemoGalaxy(1).Factions.Select(faction => faction.Name).OrderBy(name => name, StringComparer.Ordinal); private static void MoveOut(Loadout loadout, int slots) { for (var i = 0; i < slots; i++) loadout.Slots[i].Position = new int2(999 - i, 999 - i); } [Fact] public void An_unbuildable_boss_loadout_with_one_failure_leaves_the_zone_as_if_it_had_no_boss() { foreach (var faction in AllFactionNames()) AssertUnbuildableBossIsAsIfAbsent(faction, loadout => MoveOut(loadout, 1)); } [Fact] public void An_unbuildable_boss_loadout_with_several_failures_leaves_the_zone_as_if_it_had_no_boss() { foreach (var faction in AllFactionNames()) AssertUnbuildableBossIsAsIfAbsent(faction, loadout => MoveOut(loadout, 3)); } // A design-only slot asks the chooser, which draws its faction's stream; the fit is decided before it is asked. [Fact] public void An_unbuildable_boss_loadout_with_design_only_slots_leaves_the_zone_as_if_it_had_no_boss() { foreach (var faction in AllFactionNames()) AssertUnbuildableBossIsAsIfAbsent(faction, loadout => { foreach (var slot in loadout.Slots) slot.Product = default; Assert.Contains(loadout.Slots, slot => _cache.GetAll().Any(p => p.Design.Key.Equals(slot.Design.Key))); MoveOut(loadout, 1); loadout.Slots[loadout.Slots.Count - 1].Position = new int2(900, 900); }); } }