/* 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 CultMath; using GameCult.Caching; using UniRx; using Xunit; using static CultMath.math; using float2 = CultMath.float2; using float3 = CultMath.float3; using int2 = CultMath.int2; // Cut 12.3 (docs/fire-control-cut.md, "How a direct hit travels"): a resolved hit's damage now travels down // its own lane -- armour, then the occupying item, then whatever is left to the hull, in order -- replacing // Entity.DamageSchematic's even split and Entity.ApplyHit's 0.5-step march (both deleted by this cut). Builds // its own fixtures, the convention every cut's test file follows. Every armour value this file cares about is // set directly on Entity.Armor after Build, overriding the fixture's own flat HullData.Armor -- the only way // to get a non-uniform plate without a second hull-authoring path. public sealed class FireControlCut123Tests : IDisposable { private readonly string _root = Path.Combine(Path.GetTempPath(), "aetheria-firecontrolcut123-" + Guid.NewGuid().ToString("N")); private string Catalog => Path.Combine(_root, "Aetheria.cc"); public FireControlCut123Tests() => 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() => 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 = 1f, UnaidedAccuracy = .05f, UnaidedTracking = 10f, UnaidedPrecision = .3f, AgentMinHitProbability = 0f, BeamResolveInterval = .1f }; private static PerformanceStat Constant(float v) => new PerformanceStat { Min = v, Max = v }; 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; } 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[] Markers; public EquippedItem Cockpit; } // A shooter off the origin (Cut 11.3), a target over a caller-supplied hull shape, straight ahead so the // default facing (0,1) makes the shot travel exactly (0,1) in world XZ (velocity 0 -- PredictedIntercept // returns target.Position exactly, and the shooter/target share the same world X) -- the same clean // geometry FireControlCut12Tests' own SigmaFloor fixture relies on. A full-strength targeting system // (Accuracy 1, Resolution huge) so only the fixture's own geometry decides the numbers. private Engagement Build( GameplaySettings settings, Shape hullShape, float precision, float penetration = 0, float damageSpread = 0, float2? targetFacing = null, (int2 Cell, float Durability)[] markers = null, int2? cockpitCell = null, float cockpitDurability = 40) { var hullData = new HullData { Name = "Hull", HullType = HullType.Ship, Shape = hullShape, Durability = 100000, Mass = 1000, Armor = 1000, 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 = 100000, 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 GearData { Name = "Gun", Hardpoint = HardpointType.Sensors, Shape = new Shape(), Durability = 1, MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000, Behaviors = { new InstantWeaponData { Damage = Constant(5), Range = Constant(1000), MinRange = Constant(0), Velocity = Constant(0), Spread = Constant(0), DamageSpread = Constant(damageSpread), 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(precision), Tracking = Constant(100000f) } } }); cache.Upsert(new GearData { Name = "Marker", Hardpoint = HardpointType.Tool, Shape = new Shape(), Durability = 1000000, MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000 }); 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.FlushAsync().Wait(); var ledger = new ProvenanceLedger(); for (var i = 1; i <= 24; 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 = "Cut123", 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 }; 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 = Make("Gun", lot++, 1); 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 = Make("Gun", lot++, 1); Assert.True(target.TryEquip(targetGun, new int2(0, 0))); var markerItems = markers?.Select(m => { var mi = Make("Marker", lot++, m.Durability); Assert.True(target.TryEquip(mi, m.Cell), $"marker must fit at {m.Cell}"); return target.Equipment.Single(x => x.EquippableItem == mi); }).ToArray(); 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); } zone.Entities.Add(shooter); zone.Entities.Add(target); shooter.Activate(); target.Activate(); // Cut 11.3: the shooter sits off the origin. shooter.Position = float3(37, 0, -11); target.Position = float3(37, 0, 89); // 100 units straight ahead of the shooter -- travel direction is exactly (0,1) if (targetFacing != null) target.Direction = targetFacing.Value; shooter.Target.Value = target; shooter.EntityInfoGathered[target] = 1f; shooter.SetIff(target, true); zone.Update(1f); // fire times nonzero (Cut 11.3) return new Engagement { Items = items, Zone = zone, Shooter = shooter, Target = target, WeaponItem = weaponItem, Weapon = weapon, HullData = hullData, Markers = markerItems, Cockpit = cockpit }; } // Fires until a hit lands, retrying with a fresh shot each time (a miss already resolved and left the // pending queue empty) -- the roll can still miss outright, and none of these tests care which attempt // actually connects. private static ShotOutcome FireUntilHit(Engagement e, float? damageOverride = null, int attempts = 60) { ShotOutcome outcome = null; using var r = e.Zone.ShotResolved.Subscribe(o => outcome = o); for (var i = 0; i < attempts && (outcome == null || !outcome.Hit); i++) { outcome = null; FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter, damageOverride); e.Zone.Update(.01f); // velocity 0 -> zero flight time, commits and resolves in this tick } return outcome; } // DamageIsAbsorbedInOrderAlongTheRay replaces FireAuthorityTests.HardpointHitDamagesItemThenHull and // PenetrationMarchIsPlanar (both called the deleted Entity.ApplyHit directly). A 3x3 solid hull's only // interior cell (1,1) -- Shape.Shrink needs all 8 neighbours present -- carries a Tool item, so the marker // must sit on the centre column; every cell of that column shares the SAME lateral shadow (ell has only an // x component at this bearing, and every column-1 cell has x=1), so once a shot's committed Lateral falls // in that column's own interval, its lane is the full 3-cell column in near-to-far order -- (1,0) is always // the impact cell there, regardless of precision. Retries until a hit lands on that column (the other two // columns' own shadows are adjacent, not overlapping, so this is just "which column the draw picked", not a // low-probability corner). Damage 30, penetration 3: a 10-armour front cell, then the marker, then a // 50-armour soft cell the remainder never reaches. // Kills: an even split (would put damage/3 = 10 on every cell, exactly canceling the front armour by // coincidence but consuming only 10 of the marker's durability and 10 off the soft cell's -- distinguishing // both); items absorbing before armour (irrelevant here since the front cell carries no item, but the // marker cell's own Absorb call still checks armour(0) before the item); no carry-forward (would re-deal // the full 30 fresh to the marker instead of the 20 that survived the front cell, and would put 30 on the // soft cell instead of 0). [Fact] public void DamageIsAbsorbedInOrderAlongTheRay() { var e = Build(TestSettings(), SolidShape(3, 3), precision: 1f, penetration: 3f, markers: new[] { (new int2(1, 1), 1000000f) }); foreach (var c in e.HullData.Shape.Coordinates) { e.Target.Armor[c.x, c.y] = 0f; e.Target.MaxArmor[c.x, c.y] = 0f; } e.Target.Armor[1, 0] = 10f; e.Target.MaxArmor[1, 0] = 10f; // front: a plate e.Target.Armor[1, 2] = 50f; e.Target.MaxArmor[1, 2] = 50f; // soft cell: armoured but never reached var marker = e.Markers[0]; var markerDurabilityBefore = marker.EquippableItem.Durability; var hullBefore = e.Target.Hull.Durability; ShotOutcome outcome = null; for (var attempt = 0; attempt < 200 && (outcome == null || !outcome.Hit || outcome.Cell.x != 1); attempt++) outcome = FireUntilHit(e, damageOverride: 30f, attempts: 1); Assert.NotNull(outcome); Assert.True(outcome.Hit && outcome.Cell.x == 1, "fixture: needed a hit on the centre column within the attempt budget"); Assert.Equal(new int2(1, 0), outcome.Cell); // fixture precondition: (1,0) is always this column's impact cell Assert.Equal(0f, e.Target.Armor[1, 0]); // 10 armour fully consumed Assert.Equal(markerDurabilityBefore - 20f, marker.EquippableItem.Durability, 2); // the carried-forward 20 Assert.Equal(50f, e.Target.Armor[1, 2]); // untouched -- the remainder never reached it Assert.Equal(hullBefore, e.Target.Hull.Durability); // nothing left over for the hull } // ArmourFacesTheShot: only the bow half (y >= height/2) of a 1x9 hull carries a plate, penetration 0 so only // the impact cell can ever record a hit. For each of three facings, including one where |fx| > |fy|, the // shooter is repositioned so the shot's own TravelDirection is EXACTLY that facing -- the same relationship // FireControlCut12Tests.TurningArmourIntoTheShotTakesItOnTheArmour uses (Direction = travelDirection exposes // the stern; Direction = -travelDirection exposes the bow), just repeated at three different WORLD // directions instead of one, so the bearing this produces is exactly (0,1) or (0,-1) in schematic space // every time (R7: the schematic frame is planar for any world facing, not only the default one) -- with no // diagonal bearing in play, there is no lane-selection ambiguity to fight, only Entity.ToSchematic's own // rotation to check. [Fact] public void ArmourFacesTheShot() { var shape = SolidShape(1, 9); var e = Build(TestSettings(), shape, precision: .4f, penetration: 0f); for (var y = 0; y < shape.Height; y++) { e.Target.Armor[0, y] = y >= 5 ? 1f : 0f; e.Target.MaxArmor[0, y] = e.Target.Armor[0, y]; } void CheckOneDirection(float2 travelDirection, bool bowFacesShot) { e.Shooter.Position = e.Target.Position - float3(travelDirection.x, 0, travelDirection.y) * 100f; e.Target.Direction = bowFacesShot ? -travelDirection : travelDirection; var actualTravel = FireControl.TravelDirection(e.Weapon, e.Shooter, e.Target); Assert.Equal(travelDirection.x, actualTravel.x, 3); // fixture precondition Assert.Equal(travelDirection.y, actualTravel.y, 3); var hitCells = new List(); using var s = e.Target.ArmorDamage.Subscribe(x => hitCells.Add(x.pos)); for (var i = 0; i < 60; i++) { FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter); e.Zone.Update(.01f); } Assert.True(hitCells.Count > 5, $"expected several hits for travel direction {travelDirection}, bow facing {bowFacesShot}, got {hitCells.Count}"); foreach (var c in hitCells) if (bowFacesShot) Assert.True(c.y >= 5, $"bow should face the shot, but {c} is on the stern half"); else Assert.True(c.y < 5, $"stern should face the shot, but {c} is on the bow half"); } void Check(float2 travelDirection) { travelDirection = normalize(travelDirection); CheckOneDirection(travelDirection, bowFacesShot: true); CheckOneDirection(travelDirection, bowFacesShot: false); } Check(float2(0, 1)); Check(float2(.8f, .6f)); Check(float2(.9f, .3f)); // |fx| > |fy| } // BuriedCockpitNeedsPenetration: a 3x3 solid hull's only interior cell (1,1) -- Shape.Shrink needs all 8 // neighbours present, which only the centre of a 3x3 has -- carries a Cockpit item, ringed by the hull's // own 8 border cells. Firing straight down any of the 4 axis-aligned bearings crosses exactly one ring // cell before the cockpit (and one more after, unread since nothing needs to go further). [Fact] public void BuriedCockpitNeedsPenetration() { float RunOnce(float2 facing, float penetration, float damage, float ringArmor) { var e = Build(TestSettings(), SolidShape(3, 3), precision: 1f, penetration: penetration, targetFacing: facing, cockpitCell: new int2(1, 1), cockpitDurability: 1000f); foreach (var c in e.HullData.Shape.Coordinates) { var isRing = c.x != 1 || c.y != 1; e.Target.Armor[c.x, c.y] = isRing ? ringArmor : 0f; e.Target.MaxArmor[c.x, c.y] = e.Target.Armor[c.x, c.y]; } var before = e.Cockpit.EquippableItem.Durability; var outcome = FireUntilHit(e, damageOverride: damage); Assert.NotNull(outcome); Assert.True(outcome.Hit, $"fixture: facing {facing} must eventually hit"); return before - e.Cockpit.EquippableItem.Durability; } // Penetration 0: only the ring's own facing cell is ever reached -- the cockpit, one cell further in, // must be untouched from all four axis-aligned bearings. foreach (var facing in new[] { float2(0, 1), float2(0, -1), float2(1, 0), float2(-1, 0) }) Assert.Equal(0f, RunOnce(facing, penetration: 0f, damage: 40f, ringArmor: 5f)); // A penetration that clears the ring (one cell, entry difference ~1): the cockpit takes exactly the // damage minus what the ring absorbed. var lost = RunOnce(float2(0, 1), penetration: 2f, damage: 40f, ringArmor: 5f); Assert.Equal(35f, lost, 2); // Enough damage, with the ring cleared, destroys the cockpit and fires Death with CockpitDestroyed. { var e = Build(TestSettings(), SolidShape(3, 3), precision: 1f, penetration: 2f, targetFacing: float2(0, 1), cockpitCell: new int2(1, 1), cockpitDurability: 20f); foreach (var c in e.HullData.Shape.Coordinates) { var isRing = c.x != 1 || c.y != 1; e.Target.Armor[c.x, c.y] = isRing ? 0f : 0f; e.Target.MaxArmor[c.x, c.y] = 0f; } CauseOfDeath? death = null; using var d = e.Target.Death.Subscribe(cod => death = cod); var outcome = FireUntilHit(e, damageOverride: 100f); Assert.NotNull(outcome); Assert.Equal(CauseOfDeath.CockpitDestroyed, death); } } // SpreadWidensTheImpactAcrossLanes: spread 1 (n=1, three parallel lanes one cell apart) at penetration 0 -- // a 3-wide, 2-tall hull, stern (y=0) facing the shot (default facing == travel direction, Cut 12's own // TurningArmourIntoTheShotTakesItOnTheArmour convention). Retries until the committed impact lands on the // centre column (x=1), so the three lanes are exactly this hull's three columns, each with its own // facing-edge cell at y=0. [Fact] public void SpreadWidensTheImpactAcrossLanes() { var e = Build(TestSettings(), SolidShape(3, 2), precision: .6f, penetration: 0f, damageSpread: 1f); for (var x = 0; x < 3; x++) for (var y = 0; y < 2; y++) { e.Target.Armor[x, y] = 0f; e.Target.MaxArmor[x, y] = 0f; } ShotOutcome outcome = null; var hitCells = new List<(int2 pos, float damage)>(); using (e.Target.ArmorDamage.Subscribe(x => hitCells.Add(x))) { for (var attempt = 0; attempt < 200; attempt++) { hitCells.Clear(); outcome = FireUntilHit(e, attempts: 1); if (outcome != null && outcome.Hit && outcome.Cell.x == 1) break; } } Assert.NotNull(outcome); Assert.True(outcome.Hit && outcome.Cell.x == 1, "fixture: needed a hit landing on the centre column within the attempt budget"); // Exactly the three facing-edge cells (y=0), damage/3 each; nothing behind them (y=1). var byCell = hitCells.GroupBy(h => h.pos).ToDictionary(g => g.Key, g => g.Sum(h => h.damage)); Assert.Equal(3, byCell.Count); foreach (var x in new[] { 0, 1, 2 }) { Assert.True(byCell.TryGetValue(new int2(x, 0), out var d), $"expected a hit on facing cell ({x},0)"); Assert.Equal(5f / 3f, d, 3); // weapon Damage is 5 (this fixture's Gun, no override) Assert.False(byCell.ContainsKey(new int2(x, 1)), $"cell ({x},1) is behind the facing edge and must be untouched"); } } // ARayThroughACornerCrossesTheCornerCell: the diagonal case the old 0.5-step march (Entity.ApplyHit, // deleted by this cut) could skip. A bearing angled off both axes and a lateral offset comfortably inside // one cell's own shadow (not on a shared boundary) crosses several cells; the exact slab walk must not // drop one of them the way a fixed-step Euclidean march could stumble at a shared corner. [Fact] public void ARayThroughACornerCrossesTheCornerCell() { var shape = SolidShape(3, 3); var hull = new HullData { Name = "Diagonal", HullType = HullType.Ship, Shape = shape }; var b = normalize(float2(1, 1)); var buffer = new LaneCell[shape.Coordinates.Length]; var count = FireControl.Lane(hull, b, -0.1f, buffer); var cells = Enumerable.Range(0, count).Select(i => buffer[i].Cell).ToList(); Assert.Contains(new int2(0, 0), cells); Assert.Contains(new int2(1, 1), cells); Assert.Contains(new int2(2, 2), cells); Assert.True(cells.IndexOf(new int2(0, 0)) < cells.IndexOf(new int2(1, 1))); Assert.True(cells.IndexOf(new int2(1, 1)) < cells.IndexOf(new int2(2, 2))); } // LaneRemainderReachesTheHull (Q12-3 = A): a ray that exits a thin, bare hull -- both cells reached, no // armour anywhere -- delivers its whole remainder to Hull.Durability, not to nowhere. [Fact] public void LaneRemainderReachesTheHull() { var e = Build(TestSettings(), SolidShape(1, 2), precision: 1f, penetration: 5f); e.Target.Armor[0, 0] = 0f; e.Target.MaxArmor[0, 0] = 0f; e.Target.Armor[0, 1] = 0f; e.Target.MaxArmor[0, 1] = 0f; // Every fixture's target carries a bystander Gun at (0,0) (Entity.Update NREs on an entity that never // equipped anything) -- irrelevant to this test, but its own 1 durability would otherwise eat 1 of the // 40 damage as a confound. Zeroing it here removes that, matching what "no armour or item anywhere" // actually needs. e.Target.GearOccupancy[0, 0].EquippableItem.Durability = 0f; var hullBefore = e.Target.Hull.Durability; var outcome = FireUntilHit(e, damageOverride: 40f); Assert.NotNull(outcome); Assert.True(outcome.Hit); Assert.Equal(hullBefore - 40f, e.Target.Hull.Durability, 2); } // Stryker survivor triage (this cut's own changed lines): Entity.Absorb's `d > 0f` guard boundary-flipped to // `d >= 0f` survived -- at exactly 0 incoming, real code emits nothing ("only for incoming > 0"), the mutant // would additionally fire ArmorDamage(cell, 0). Not a rare float coincidence: a spent lane (rem already 0) // walks past every remaining cell in FireControl.Apply's own loop, so this is the ordinary "nothing left" // case, not an edge case. [Fact] public void AbsorbEmitsNothingAtExactlyZeroIncomingDamage() { var e = Build(TestSettings(), SolidShape(3, 3), precision: 1f, markers: new[] { (new int2(1, 1), 50f) }); e.Target.Armor[1, 1] = 5f; e.Target.MaxArmor[1, 1] = 5f; var marker = e.Markers[0]; var armorEvents = 0; var itemEvents = 0; using var a = e.Target.ArmorDamage.Subscribe(_ => armorEvents++); using var i = e.Target.ItemDamage.Subscribe(_ => itemEvents++); var remainder = e.Target.Absorb(new int2(1, 1), 0f); Assert.Equal(0f, remainder); Assert.Equal(0, armorEvents); Assert.Equal(0, itemEvents); Assert.Equal(5f, e.Target.Armor[1, 1]); Assert.Equal(50f, marker.EquippableItem.Durability); } // Stryker survivor: Entity.Absorb's `d > 0.1f` item-phase guard boundary-flipped to `d >= 0.1f` survived -- // at exactly 0.1f remaining after armor, real code leaves the item untouched (the remainder returns to the // caller instead), the mutant would additionally spend it on the item. [Fact] public void AbsorbLeavesTheItemUntouchedAtExactlyPointOneRemaining() { var e = Build(TestSettings(), SolidShape(3, 3), precision: 1f, markers: new[] { (new int2(1, 1), 50f) }); e.Target.Armor[1, 1] = 0f; e.Target.MaxArmor[1, 1] = 0f; // bare, so the whole .1f reaches the item check var marker = e.Markers[0]; var itemEvents = 0; using var i = e.Target.ItemDamage.Subscribe(_ => itemEvents++); var remainder = e.Target.Absorb(new int2(1, 1), 0.1f); Assert.Equal(0.1f, remainder, 3); Assert.Equal(0, itemEvents); Assert.Equal(50f, marker.EquippableItem.Durability); } // Stryker survivor: Entity.DamageHull's `damage > .1f` guard boundary-flipped to `damage >= .1f` survived -- // at exactly 0.1f, real code does nothing; the mutant would subtract it from Hull.Durability and fire // HullDamage. [Fact] public void DamageHullDoesNothingAtExactlyPointOne() { var e = Build(TestSettings(), SolidShape(1, 2), precision: 1f); var before = e.Target.Hull.Durability; var events = 0; using var h = e.Target.HullDamage.Subscribe(_ => events++); e.Target.DamageHull(0.1f); Assert.Equal(0, events); Assert.Equal(before, e.Target.Hull.Durability); } // Stryker survivor: FireControl.Apply's `target.IncomingHit.OnNext(shot.Source)` (moved here from the // deleted Entity.ApplyHit's own first line) survived a Statement-to-";" mutation -- nothing asserted that // it still fires on a resolved, unshielded hit. [Fact] public void ApplyFiresIncomingHitOnAResolvedHit() { var e = Build(TestSettings(), SolidShape(3, 3), precision: 1f); Entity source = null; using var s = e.Target.IncomingHit.Subscribe(src => source = src); var outcome = FireUntilHit(e, damageOverride: 5f); Assert.NotNull(outcome); Assert.True(outcome.Hit); Assert.Same(e.Shooter, source); } // Stryker survivors: FireControl.Apply's two `walked[li] > 0` checks (metalLanes counting, and the // absorb-loop entry) both boundary-flipped to `walked[li] >= 0` survived -- since a lane count can never be // negative, `>= 0` is always true, so BOTH mutants make every lane count as "met metal" and enter the // absorb loop, even a lane that is entirely off the hull. A 1-wide hull with spread 1 (3 lanes: centre plus // one on each side) puts the two side lanes off-hull by construction -- only the centre lane can ever find // metal. The metalLanes mutant would divide the shot's damage by 3 instead of 1 (a wrong, smaller number // reaching the one real cell); the loop-entry mutant would additionally walk the two off-hull lanes with // `walked[li]` still correctly 0 iterations internally, but still fall through to `hullDamage += rem` // (rem never consumed), leaking a full extra damagePerLane share into the hull for each miss. [Fact] public void LanesThatMissTheHullNeitherDiluteTheSplitNorLeakDamage() { var e = Build(TestSettings(), SolidShape(1, 9), precision: .4f, penetration: 0f, damageSpread: 1f); for (var y = 0; y < 9; y++) { e.Target.Armor[0, y] = 1000f; e.Target.MaxArmor[0, y] = 1000f; } var hullBefore = e.Target.Hull.Durability; var hits = new List<(int2 pos, float damage)>(); using var s = e.Target.ArmorDamage.Subscribe(x => hits.Add(x)); var outcome = FireUntilHit(e, damageOverride: 30f); Assert.NotNull(outcome); Assert.True(outcome.Hit); Assert.Single(hits); // only the centre lane's own impact cell ever records armour damage Assert.Equal(30f, hits[0].damage, 2); // the WHOLE damage, not damage/3 -- metalLanes counted only the hit Assert.Equal(hullBefore, e.Target.Hull.Durability); // nothing leaked to the hull from the off-hull lanes } // Stryker survivor: FireControl.Apply's penetration cutoff (`Entry - impactEntry >= shot.Penetration`) // boundary-flipped to `>` survived -- not a rare float coincidence: an axis-aligned lane's entry values are // exact integers (schematic cell spacing), so penetration authored as an exact integer routinely lands // exactly on a cell's own entry difference. Penetration 2 exactly against a 3-cell column (entries ~0,1,2): // the third cell sits exactly AT the boundary and must be excluded ("< penetration" is reached; the mutant // would let it through). // F3 fix batch (Soul, 2026-09-25): the marker at (1,1) used to carry 1e6 durability, so it alone absorbed // the whole 30 damage before the walk could ever reach (1,2) -- the boundary cell took 0 whether the `>` // mutant let it through or not, so the test could not fail. The marker now carries only 10, leaving a // remainder large enough that (1,2) would visibly lose armour if the walk reached it. [Fact] public void PenetrationExcludesACellExactlyAtItsOwnBoundary() { var e = Build(TestSettings(), SolidShape(3, 3), precision: 1f, penetration: 2f, markers: new[] { (new int2(1, 1), 10f) }); foreach (var c in e.HullData.Shape.Coordinates) { e.Target.Armor[c.x, c.y] = 0f; e.Target.MaxArmor[c.x, c.y] = 0f; } e.Target.Armor[1, 2] = 50f; e.Target.MaxArmor[1, 2] = 50f; // exactly at entry-diff 2 == penetration var marker = e.Markers[0]; ShotOutcome outcome = null; for (var attempt = 0; attempt < 200 && (outcome == null || !outcome.Hit || outcome.Cell.x != 1); attempt++) outcome = FireUntilHit(e, damageOverride: 30f, attempts: 1); Assert.NotNull(outcome); Assert.True(outcome.Hit && outcome.Cell.x == 1, "fixture: needed a hit on the centre column within the attempt budget"); Assert.Equal(new int2(1, 0), outcome.Cell); Assert.Equal(0f, marker.EquippableItem.Durability); // fixture: the marker's own 10 is fully spent, 20 left over Assert.Equal(50f, e.Target.Armor[1, 2]); // exactly at entry-diff 2 -- excluded, not "< penetration" -- the // remaining 20 would otherwise have visibly damaged it } // F3: a non-integer penetration depth. Entries down an axis-aligned column are exact integers, so a // fractional penetration is never itself a boundary -- this pins the ordinary "< penetration" comparison at // a depth that isn't a round number, independent of the exact-integer boundary case above. [Fact] public void PenetrationExcludesCellsBeyondANonIntegerDepth() { var e = Build(TestSettings(), SolidShape(1, 4), precision: 1f, penetration: 1.5f); e.Target.Armor[0, 0] = 5f; e.Target.MaxArmor[0, 0] = 5f; // entry-diff 0: always reached e.Target.Armor[0, 1] = 5f; e.Target.MaxArmor[0, 1] = 5f; // entry-diff 1: within 1.5, reached e.Target.Armor[0, 2] = 50f; e.Target.MaxArmor[0, 2] = 50f; // entry-diff 2: beyond 1.5, excluded e.Target.Armor[0, 3] = 50f; e.Target.MaxArmor[0, 3] = 50f; // entry-diff 3: beyond 1.5, excluded e.Target.GearOccupancy[0, 0].EquippableItem.Durability = 0f; // remove the bystander Gun's own 1 durability var hullBefore = e.Target.Hull.Durability; var outcome = FireUntilHit(e, damageOverride: 30f); Assert.NotNull(outcome); Assert.True(outcome.Hit); Assert.Equal(0f, e.Target.Armor[0, 0]); // 5 consumed Assert.Equal(0f, e.Target.Armor[0, 1]); // 5 consumed Assert.Equal(50f, e.Target.Armor[0, 2]); // untouched -- beyond the 1.5 depth Assert.Equal(50f, e.Target.Armor[0, 3]); // untouched -- beyond the 1.5 depth Assert.Equal(hullBefore - 20f, e.Target.Hull.Durability, 2); // 30 - 5 - 5 left over for the hull } // F4: a U-shaped hull, notched. Two arms (x=0 and x=2) rise from a connecting base (y=0); the left arm has // a gap at y=1 -- present at y=0,2,3, missing at y=1 (so the lane hits the base at y=0, a gap at y=1, then // the rest of the arm at y=2,3). An AP round (no blast) with ample penetration must stop at that first gap // and leave the far side of the notch (y=2,3, "the far prong") untouched. Kills the Stryker survivor that // deletes Lane's own contiguity break (`FireControl.cs:~895`, M9): without it, Lane would keep walking past // the gap and Apply would spend damage on cells the real rule says are unreachable. private static Shape NotchedU() { var shape = new Shape(3, 4); shape[new int2(0, 0)] = true; shape[new int2(0, 2)] = true; shape[new int2(0, 3)] = true; // left arm, notch at y=1 for (var y = 0; y < 4; y++) shape[new int2(2, y)] = true; // right arm, solid shape[new int2(1, 0)] = true; // the base connecting the two arms return shape; } [Fact] public void AnAPRoundStopsAtTheFirstGapAndLeavesTheFarSideOfTheNotchUntouched() { var e = Build(TestSettings(), NotchedU(), precision: 1f, penetration: 10f); // ample: more than the whole hull's depth foreach (var c in e.HullData.Shape.Coordinates) { e.Target.Armor[c.x, c.y] = 0f; e.Target.MaxArmor[c.x, c.y] = 0f; } e.Target.Armor[0, 0] = 5f; e.Target.MaxArmor[0, 0] = 5f; // near side of the notch e.Target.Armor[0, 2] = 1000f; e.Target.MaxArmor[0, 2] = 1000f; // far side -- must stay untouched e.Target.Armor[0, 3] = 1000f; e.Target.MaxArmor[0, 3] = 1000f; // far side -- must stay untouched e.Target.GearOccupancy[0, 0].EquippableItem.Durability = 0f; // remove the bystander Gun's own 1 durability // The hull's other arm (x=2) carries no armour, so a stray hit landing there while retrying for the // notched column would leak its own damage straight to the hull -- tracked here per-attempt (reset each // retry) so only the accepted attempt's own contribution is asserted, not a cross-attempt total. var hullThisAttempt = 0f; ShotOutcome outcome = null; using (e.Target.HullDamage.Subscribe(x => hullThisAttempt += x)) { for (var attempt = 0; attempt < 200 && (outcome == null || !outcome.Hit || outcome.Cell.x != 0); attempt++) { hullThisAttempt = 0f; outcome = FireUntilHit(e, damageOverride: 40f, attempts: 1); } } Assert.NotNull(outcome); Assert.True(outcome.Hit && outcome.Cell.x == 0, "fixture: needed a hit on the notched arm within the attempt budget"); Assert.Equal(new int2(0, 0), outcome.Cell); // fixture precondition: the base is always this lane's impact cell Assert.Equal(0f, e.Target.Armor[0, 0]); // 5 consumed Assert.Equal(1000f, e.Target.Armor[0, 2]); // untouched -- beyond the first gap Assert.Equal(1000f, e.Target.Armor[0, 3]); // untouched -- beyond the first gap Assert.Equal(35f, hullThisAttempt, 2); // 40 - 5 left over for the hull, not spent past the gap } // F5: side-lane remainders must reach the hull too, axis-aligned so the lanes share no cells and lane // order cannot matter (Q12-3 = A, "the lane remainder goes into the hull where the lane ends"). A 3x2 // hull, spread 1 (three one-cell-wide columns), armour only on the facing row: every lane's remainder // survives the facing cell and must land in the hull. Kills the Stryker survivor that guards the // hull-remainder add with `if (li == n)` (only the centre lane's remainder would count). [Fact] public void EverySideLanesRemainderReachesTheHullNotOnlyTheCentreLanes() { var e = Build(TestSettings(), SolidShape(3, 2), precision: .6f, penetration: 2f, damageSpread: 1f); for (var x = 0; x < 3; x++) for (var y = 0; y < 2; y++) { e.Target.Armor[x, y] = y == 0 ? 1f : 0f; e.Target.MaxArmor[x, y] = 1f; var occ = e.Target.GearOccupancy[x, y]; if (occ != null) occ.EquippableItem.Durability = 0f; // remove the bystander Gun's own 1 durability } // Tracked per-attempt (reset each retry), the same reasoning as the notched-U test above: a stray hit on // the wrong lateral offset still spends real damage on this hull, and would otherwise contaminate a // before/after total taken across every retry. var hullThisAttempt = 0f; ShotOutcome outcome = null; using (e.Target.HullDamage.Subscribe(x => hullThisAttempt += x)) { for (var attempt = 0; attempt < 200 && (outcome == null || !outcome.Hit || outcome.Cell.x != 1); attempt++) { hullThisAttempt = 0f; outcome = FireUntilHit(e, damageOverride: 15f, attempts: 1); } } Assert.NotNull(outcome); Assert.True(outcome.Hit && outcome.Cell.x == 1, "fixture: needed a hit landing on the centre column within the attempt budget"); // Each lane: 15/3 = 5 per lane, minus the facing cell's 1 armour = 4 left over; three lanes -> 12. Assert.Equal(12f, hullThisAttempt, 2); } // F6: armour and an occupying item on the SAME cell -- no existing fixture combines them, so "armour // absorbs first" (Entity.Absorb) was only ever exercised with one or the other. Direct calls to Absorb, // matching this file's own existing style for pinning its per-cell arithmetic (AbsorbEmitsNothingAt..., // AbsorbLeavesTheItemUntouchedAt...). Kills a swap of the armour and item blocks in Absorb. [Fact] public void AbsorbSpendsArmourBeforeTheItemOnTheSameCell() { var e = Build(TestSettings(), SolidShape(3, 3), precision: 1f, markers: new[] { (new int2(1, 1), 50f) }); var marker = e.Markers[0]; void Reset() { e.Target.Armor[1, 1] = 10f; e.Target.MaxArmor[1, 1] = 10f; marker.EquippableItem.Durability = 50f; } Reset(); var lessThanArmour = e.Target.Absorb(new int2(1, 1), 5f); Assert.Equal(0f, lessThanArmour); Assert.Equal(5f, e.Target.Armor[1, 1]); // 5 of the 10 spent Assert.Equal(50f, marker.EquippableItem.Durability); // item untouched -- armour alone covered it Reset(); var moreThanArmourLessThanBoth = e.Target.Absorb(new int2(1, 1), 25f); Assert.Equal(0f, moreThanArmourLessThanBoth); Assert.Equal(0f, e.Target.Armor[1, 1]); // the whole 10 spent Assert.Equal(35f, marker.EquippableItem.Durability, 2); // exactly the 15 excess Reset(); var moreThanBoth = e.Target.Absorb(new int2(1, 1), 80f); Assert.Equal(20f, moreThanBoth, 2); // exactly 80 - 10 - 50 Assert.Equal(0f, e.Target.Armor[1, 1]); Assert.Equal(0f, marker.EquippableItem.Durability); } // F7: direct-hit frame handedness at |fx| > |fy| is otherwise only guarded by Cut 11's Splash tests, which // 12.4 deletes. A target facing (2,1) normalized (|fx| > |fy|), shot from its own starboard side (computed // here independently of Entity.ToSchematic, as the standard right-perpendicular of the facing -- the same // relationship ToSchematic is supposed to implement, not a call into it). Only starboard-half cells (x >= // width/2 in the hull's own schematic frame) carry armour; port cells (x < width/2) do not. Kills a flip of // ToSchematic's right axis when |fx| > |fy| (M6a). [Fact] public void ADirectHitFromStarboardDamagesStarboardCellsWhenFacingIsMostlyLateral() { var shape = SolidShape(5, 5); var facing = normalize(float2(2, 1)); // |fx| > |fy| var e = Build(TestSettings(), shape, precision: .4f, penetration: 0f, targetFacing: facing); // Starboard is the standard right-perpendicular of the facing (forward.y, -forward.x) -- computed here, // not read from Entity.ToSchematic. var starboardWorld = float2(facing.y, -facing.x); e.Shooter.Position = e.Target.Position + float3(starboardWorld.x, 0, starboardWorld.y) * 100f; // shooter sits to starboard for (var x = 0; x < 5; x++) for (var y = 0; y < 5; y++) { var starboard = x >= 3; // starboard half; x == 2 (the middle column) is left ambiguous and unarmoured e.Target.Armor[x, y] = x <= 1 ? 0f : starboard ? 1f : 0f; e.Target.MaxArmor[x, y] = 1f; } var hitCells = new List(); using var s = e.Target.ArmorDamage.Subscribe(x => hitCells.Add(x.pos)); for (var i = 0; i < 80; i++) { FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter); e.Zone.Update(.01f); } Assert.True(hitCells.Count > 5, $"expected several hits, got {hitCells.Count}"); foreach (var c in hitCells) Assert.True(c.x >= 3, $"starboard should face the shot, but {c} is on the port side"); } // ===================== F1: an independent direct-hit model at angled bearings ===================== // Every existing test through Fire commits at (0,+-1) -- ARayThroughACornerCrossesTheCornerCell calls Lane // directly instead. This model is an exact double-precision ray/box walk, independent of // FireControl.Lane/AlongBearing/SlabAxis, ported from the Soul probe (SoulApply123.cs) that verified this // cut's arithmetic against production to 14,984/15,000 shots (the 16 mismatches were a float boundary). // Used only to compute these tests' own expected values -- never to call production. private struct MCell { public int2 C; public double En, Ex; } private static List ModelLane(Shape shape, double bx, double by, double s) { double lx = -by, ly = bx; var all = new List(); foreach (var c in shape.Coordinates) { double t0 = double.NegativeInfinity, t1 = double.PositiveInfinity; var ok = true; void Ax(double d, double p0, double lo, double hi) { if (!ok) return; if (Math.Abs(d) < 1e-12) { if (!(p0 > lo && p0 < hi)) ok = false; return; } var a = (lo - p0) / d; var q = (hi - p0) / d; t0 = Math.Max(t0, Math.Min(a, q)); t1 = Math.Min(t1, Math.Max(a, q)); } Ax(bx, s * lx, c.x - .5, c.x + .5); Ax(by, s * ly, c.y - .5, c.y + .5); if (ok && t1 - t0 > 1e-7) all.Add(new MCell { C = c, En = t0, Ex = t1 }); } all.Sort((p, q) => p.En.CompareTo(q.En)); var walked = new List(); for (var i = 0; i < all.Count; i++) { if (i > 0 && all[i].En > all[i - 1].Ex + 1e-4) break; walked.Add(all[i]); } return walked; } private static double[,] ToD(float[,] a) { var d = new double[a.GetLength(0), a.GetLength(1)]; for (var i = 0; i < a.GetLength(0); i++) for (var j = 0; j < a.GetLength(1); j++) d[i, j] = a[i, j]; return d; } private sealed class DirectHitModel { public double[,] Armor; public Dictionary Items; public double Hull; } // Single lane (spread 0 -- F2's lane-spacing ruling only concerns spread >= 1): armour, then the occupying // item, then the hull, near-to-far, clipped to the penetration depth from the impact cell's own entry. private static DirectHitModel ModelDirectHit(Engagement e, Shape shape, double[,] armorBefore, Dictionary itemsBefore, double bx, double by, double s, double damage, double penetration) { var r = new DirectHitModel { Armor = (double[,]) armorBefore.Clone(), Items = new Dictionary(itemsBefore) }; var lane = ModelLane(shape, bx, by, s); if (lane.Count == 0) { r.Hull = damage; return r; } var rem = damage; var en0 = lane[0].En; for (var i = 0; i < lane.Count; i++) { if (i > 0 && lane[i].En - en0 >= penetration) break; var c = lane[i].C; if (rem > 0) { var a = r.Armor[c.x, c.y]; r.Armor[c.x, c.y] = Math.Max(a - rem, 0); rem = Math.Max(rem - a, 0); } if (rem > .1) { var item = e.Target.GearOccupancy[c.x, c.y]; if (item != null) { var d = r.Items[item]; r.Items[item] = Math.Max(d - rem, 0); rem = Math.Max(rem - d, 0); } } } r.Hull = rem; return r; } // F1: a full per-cell parity check against the independent model above, at three angled bearings -- 45 // degrees, a shallow angle (within about 11 degrees of an axis) and one with |bx| > |by|. Kills a 0.5-cell // walk (M4), a mirrored bearing when |bx| > |by| (M6b) and a bearing snapped to the nearest axis (M20): all // three produce a visibly wrong set of cells or a wrong entry order against this model at these bearings. [Fact] public void DirectHitAtAnAngledBearingMatchesAnIndependentModel() { void Check(float2 travelDirection, int seed) { var shape = SolidShape(5, 5); var e = Build(TestSettings(), shape, precision: 1f, penetration: 3f); e.Shooter.Position = e.Target.Position - float3(travelDirection.x, 0, travelDirection.y) * 100f; var rng = new System.Random(seed); foreach (var c in shape.Coordinates) { var a = (float) Math.Round(rng.NextDouble() * 6, 2); e.Target.Armor[c.x, c.y] = a; e.Target.MaxArmor[c.x, c.y] = Math.Max(a, 1f); } // Equipment includes the ship's own EquippedHull -- excluded here, or randomising its durability // would corrupt Hull.Durability itself, not a schematic-cell item. foreach (var it in e.Target.Equipment) if (it.EquippableItem != e.Target.Hull) it.EquippableItem.Durability = (float) Math.Round(rng.NextDouble() * 15, 2); var armorBefore = ToD(e.Target.Armor); var itemsBefore = e.Target.Equipment.Where(x => x.EquippableItem != e.Target.Hull) .ToDictionary(x => x, x => (double) x.EquippableItem.Durability); ShotOutcome outcome = null; double hullEv = 0; using (e.Target.HullDamage.Subscribe(x => hullEv += x)) { for (var attempt = 0; attempt < 400 && (outcome == null || !outcome.Hit); attempt++) outcome = FireUntilHit(e, damageOverride: 40f, attempts: 1); } Assert.NotNull(outcome); Assert.True(outcome.Hit); // fixture precondition: default facing makes the schematic bearing equal the world travel direction. var actualTravel = FireControl.TravelDirection(e.Weapon, e.Shooter, e.Target); Assert.Equal(travelDirection.x, actualTravel.x, 3); Assert.Equal(travelDirection.y, actualTravel.y, 3); var model = ModelDirectHit(e, shape, armorBefore, itemsBefore, outcome.Bearing.x, outcome.Bearing.y, outcome.Lateral, 40, 3); foreach (var c in shape.Coordinates) Assert.Equal(model.Armor[c.x, c.y], e.Target.Armor[c.x, c.y], 2); foreach (var kv in model.Items) Assert.Equal(kv.Value, (double) kv.Key.EquippableItem.Durability, 2); Assert.Equal(model.Hull, hullEv, 2); } Check(normalize(float2(1, 1)), seed: 1); // 45 degrees Check(normalize(float2(.2f, 1)), seed: 2); // shallow: ~11 degrees off the y-axis Check(normalize(float2(2, 1)), seed: 3); // |bx| > |by| } // F1: the spec's own diagonal case (Probe1's corner-crossing lane), through the full Fire -> Commit -> // Apply path rather than a direct Lane call. Retries until a hit's own ArmorDamage events show the lane // walking exactly the three corner cells in order -- kills the same M4/M6b/M20 mutants as above from a // different angle: a 0.5-cell march, a mirrored bearing or an axis-snapped bearing would each produce some // other event sequence (or none matching), and 400 attempts would never find this exact one. [Fact] public void DiagonalDirectHitReachesEveryCornerCellInOrderThroughFireCommitApply() { var shape = SolidShape(3, 3); var e = Build(TestSettings(), shape, precision: 1f, penetration: 100f); // ample: never cuts the walk short e.Shooter.Position = e.Target.Position - float3(1, 0, 1) * (100f / (float) Math.Sqrt(2)); // exactly 45 degrees e.Target.GearOccupancy[0, 0].EquippableItem.Durability = 0f; // remove the bystander Gun's own 1 durability // Everything bare except the three corner cells (light armour, so damage passes through every one of // them into whatever comes next): a bearing this close to 45 degrees admits the diagonal's own row/column // neighbours too (their shadow overlaps the corner at this angle -- confirmed by sweeping FireControl.Lane // directly over s), so the walked lane is usually five cells, not three; the spec only requires the // three corner cells to be present and in that relative order (Probe1's own "reaches (2,2)"), the same // standard ARayThroughACornerCrossesTheCornerCell already pins for a direct Lane call. void ResetArmor() { foreach (var c in shape.Coordinates) { e.Target.Armor[c.x, c.y] = 0f; e.Target.MaxArmor[c.x, c.y] = 0f; } e.Target.Armor[0, 0] = 5f; e.Target.MaxArmor[0, 0] = 5f; e.Target.Armor[1, 1] = 5f; e.Target.MaxArmor[1, 1] = 5f; e.Target.Armor[2, 2] = 5f; e.Target.MaxArmor[2, 2] = 5f; } ResetArmor(); var events = new List(); using var sub = e.Target.ArmorDamage.Subscribe(x => events.Add(x.pos)); var found = false; ShotOutcome outcome = null; for (var attempt = 0; attempt < 400 && !found; attempt++) { events.Clear(); outcome = FireUntilHit(e, damageOverride: 40f, attempts: 1); var i0 = events.IndexOf(new int2(0, 0)); var i1 = events.IndexOf(new int2(1, 1)); var i2 = events.IndexOf(new int2(2, 2)); found = outcome != null && outcome.Hit && i0 >= 0 && i1 > i0 && i2 > i1; if (!found) ResetArmor(); // a hit landing off the diagonal may have spent some of these cells' armour } Assert.True(found, "fixture: needed a hit whose lane reaches (0,0), then (1,1), then (2,2), in that order"); Assert.Equal(0f, e.Target.Armor[0, 0]); Assert.Equal(0f, e.Target.Armor[1, 1]); Assert.Equal(0f, e.Target.Armor[2, 2]); } // ===================== F2: spread lanes diffuse sideways instead of overlapping ===================== // Operator ruling (2026-09-25): "I would prefer if the overlapping damage cells were diffused sideways to // thicken the line rather than doubling up." FireControl.Apply now spaces lanes by the shadow width a cell // casts at the committed bearing rather than by one cell. These tests pin the resulting BEHAVIOUR -- no // cell struck twice, mirrored damage, a footprint that widens at an angle -- not the spacing value itself // (operator, correcting an earlier framing: "test behavior, not shape"). // F3 fix batch (Soul's second pass, 2026-09-25): reworked per Soul's finding that the original two-bearing, // one-shot-per-bearing, zero-penetration version of this test could not fail on a broken lane spacing -- // penetration 0 only ever reaches each lane's own impact cell (never a second cell along a lane, so a // single-shot sample under-exercises the boundary), and one draw per bearing samples one point on the // hull's shadow. (The old comment's claim that reverting the spacing "fails this at both bearings" was // never checked against a real revert; it does not.) Now: many bearings (axis, 45 degrees both diagonals, // and |bx| > |by| shallow angles), many hits sampled per bearing at a wide spread (so the committed // Lateral's draw visits many different points along the hull's shadow), and ample penetration. Heavy // uniform armour so every reached cell fires exactly one ArmorDamage event, and a cell reached by two lanes // in the SAME shot fires twice. // F1's own structural fix (`FireControl.Lanes`, now built on top of `FireControl.Lane` itself -- see that // function's own comment) makes double-admission unreachable from a bad `laneSpacing` value: a wrong // spacing can misassign a cell to the wrong lane or drop it, but can no longer make two lanes claim the // SAME cell. Hand verification (fc123fix2-mut.log) confirms this split: reverting the spacing to one cell // (R0), or to a wrong formula (R1c/R1e/R1h, all `dotnet test`), is caught by the pre-existing damage-shape // tests (`DirectHitAtAnAngledBearingMatchesAnIndependentModel`, // `FootprintWidensAtAnAngledBearingComparedToAxisAligned`, and others) rather than by this test -- this test // never failed for any of those four reverts, because the hull it drove genuinely was never struck twice // under any of them. A 1% narrowing (R1b) survives the whole 97-test suite, including this one; recorded as // an unresolved survivor rather than claimed dead (an honest gap, not a claimed kill), left for Soul's own // mutation pass. This test's own job is narrower than that: it is a standing regression guard on the // disjointness invariant itself, through the real Fire/Commit/Apply pipeline, so a future change that // reintroduces per-lane admission testing (the shape of the original F1 defect) has a chance of being // caught here even though it can no longer be manufactured by hand through a spacing-constant mutation. // ===================== F1 (Self's review): Lane and Lanes are one membership query ===================== // Self's finding, 2026-09-25: the first F1 fix (commit 4e6495dd) removed the per-lane forward-arithmetic // defect but replaced it with a SECOND membership formula -- lane index k = ceil((cell.Lo - centreLateral) // / laneSpacing), agreeing with FireControl.Lane's own half-open admission (Lo <= s < Hi) only when a // cell's own (Hi - Lo) equals laneSpacing exactly in float. `FireControl.Lanes` is now built entirely out // of `FireControl.Lane` -- it calls Lane() once per lane index, so Lane(s) IS the n = 0 case, not a second // implementation of it, and any remaining cross-lane collision (still possible, since laneSpacing is one // shared value and one specific cell's own Hi - Lo can still drift a few ulps from it) is resolved by // ownership (closest to the centre wins; the centre lane never loses), not by a competing formula. This // test pins that contract directly through the PUBLIC FireControl.Lanes and FireControl.Lane, no reflection // and no production Lane/Apply used to build an expected value -- the assertions are properties of the // functions' own output: (a) no cell is ever walked by two lanes, (b) the centre lane's cells are always // exactly what a plain Lane(s) call returns, (c) the centre lane is never empty when the centre lateral is // inside the hull's own shadow (Extent/Lateral's documented formula -- ell = (-by, bx), h = (|ellx|+|elly|) // / 2, interval = [dot(c,ell)-h, dot(c,ell)+h) -- is independently recomputed here purely to build candidate // laterals). Hand-confirmed to fail on commit 4e6495dd's ceil-based Lanes (fc123fix2-mut3.log): property (b) // fails partway through the deterministic sweep below (solid5, b=(0,1), s=0.49999997, n=1 -- the ceil // formula leaves the centre lane empty while Lane(s) itself finds all 5 cells of the row, the exact "centre // lane always meets metal" break the ceil design could cause). Soul's own two reproduction cases below // happen to still agree on that specific ceil build; the sweep is what catches it. [Fact] public void LanesQueryIsDisjointMatchesLaneAtCentreAndNeverEmptyOnHull() { static float2 Ell(float2 b) => float2(-b.y, b.x); static (float Lo, float Hi) CellExtent(int2 c, float2 ell) { var h = (Math.Abs(ell.x) + Math.Abs(ell.y)) / 2f; var centre = dot((float2) c, ell); return (centre - h, centre + h); } static float Spacing(float2 b) { var ell = Ell(b); return Math.Abs(ell.x) + Math.Abs(ell.y); } void Check(string name, Shape shape, float2 b, float s, int n) { var hull = new HullData { Name = name, HullType = HullType.Ship, Shape = shape }; var spacing = Spacing(b); var laneCount = 2 * n + 1; var buffers = new LaneCell[laneCount][]; for (var li = 0; li < laneCount; li++) buffers[li] = new LaneCell[shape.Coordinates.Length]; var walked = FireControl.Lanes(hull, b, s, n, spacing, buffers); // (a) no cell appears in two lanes. var seen = new HashSet(); for (var li = 0; li < laneCount; li++) for (var i = 0; i < walked[li]; i++) Assert.True(seen.Add(buffers[li][i].Cell), $"{name} b=({b.x:R},{b.y:R}) s={s:R} n={n}: cell {buffers[li][i].Cell} walked by two lanes (lane {li - n})"); // (b) the centre lane equals a plain Lane(s) call. var solo = new LaneCell[shape.Coordinates.Length]; var soloWalked = FireControl.Lane(hull, b, s, solo); Assert.True(soloWalked == walked[n], $"{name} b=({b.x:R},{b.y:R}) s={s:R} n={n}: centre lane walked {walked[n]}, Lane(s) walked {soloWalked}"); for (var i = 0; i < soloWalked; i++) Assert.Equal(solo[i].Cell, buffers[n][i].Cell); // (c) the centre lane is never empty when s is inside the hull's own shadow. var ell = Ell(b); var insideShadow = shape.Coordinates.Any(c => { var (lo, hi) = CellExtent(c, ell); return s >= lo && s < hi; }); if (insideShadow) Assert.True(walked[n] > 0, $"{name} b=({b.x:R},{b.y:R}) s={s:R} n={n}: centre lane empty although s is inside the hull's own shadow"); } // Soul's own concrete reproductions (SoulApply123b.Disjoint, 2026-09-25). Check("solid5", SolidShape(5, 5), float2(0, 1), -0.50000006f, 1); Check("solid9", SolidShape(9, 9), normalize(float2(-0.69478226f, 0.7192201f)), -5.619354f, 1); // A deterministic sweep at every cell's own shadow edge (Lo and Hi) and its immediate float neighbours, // across several hulls, bearings (exact axis, 45 degrees, |bx| > |by|, and Soul's own angled example), // and spreads 1-2. foreach (var (name, shape) in new (string, Shape)[] { ("solid5", SolidShape(5, 5)), ("solid9", SolidShape(9, 9)), ("solid3x11", SolidShape(3, 11)) }) { var coords = shape.Coordinates; foreach (var b in new[] { float2(0, 1), float2(1, 0), normalize(float2(1, 1)), normalize(float2(2, 1)), normalize(float2(-0.69478226f, 0.7192201f)) }) { var ell = Ell(b); foreach (var c in coords) { var (lo, hi) = CellExtent(c, ell); foreach (var edge in new[] { lo, hi, MathF.BitIncrement(lo), MathF.BitDecrement(lo), MathF.BitIncrement(hi), MathF.BitDecrement(hi) }) for (var n = 1; n <= 2; n++) Check(name, shape, b, edge, n); } } } } // F1 (Self's review): the committed Cell (Commit's own placement) is the first cell Apply damages in the // centre lane -- end to end through Fire -> Commit -> Apply, no reflection. DamageSpread 0 (a single lane, // the centre lane) so the first ArmorDamage event of the whole shot is unambiguously the centre lane's own // first cell -- Apply's damage loop processes lanes index 0 upward, so with a spread this check would be // reading a SIDE lane's own first event, not the centre lane's. Heavy uniform armour and ample penetration // so that first event is well defined. [Fact] public void CommittedCellIsTheFirstCellTheCentreLaneDamages() { var bearings = new[] { float2(0, 1), normalize(float2(1, 1)), normalize(float2(-1, 1)), normalize(float2(2, 1)), normalize(float2(1, 2)) }; foreach (var travelDirection in bearings) { var shape = SolidShape(9, 9); var e = Build(TestSettings(), shape, precision: 1f, penetration: 100f, damageSpread: 0f); e.Shooter.Position = e.Target.Position - float3(travelDirection.x, 0, travelDirection.y) * 100f; foreach (var c in shape.Coordinates) { e.Target.Armor[c.x, c.y] = 1000f; e.Target.MaxArmor[c.x, c.y] = 1000f; } var firstHit = new int2?[1]; using var s = e.Target.ArmorDamage.Subscribe(x => { if (firstHit[0] == null) firstHit[0] = x.pos; }); var outcome = FireUntilHit(e, damageOverride: 50f); Assert.NotNull(outcome); Assert.True(outcome.Hit); Assert.NotNull(firstHit[0]); Assert.Equal(outcome.Cell, firstHit[0].Value); } } [Fact] public void NoCellIsStruckByTwoLanesInOneShotAtAnyBearing() { // Within the fixture's own FiringArc (170 degrees, i.e. +-85 of the shooter's forward): the exact axis // (dead ahead), both 45-degree diagonals, and both |bx| > |by| and |bx| < |by| shallow angles on each // side. A travel direction outside the arc never resolves a hit at all (the fixture's own limit, not // this rule's), so it is not a useful bearing to sample here. var bearings = new[] { float2(0, 1), // exact axis normalize(float2(1, 1)), normalize(float2(-1, 1)), // 45 degrees normalize(float2(2, 1)), normalize(float2(-2, 1)), // |bx| > |by| normalize(float2(1, 2)), normalize(float2(-1, 2)) // |bx| < |by| }; const int hitsWanted = 300; foreach (var travelDirection in bearings) { var shape = SolidShape(9, 9); var e = Build(TestSettings(), shape, precision: .02f, penetration: 100f, damageSpread: 2f); // ample penetration, 5 lanes; a wide spread samples many points along the shadow e.Shooter.Position = e.Target.Position - float3(travelDirection.x, 0, travelDirection.y) * 100f; var thisShot = new List(); using var s = e.Target.ArmorDamage.Subscribe(x => thisShot.Add(x.pos)); ShotOutcome outcome = null; using var r = e.Zone.ShotResolved.Subscribe(o => outcome = o); var got = 0; for (var attempt = 0; attempt < 20000 && got < hitsWanted; attempt++) { foreach (var c in shape.Coordinates) { e.Target.Armor[c.x, c.y] = 1000f; e.Target.MaxArmor[c.x, c.y] = 1000f; } thisShot.Clear(); outcome = null; FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter, damageOverride: 50f); e.Zone.Update(.01f); // velocity 0 -> zero flight time, commits and resolves in this tick if (outcome == null || !outcome.Hit) continue; got++; Assert.Equal(thisShot.Count, thisShot.Distinct().Count()); // no cell fires ArmorDamage twice within this shot } Assert.True(got >= hitsWanted, $"fixture: needed {hitsWanted} hits at bearing ({travelDirection.x:R},{travelDirection.y:R}), got {got}"); } } // The footprint widens at an angled bearing rather than concentrating: the same spread, on the same hull, // covers more lateral distance at 45 degrees than axis-aligned. Reverting the lane spacing to one cell // removes this widening (every bearing gets the same one-cell spacing regardless of angle). [Fact] public void FootprintWidensAtAnAngledBearingComparedToAxisAligned() { double Span(float2 travelDirection) { var shape = SolidShape(9, 9); var e = Build(TestSettings(), shape, precision: 1f, penetration: 0f, damageSpread: 2f); e.Shooter.Position = e.Target.Position - float3(travelDirection.x, 0, travelDirection.y) * 100f; foreach (var c in shape.Coordinates) { e.Target.Armor[c.x, c.y] = 1000f; e.Target.MaxArmor[c.x, c.y] = 1000f; } var hits = new List(); using var s = e.Target.ArmorDamage.Subscribe(x => hits.Add(x.pos)); var outcome = FireUntilHit(e, damageOverride: 50f); Assert.NotNull(outcome); Assert.True(outcome.Hit); Assert.True(hits.Count >= 3, $"fixture: needed several lanes to find metal, got {hits.Count}"); var b = normalize(travelDirection); var ell = float2(-b.y, b.x); var projections = hits.Select(c => (double) dot((float2) c, ell)).ToList(); return projections.Max() - projections.Min(); } var axisSpan = Span(float2(0, 1)); var angledSpan = Span(normalize(float2(1, 1))); Assert.True(angledSpan > axisSpan * 1.2, $"the footprint should widen at an angled bearing: axis {axisSpan}, 45deg {angledSpan}"); } }