/* 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; // The tractor beam in the sim (aetheria-release cut loot-2): a Pickup behaviour spins its beam up in sim time and runs // one timed grab of a floating item, ending in Zone.TryPickUp. Rulings: jettison-shared-floating-items, // unity-presents-only-r3, sim-speed-presentation; the question loot-grab-release-cancels, built hold-required. Every // grab here is run by Zone.Update ticking a ship's own gear: nothing calls the behaviour directly. public sealed class PickupTests : IDisposable { private readonly string _root = Path.Combine(Path.GetTempPath(), "aetheria-pickup-" + Guid.NewGuid().ToString("N")); private readonly List _caches = new List(); public PickupTests() => Directory.CreateDirectory(_root); public void Dispose() { foreach (var c in _caches) c.Dispose(); Directory.Delete(_root, true); } private static PerformanceStat Constant(float v) => new PerformanceStat { Min = v, Max = v }; private static Shape Solid(int w, int h) { var shape = new Shape(w, h); foreach (var cell in shape.AllCoordinates) shape[cell] = true; return shape; } private static PickupData Beam(float extend = .3f, float envelop = .2f, float pull = .5f) => new PickupData { Range = Constant(75), BeamRadius = Constant(25), GrabPower = Constant(.5f), SpinRate = Constant(2), ExtendTime = Constant(extend), EnvelopTime = Constant(envelop), PullTime = Constant(pull) }; private sealed class Lab { public ItemManager Items; public Zone Zone; public int Lot = 1; public EquippableItem Make(string name) => new EquippableItem { Data = Items.ItemData.RefOf(Items.ItemData.GetByName(name)), Durability = 1, Lot = Lot++ }; public SimpleCommodity Ore(int quantity) => new SimpleCommodity { Data = Items.ItemData.RefOf(Items.ItemData.GetByName("Ore")), Quantity = quantity }; } // With `wells`, the zone has a sun (a parentless rail off the ship's side, strength 400) and a planet on a moving rail round // it (strength 25), the field a floater layer is read against; without, the zone is flat and nothing pulls on anything. private Lab Build(PickupData beam, float lifetime = 30f, bool wells = false) { var settings = new GameplaySettings { DefaultEntitySettings = new EntitySettings(), Tiers = new[] { new RarityTier { Name = "Common", Quality = .5f, Rarity = 0, Color = new float3(1, 1, 1) } }, QualityPriceModifier = new ExponentialLerp(), TargetDetectionInfoThreshold = .1f, TargetGearInfoThreshold = .8f, FiringArc = 170, CommitHorizon = .5f, SchematicCellSize = 1f, UnaidedAccuracy = .05f, UnaidedTracking = 10f, UnaidedPrecision = 2f, AgentMinHitProbability = 0f, LootDropProbability = 0, LootDropVelocity = 25, FloatingItemLifetime = lifetime, ShipLayerHeight = 3f, FloaterLayerHeight = -1.5f }; var id = Guid.NewGuid().ToString("N"); var cache = AetheriaStores.Open(Path.Combine(_root, id + ".cc"), Path.Combine(_root, id + "-run.cc"), catalogWritable: true); _caches.Add(cache); cache.Upsert(new VerseGrammar { Revision = 1 }); cache.Upsert(new HullData { Name = "Skiff", HullType = HullType.Ship, Shape = Solid(5, 5), Durability = 1000000, Mass = 1000 }); cache.Upsert(new GearData { Name = "Tractor", Hardpoint = HardpointType.Tool, Shape = Solid(1, 1), Durability = 1, MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000, Behaviors = { beam } }); cache.Upsert(new GearData { Name = "Spare", Hardpoint = HardpointType.Tool, Shape = Solid(1, 1), Durability = 1, MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000 }); cache.Upsert(new GearData { Name = "Block", Hardpoint = HardpointType.Tool, Shape = Solid(2, 2), Durability = 1, MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000 }); cache.Upsert(new CargoBayData { Name = "Crate", Shape = new Shape(), InteriorShape = Solid(4, 4), Durability = 4 }); cache.Upsert(new SimpleCommodityData { Name = "Ore", Shape = Solid(1, 1), MaxStack = 100 }); cache.FlushAsync().Wait(); var ledger = new ProvenanceLedger(); for (var i = 1; i <= 9000; i++) ledger.Lots[i] = new Lot { Origin = new Attributed(), Quality = 1 }; var items = new ItemManager(cache, ledger, settings, _ => { }); var pack = new ZonePack { Radius = 0 }; var curves = new PlanetSettings(); if (wells) { curves = new PlanetSettings { BodyRadius = new ExponentialCurve(), WellStrength = new ExponentialCurve { Multiplier = 1f, Exponent = 1f }, RocheLimit = new ExponentialCurve { Constant = 2f } }; var sunOrbit = cache.Upsert(new OrbitData { FixedPosition = float2(-50, 0) }).Key; var planetOrbit = cache.Upsert(new OrbitData { Parent = new CultRecordRef(sunOrbit), Distance = 90f, Phase = .9f }).Key; pack.Radius = 5000f; pack.Mass = 10000f; pack.Orbits.Add(new CultRecordRef(sunOrbit)); pack.Orbits.Add(new CultRecordRef(planetOrbit)); pack.Planets.Add(new CultRecordRef(cache.Upsert(new PlanetData { Name = "Sun", Orbit = new CultRecordRef(sunOrbit), Mass = 400f }).Key)); pack.Planets.Add(new CultRecordRef(cache.Upsert(new PlanetData { Name = "Planet", Orbit = new CultRecordRef(planetOrbit), Mass = 25f }).Key)); } var zone = new Zone(items, curves, pack, new GalaxyZone { Name = "Pickup", Owner = null }, null); return new Lab { Items = items, Zone = zone }; } // A ship with `bays` cargo bays (bays are equipped before the zone admits the ship), aimed along +x and // (unless told otherwise) carrying the tractor beam. private static Ship Spawn(Lab lab, float3 at, bool beam = true, int bays = 1) { var hull = lab.Items.ItemData.RefOf(lab.Items.ItemData.GetByName("Skiff")); var ship = new Ship(lab.Items, lab.Zone, new EquippableItem { Data = hull, Durability = 1000000, Lot = lab.Lot++ }, new EntitySettings()); for (var i = 0; i < bays; i++) Equip(ship, lab.Make("Crate")); if (beam) Equip(ship, lab.Make("Tractor")); lab.Zone.Admit(ship, piloted: false); ship.Position = at; ship.Aim = float3(1, 0, 0); return ship; } private static void Equip(Ship ship, EquippableItem gear) { Assert.True(ship.TryFindSpace(gear, out var pos)); Assert.True(ship.TryEquip(gear, pos)); } private static FloatingItem Drift(Lab lab, float x, float y, float2 velocity = default, int ore = 5) => lab.Zone.Release(lab.Ore(ore), float2(x, y), velocity); private static List Watch(Entity ship, CompositeDisposable bag) { var events = new List(); ship.Capabilities.Grab.Subscribe(events.Add).AddTo(bag); return events; } private static void Tick(Lab lab, int ticks, float dt) { for (var i = 0; i < ticks; i++) lab.Zone.Update(dt); } // Ticks until the condition holds, for at most twenty sim seconds; a grab that never comes fails here instead of hanging. private static void Until(Lab lab, float dt, Func done) { for (var tick = 0; tick < 1200 && !done(); tick++) lab.Zone.Update(dt); Assert.True(done(), "the expected moment never came"); } private static void Kill(Entity e) => e.HeatstrokeDeath.OnNext(Unit.Default); [Fact] public void NoPickupBehaviourNoGrab() { using var bag = new CompositeDisposable(); // The same ship and item, with and without the gear: only the gear grabs. var bare = Build(Beam()); var plain = Spawn(bare, float3(0, 0, 0), beam: false); var left = Drift(bare, 40, 0); var plainEvents = Watch(plain, bag); plain.TractorCommand = 1; Tick(bare, 240, 1 / 60f); Assert.True(left.Holder == null, "left is held"); Assert.True(bare.Zone.FloatingItems.Contains(left), "left left the zone"); Assert.Equal(0f, plain.TractorPower); Assert.Empty(plainEvents); var lab = Build(Beam()); var ship = Spawn(lab, float3(0, 0, 0)); var item = Drift(lab, 40, 0); var events = Watch(ship, bag); ship.TractorCommand = 1; Tick(lab, 60, 1 / 60f); Assert.True(ReferenceEquals(ship, item.Holder), "item is not held by ship"); Assert.Equal(GrabPhase.Started, events.First().Phase); Assert.True(ship.TractorPower > 0f); } [Theory] [InlineData(60)] [InlineData(600)] public void TheBeamSpinsUpInSimTime(int ticksPerSecond) { var dt = 1f / ticksPerSecond; var lab = Build(Beam()); var ship = Spawn(lab, float3(0, 0, 0)); var item = Drift(lab, 40, 0); // Power rises two per sim second and not faster, at any tick rate; the claim comes on the tick it passes GrabPower. ship.TractorCommand = 1; int claim = -1, full = -1; var before = 0f; for (var tick = 1; tick <= ticksPerSecond; tick++) { lab.Zone.Update(dt); if (claim < 0 && item.Holder != null) { claim = tick; Assert.True(ship.TractorPower >= .5f); Assert.True(before < .5f); } if (full < 0 && ship.TractorPower >= 1f) full = tick; before = ship.TractorPower; } Assert.Equal(ticksPerSecond / 4, claim); Assert.Equal(ticksPerSecond / 2, full); // Command 0 spins it down at the same rate. ship.TractorCommand = 0; var empty = -1; for (var tick = 1; tick <= ticksPerSecond; tick++) { lab.Zone.Update(dt); if (empty < 0 && ship.TractorPower <= 0f) empty = tick; } Assert.Equal(ticksPerSecond / 2, empty); } [Theory] [InlineData(.3f, .2f, .5f, 60)] [InlineData(1f, 1f, 1f, 180)] public void AGrabTakesExactlyItsPhasesThenCommits(float extend, float envelop, float pull, int ticksAfterClaim) { foreach (var rate in new[] { 60, 600 }) { var dt = 1f / rate; var lab = Build(Beam(extend, envelop, pull)); var ship = Spawn(lab, float3(0, 0, 0)); var item = Drift(lab, 40, 0); ship.TractorCommand = 1; int claim = -1, commit = -1; for (var tick = 1; tick <= rate * 6 && commit < 0; tick++) { lab.Zone.Update(dt); if (claim < 0 && item.Holder != null) claim = tick; if (!lab.Zone.FloatingItems.Contains(item)) commit = tick; } Assert.True(claim > 0); Assert.Equal(ticksAfterClaim * rate / 60, commit - claim); Assert.Equal(5, ship.CargoBays.Single().Cargo.Keys.OfType().Single().Quantity); } } // The beam ends on the loot where the loot is drawn: the field plus the floater layer, not the grabbing ship's plane // (ruling orbitals-above-floaters-below). [Fact] public void AGrabPointRidesTheFloaterLayerNotTheShips() { using var bag = new CompositeDisposable(); var lab = Build(Beam(), wells: true); var ship = Spawn(lab, float3(0, 0, 0)); var item = Drift(lab, 40, 0); // The fixture has a field to ride: it differs between the ship's point and the item's, and between the start and // the end of the run, so a grab point read at the ship's xz or at the wrong time cannot agree with it. var atShip = lab.Zone.GetHeight(float2(0, 0), lab.Zone.ExactTime); var atItem = lab.Zone.GetHeight(float2(40, 0), lab.Zone.ExactTime); Assert.True(abs(atItem - atShip) > 1f, $"the field is flat under the grab: ship {atShip}, item {atItem}"); var start = lab.Zone.ExactTime; // Each event is checked at the zone time it was published, where the sim read the field. var seen = new List<(GrabEvent Event, double Time)>(); ship.Capabilities.Grab.Subscribe(e => seen.Add((e, lab.Zone.ExactTime))).AddTo(bag); ship.TractorCommand = 1; for (var tick = 1; tick <= 150; tick++) lab.Zone.Update(1 / 60f); Assert.NotEmpty(seen); Assert.True(abs(lab.Zone.GetHeight(float2(40, 0), lab.Zone.ExactTime) - lab.Zone.GetHeight(float2(40, 0), start)) > .01f, "the wells did not move"); Assert.All(seen, s => Assert.Equal(lab.Zone.GetHeight(s.Event.TargetPosition.xz, s.Time) - 1.5f, s.Event.TargetPosition.y, 3)); Assert.All(seen, s => Assert.True(abs(s.Event.TargetPosition.y - (-1.5f)) > 1f, "the grab point sits on the bare layer, the field dropped")); } [Fact] public void GrabEventsNameTheFloatingItem() { using var bag = new CompositeDisposable(); var lab = Build(Beam()); var ship = Spawn(lab, float3(0, 0, 0)); var other = Drift(lab, 40, 20); var item = Drift(lab, 40, 0); var events = Watch(ship, bag); ship.TractorCommand = 1; for (var tick = 1; tick <= 150; tick++) lab.Zone.Update(1 / 60f); Assert.Equal(new[] { GrabPhase.Started, GrabPhase.Extend, GrabPhase.Envelop, GrabPhase.Pull, GrabPhase.Completed }, events.Take(5).Select(e => e.Phase).ToArray()); Assert.All(events.Take(5), e => Assert.Equal(item.Id, e.Target)); Assert.NotEqual(other.Id, item.Id); Assert.Equal(.3f, events[1].PhaseDuration, 4); Assert.Equal(.2f, events[2].PhaseDuration, 4); Assert.Equal(.5f, events[3].PhaseDuration, 4); } // Each phase is published on the first tick at or after its boundary (.3, .5 and 1 s after the claim), at any // tick rate or an uneven one. The clock is a float sum, so a boundary an exact number of ticks away can land one // tick late (Envelop and Pull do at 1/600): the rule is "not before, at most one tick after", not a tick count. [Theory] [InlineData(1, 60, 60, 60, 60)] [InlineData(1, 600, 600, 600, 600)] [InlineData(4, 60, 24, 90, 33)] public void EachPhaseFiresOnTheFirstTickAtOrAfterItsBoundary(int cycle, int a, int b, int c, int d) { using var bag = new CompositeDisposable(); var rates = cycle == 1 ? new[] { a } : new[] { a, b, c, d }; var lab = Build(Beam()); var ship = Spawn(lab, float3(0, 0, 0)); Drift(lab, 40, 0); var events = Watch(ship, bag); ship.TractorCommand = 1; var since = -1.0; var times = new List(); var steps = new List(); for (var tick = 0; tick < rates.Length * 3000 && events.Count(e => e.Phase == GrabPhase.Completed) == 0; tick++) { var dt = 1f / rates[tick % rates.Length]; lab.Zone.Update(dt); if (since >= 0) since += dt; else if (events.Count > 0) since = 0; while (times.Count < events.Count) { times.Add(since); steps.Add(dt); } } var phases = events.Select(e => e.Phase).ToList(); Assert.Equal(GrabPhase.Completed, phases.Last()); foreach (var (phase, boundary) in new[] { (GrabPhase.Envelop, .3), (GrabPhase.Pull, .5), (GrabPhase.Completed, 1.0) }) { var i = phases.IndexOf(phase); Assert.True(i >= 0, "the phase never came"); Assert.True(times[i] >= boundary - 1e-5, "the phase fired before its boundary"); // Where no tick lands exactly on a boundary (the uneven cycle) the tick before must be strictly short of it; // on a regular grid the float sum may leave that tick a hair short, so it may be equal. var slack = cycle == 1 ? 1e-5 : -1e-5; Assert.True(times[i] - steps[i] < boundary + slack, "the phase fired after the first tick at or past its boundary"); } } [Fact] public void ReleasingTheBeamCancelsAndTheItemFloatsFree() { using var bag = new CompositeDisposable(); const float dt = 1 / 60f; var lab = Build(Beam(), lifetime: 2f); var ship = Spawn(lab, float3(0, 0, 0)); var item = Drift(lab, 40, 0, float2(3, 1)); var events = Watch(ship, bag); ship.TractorCommand = 1; var tick = 0; while (!events.Any(e => e.Phase == GrabPhase.Pull) && tick++ < 600) lab.Zone.Update(dt); Assert.True(ReferenceEquals(ship, item.Holder), "item is not held by ship"); var velocity = item.Body.Velocity; var drift = item.Body.Drift; // The key comes up during the pull: Power falls below GrabPower and the grab is dropped. ship.TractorCommand = 0; while (!events.Any(e => e.Phase == GrabPhase.Cancelled) && tick++ < 600) lab.Zone.Update(dt); Assert.True(tick < 110); Assert.DoesNotContain(events, e => e.Phase == GrabPhase.Completed); Assert.True(item.Holder == null, "item is held"); Assert.True(lab.Zone.FloatingItems.Contains(item), "item left the zone"); // (It has taken the one step of its freeing tick, so it is the held velocity less a tick's drag.) Assert.Equal(velocity.x, item.Body.Velocity.x, velocity.x * .01f); Assert.Equal(velocity.y, item.Body.Velocity.y, velocity.y * .01f); Assert.True(velocity.x > 1f); // It drifts on with that velocity and expires on the clock it was released on, not from the cancel. var at = item.Body.Position; lab.Zone.Update(dt); Assert.True(item.Body.Position.x > at.x); while (lab.Zone.FloatingItems.Contains(item) && tick++ < 600) lab.Zone.Update(dt); Assert.InRange(tick, 118, 122); } [Fact] public void AHoldThatFillsMidGrabCancelsAtTheEnd() { using var bag = new CompositeDisposable(); var lab = Build(Beam()); var ship = Spawn(lab, float3(0, 0, 0)); var bay = ship.CargoBays.Single(); var item = Drift(lab, 40, 0); var events = Watch(ship, bag); ship.TractorCommand = 1; Until(lab, 1 / 60f, () => item.Holder != null); // The hold fills while the grab runs: the item slides in and then floats free. for (var i = 0; i < 16; i++) Assert.True(bay.TryStore(lab.Make("Spare"))); var tick = 0; while (!events.Any(e => e.Phase == GrabPhase.Cancelled) && tick++ < 300) lab.Zone.Update(1 / 60f); Assert.Equal(new[] { GrabPhase.Started, GrabPhase.Extend, GrabPhase.Envelop, GrabPhase.Pull, GrabPhase.Cancelled }, events.Select(e => e.Phase).ToArray()); Assert.True(item.Holder == null, "item is held"); Assert.True(lab.Zone.FloatingItems.Contains(item), "item left the zone"); Assert.Equal(16, bay.Cargo.Count); } [Fact] public void AFullHoldNeverClaimsWhatItCannotStore() { using var bag = new CompositeDisposable(); var lab = Build(Beam()); var ship = Spawn(lab, float3(0, 0, 0)); var bay = ship.CargoBays.Single(); for (var i = 0; i < 16; i++) Assert.True(bay.TryStore(lab.Make("Spare"))); var item = Drift(lab, 40, 0, float2(3, 1)); var events = Watch(ship, bag); ship.TractorCommand = 1; Tick(lab, 300, 1 / 60f); Assert.Equal(1f, ship.TractorPower); Assert.Empty(events); Assert.True(item.Holder == null, "item is held"); Assert.True(item.Body.Position.x > 40f, "item was pinned instead of drifting"); } [Fact] public void AnItemTheHoldCannotStoreDoesNotBlockOneItCan() { using var bag = new CompositeDisposable(); var lab = Build(Beam()); var ship = Spawn(lab, float3(0, 0, 0)); var bay = ship.CargoBays.Single(); for (var i = 0; i < 15; i++) Assert.True(bay.TryStore(lab.Make("Spare"))); // One free cell: the 2x2 block is nearest the axis and cannot be stored; the ore beside it can. var block = lab.Zone.Release(lab.Make("Block"), float2(30, 0), default); var ore = Drift(lab, 50, 10); var events = Watch(ship, bag); ship.TractorCommand = 1; Tick(lab, 150, 1 / 60f); Assert.Contains(events, e => e.Phase == GrabPhase.Completed); Assert.All(events, e => Assert.Equal(ore.Id, e.Target)); Assert.False(lab.Zone.FloatingItems.Contains(ore), "ore is still in the zone"); Assert.True(lab.Zone.FloatingItems.Contains(block), "block left the zone"); Assert.True(block.Holder == null, "block is held"); } // Either bay may be the full one: a selection that read only the first bay, or only the last, fails one orientation. [Theory] [InlineData(0)] [InlineData(1)] public void TheBeamTakesFromWhicheverBayCanStore(int fullBay) { using var bag = new CompositeDisposable(); var lab = Build(Beam()); var ship = Spawn(lab, float3(0, 0, 0), bays: 2); Assert.Equal(2, ship.CargoBays.Count); var freeBay = 1 - fullBay; for (var i = 0; i < 16; i++) Assert.True(ship.CargoBays[fullBay].TryStore(lab.Make("Spare"))); var ore = Drift(lab, 40, 0); var events = Watch(ship, bag); ship.TractorCommand = 1; Tick(lab, 300, 1 / 60f); Assert.Contains(events, e => e.Phase == GrabPhase.Started && e.Target.Equals(ore.Id)); Assert.Contains(events, e => e.Phase == GrabPhase.Completed); Assert.False(lab.Zone.FloatingItems.Contains(ore), "ore is still in the zone"); Assert.Equal(16, ship.CargoBays[fullBay].Cargo.Count); Assert.Single(ship.CargoBays[freeBay].Cargo); } [Fact] public void AnItemInTheBeamsFarCornerIsCollected() { using var bag = new CompositeDisposable(); var lab = Build(Beam()); var ship = Spawn(lab, float3(0, 0, 0)); // 74 along and 20 off the axis: inside the beam, though 76.7 from the ship, past Range as a straight distance. var corner = Drift(lab, 74, 20); var events = Watch(ship, bag); ship.TractorCommand = 1; Tick(lab, 150, 1 / 60f); Assert.DoesNotContain(events, e => e.Phase == GrabPhase.Cancelled); Assert.Contains(events, e => e.Phase == GrabPhase.Completed); Assert.False(lab.Zone.FloatingItems.Contains(corner), "corner is still in the zone"); } [Fact] public void AnItemLeavingTheBeamBeforeThePullIsCancelled() { using var bag = new CompositeDisposable(); var lab = Build(Beam()); var ship = Spawn(lab, float3(0, 0, 0)); var item = Drift(lab, 40, 0); var events = Watch(ship, bag); ship.TractorCommand = 1; Until(lab, 1 / 60f, () => item.Holder != null); // The pilot swings the beam away while the grab extends: the item is off the axis and the grab is dropped. ship.Aim = float3(0, 0, 1); Tick(lab, 3, 1 / 60f); Assert.Equal(GrabPhase.Cancelled, events.Last().Phase); Assert.True(item.Holder == null, "item is held"); } [Fact] public void OneHolderPerItem() { using var bag = new CompositeDisposable(); var lab = Build(Beam()); var a = Spawn(lab, float3(0, 0, 0)); var b = Spawn(lab, float3(0, 0, 10)); var eventsA = Watch(a, bag); var eventsB = Watch(b, bag); // One item, two beams: exactly one claims it, the other never does, and the non-holder cannot take it. var only = Drift(lab, 40, 5); a.TractorCommand = 1; b.TractorCommand = 1; Tick(lab, 20, 1 / 60f); Assert.Equal(1, new[] { eventsA, eventsB }.Count(e => e.Any(x => x.Phase == GrabPhase.Started))); var holder = only.Holder; var loser = ReferenceEquals(holder, a) ? b : a; Assert.False(lab.Zone.TryPickUp(loser, only.Id)); Assert.False(lab.Zone.TryHold(loser, only.Id)); Assert.True(lab.Zone.FloatingItems.Contains(only), "only left the zone"); Assert.Empty(loser.CargoBays.Single().Cargo); Tick(lab, 120, 1 / 60f); Assert.False(lab.Zone.FloatingItems.Contains(only), "only is still in the zone"); Assert.Single(holder.CargoBays.Single().Cargo); Assert.Empty(loser.CargoBays.Single().Cargo); // Two items, each nearest a different beam's axis: each ship holds its own. var first = Drift(lab, 60, 0); var second = Drift(lab, 60, 10); Tick(lab, 20, 1 / 60f); Assert.True(first.Holder != null, "first is free"); Assert.True(second.Holder != null, "second is free"); Assert.False(ReferenceEquals(first.Holder, second.Holder), "one holder for two items"); // Both ships' nearest item is the same one: the one that loses it takes the other. var shared = Build(Beam()); var p = Spawn(shared, float3(0, 0, 0)); var q = Spawn(shared, float3(0, 0, 10)); var near = Drift(shared, 40, 5); var far = Drift(shared, 40, -14); p.TractorCommand = 1; q.TractorCommand = 1; Tick(shared, 20, 1 / 60f); Assert.True(near.Holder != null, "near is free"); Assert.True(far.Holder != null, "far is free"); Assert.False(ReferenceEquals(near.Holder, far.Holder), "one holder for two items"); } [Fact] public void AGrabIsDroppedWhenItsGearGoesInactiveOrTheItemFallsOutOfRangeBeforeThePull() { using var bag = new CompositeDisposable(); const float dt = 1 / 60f; // Gear switched off mid-grab: cancelled, the item free. var lab = Build(Beam()); var ship = Spawn(lab, float3(0, 0, 0)); var item = Drift(lab, 40, 0); var events = Watch(ship, bag); ship.TractorCommand = 1; Tick(lab, 30, dt); Assert.True(ReferenceEquals(ship, item.Holder), "item is not held by ship"); ship.Equipment.Single(e => e.Behaviors.OfType().Any()).Enabled.Value = false; Tick(lab, 2, dt); Assert.Equal(GrabPhase.Cancelled, events.Last().Phase); Assert.True(item.Holder == null, "item is held"); // The ship leaves while the beam is still extending: cancelled. The same departure during the pull is not. foreach (var departAtPull in new[] { false, true }) { var other = Build(Beam()); var pilot = Spawn(other, float3(0, 0, 0)); var target = Drift(other, 40, 0); var seen = Watch(pilot, bag); pilot.TractorCommand = 1; Until(other, dt, () => seen.Any(e => departAtPull ? e.Phase == GrabPhase.Pull : e.Phase == GrabPhase.Extend)); pilot.Position = float3(-200, 0, 0); Tick(other, 120, dt); if (departAtPull) { Assert.Equal(GrabPhase.Completed, seen.First(e => e.Phase == GrabPhase.Completed || e.Phase == GrabPhase.Cancelled).Phase); Assert.False(other.Zone.FloatingItems.Contains(target), "target is still in the zone"); } else { Assert.Equal(GrabPhase.Cancelled, seen.First(e => e.Phase == GrabPhase.Completed || e.Phase == GrabPhase.Cancelled).Phase); Assert.True(target.Holder == null, "target is held"); Assert.True(other.Zone.FloatingItems.Contains(target), "target left the zone"); } } } [Fact] public void SelectionIsTheItemNearestTheBeamAxis() { using var bag = new CompositeDisposable(); var lab = Build(Beam()); var ship = Spawn(lab, float3(0, 0, 0)); var events = Watch(ship, bag); ship.TractorCommand = 1; // The nearer to the axis wins, though the other is closer to the ship. var near = Drift(lab, 20, 12); var onAxis = Drift(lab, 60, 3); Tick(lab, 30, 1 / 60f); Assert.True(ReferenceEquals(ship, onAxis.Holder), "onAxis is not held by ship"); Assert.True(near.Holder == null, "near is held"); Assert.Equal(onAxis.Id, events.First().Target); // Out of the beam, past its range or behind the ship, an item is never taken. foreach (var (x, y) in new[] { (30f, 30f), (80f, 0f), (-10f, 0f) }) { var other = Build(Beam()); var lone = Spawn(other, float3(0, 0, 0)); var stray = Drift(other, x, y); var attempts = Watch(lone, bag); lone.TractorCommand = 1; Tick(other, 240, 1 / 60f); Assert.Empty(attempts); Assert.True(stray.Holder == null, "stray is held"); Assert.True(other.Zone.FloatingItems.Contains(stray), "stray left the zone"); } // Equally far from the axis, the lower id. var tie = Build(Beam()); var pilot = Spawn(tie, float3(0, 0, 0)); var lower = Drift(tie, 40, 5); var higher = Drift(tie, 40, -5); pilot.TractorCommand = 1; Tick(tie, 30, 1 / 60f); Assert.True(ReferenceEquals(pilot, lower.Holder), "lower is not held by pilot"); Assert.True(higher.Holder == null, "higher is held"); } [Fact] public void AHeldItemIsPlacedNotIntegratedAndDoesNotExpire() { using var bag = new CompositeDisposable(); const float dt = 1 / 60f; var lab = Build(Beam(), lifetime: 1f); var ship = Spawn(lab, float3(0, 0, 0)); var item = Drift(lab, 40, 0, float2(3, 0)); var events = Watch(ship, bag); ship.TractorCommand = 1; Until(lab, dt, () => item.Holder != null); var claimed = item.Body.Position; Assert.Equal(claimed, item.HeldFrom); // Through Extend and Envelop the item stays where it was claimed, whatever velocity it had. for (var guard = 0; guard < 1200 && !events.Any(e => e.Phase == GrabPhase.Pull); guard++) { lab.Zone.Update(dt); if (events.Any(e => e.Phase == GrabPhase.Pull)) break; Assert.Equal(claimed, item.Body.Position); } Assert.Contains(events, e => e.Phase == GrabPhase.Pull); // During the pull it moves toward the holder, and a held item outlives its lifetime. lab.Zone.Update(dt * 10); Assert.True(item.Body.Position.x < claimed.x); Assert.True(item.Body.Position.x > 0); var held = Build(Beam(), lifetime: 1f); var carrier = Spawn(held, float3(5, 0, 7)); var stuck = Drift(held, 40, 0); Assert.True(held.Zone.TryHold(carrier, stuck.Id)); Tick(held, 180, dt); Assert.True(held.Zone.FloatingItems.Contains(stuck), "stuck left the zone"); Assert.Equal(float2(40, 0), stuck.Body.Position); // The pose eases (smoothstep): a quarter of the progress is 15.625 per cent of the way, not 25. held.Zone.SetHeldProgress(stuck.Id, .25f); held.Zone.Update(dt); Assert.Equal(40f - 35f * .15625f, stuck.Body.Position.x, 3); Assert.Equal(7f * .15625f, stuck.Body.Position.y, 3); // Placed, not drifted: the same progress held for two steps puts it at the same halfway point. held.Zone.SetHeldProgress(stuck.Id, .5f); held.Zone.Update(dt); held.Zone.Update(dt); Assert.Equal(22.5f, stuck.Body.Position.x, 3); Assert.Equal(3.5f, stuck.Body.Position.y, 3); // At progress 1 it is at the holder; freed, an item past its lifetime goes on the next step. held.Zone.SetHeldProgress(stuck.Id, 1); held.Zone.Update(dt); Assert.Equal(5f, stuck.Body.Position.x, 3); Assert.Equal(7f, stuck.Body.Position.y, 3); held.Zone.Free(stuck.Id); held.Zone.Update(dt); Assert.False(held.Zone.FloatingItems.Contains(stuck), "stuck is still in the zone"); } [Fact] public void AnInactiveBeamSpinsDownAndMustSpinUpAgain() { using var bag = new CompositeDisposable(); const float dt = 1 / 60f; var lab = Build(Beam()); var ship = Spawn(lab, float3(0, 0, 0)); var gear = ship.Equipment.Single(e => e.Behaviors.OfType().Any()); ship.TractorCommand = 1; Tick(lab, 60, dt); Assert.Equal(1f, ship.TractorPower); // Switched off with the key still down, the beam spins down at the spin rate... gear.Enabled.Value = false; Tick(lab, 15, dt); Assert.InRange(ship.TractorPower, .45f, .55f); Tick(lab, 30, dt); Assert.Equal(0f, ship.TractorPower); // ...and switched back on it spins up from nothing: an item in the beam is not claimed at once. var item = Drift(lab, 40, 0); var events = Watch(ship, bag); gear.Enabled.Value = true; Tick(lab, 10, dt); Assert.Empty(events); Assert.True(item.Holder == null, "item is held"); Tick(lab, 20, dt); Assert.True(ReferenceEquals(ship, item.Holder), "item is not held by ship"); } [Fact] public void RemovingOneHolderFreesOnlyItsOwnItems() { var lab = Build(Beam()); var a = Spawn(lab, float3(0, 0, 0)); var b = Spawn(lab, float3(0, 0, 50)); var mine = Drift(lab, 40, 0); var theirs = Drift(lab, 40, 50); a.TractorCommand = 1; b.TractorCommand = 1; Tick(lab, 30, 1 / 60f); Assert.True(ReferenceEquals(a, mine.Holder), "mine is not held by a"); Assert.True(ReferenceEquals(b, theirs.Holder), "theirs is not held by b"); Kill(a); Assert.True(mine.Holder == null, "mine is held"); Assert.True(ReferenceEquals(b, theirs.Holder), "theirs was freed with a"); } [Fact] public void TheHoldersLeavingFreesItsItems() { using var bag = new CompositeDisposable(); var lab = Build(Beam()); var ship = Spawn(lab, float3(0, 0, 0)); Assert.True(ship.CargoBays.Single().TryStore(lab.Ore(7))); var item = Drift(lab, 40, 0, ore: 3); ship.TractorCommand = 1; Tick(lab, 30, 1 / 60f); Assert.True(ReferenceEquals(ship, item.Holder), "item is not held by ship"); var before = lab.Zone.FloatingItems.Count; // Death goes through the zone's one removal: the held item is free, and the ship's own cargo drops as always. Kill(ship); Assert.True(item.Holder == null, "item is held"); Assert.True(lab.Zone.FloatingItems.Contains(item), "item left the zone"); Assert.Equal(before + 1, lab.Zone.FloatingItems.Count); Assert.Equal(7, ((SimpleCommodity) lab.Zone.FloatingItems.Last().Item).Quantity); Tick(lab, 60, 1 / 60f); Assert.True(lab.Zone.FloatingItems.Contains(item), "item left the zone"); Assert.True(item.Holder == null, "item is held"); } }