/* 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 float3 = CultMath.float3; using int2 = CultMath.int2; using Random = CultMath.Random; // Cut 9 (docs/fire-control-cut.md, "the die is not a die"): pins 9.1 (the hit roll must be uniform on // [0,1), not a step function fixed by CombatSeed alone -- Cut 6b's own prescription, shipped through three // cuts, never once measured), 9.2 (pOnHull must stay monotonic in Precision over the whole domain instead of // collapsing to zero past a cliff no shipped hull's non-integral centre of mass can avoid) and 9.3 (a Target // surviving a dock/die/undock cycle must not crash LockWeapon). Builds its own fixtures, the same convention // every earlier cut's test file establishes. public sealed class FireControlCut9Tests : IDisposable { private readonly string _root = Path.Combine(Path.GetTempPath(), "aetheria-firecontrolcut9-" + Guid.NewGuid().ToString("N")); private string Catalog => Path.Combine(_root, "Aetheria.cc"); public FireControlCut9Tests() => 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, 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; } // --------------------------------------------------------------------------------------------------- // 9.1: the die itself. No weapon or targeting gear -- these tests drive FireControl.Commit directly // through synthetic PendingShots (FireSynthetic below), bypassing Fire() entirely, so PBase and ShotId // are exact test inputs rather than products of another cut's own Accuracy/Resolution/Spread/pOnHull // arithmetic. // --------------------------------------------------------------------------------------------------- private sealed class DieEngagement { public ItemManager Items; public Zone Zone; public Ship Shooter; public Ship Target; } // zoneName seeds Zone.CombatSeed (StableHash of the GalaxyZone's Name) -- distinct names give distinct // zone seeds, the way TheDieIsUniform sweeps several of them. private DieEngagement BuildDieEngagement(GameplaySettings settings, string zoneName) { var hullData = new HullData { Name = "Hull", 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 VerseGrammar { Revision = 1 }); cache.Upsert(hullData); // A bare, inert item -- not read by anything this test cares about, but Entity.Update's // `foreach (var item in _orderedEquipment)` NREs if an entity was never equipped with anything at // all (_orderedEquipment stays null until TryEquip/RemoveEquip first assign it), the same reason // FireControlCut8Tests.BuildLockScenario equips its own bystander with a token gun. cache.Upsert(new GearData { Name = "Marker", Hardpoint = HardpointType.Tool, Shape = new Shape(), Durability = 1000000, MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000 }); cache.FlushAsync().Wait(); var ledger = new ProvenanceLedger(); ledger.Lots[1] = new Lot { Origin = new Attributed(), Quality = 1 }; ledger.Lots[2] = new Lot { Origin = new Attributed(), Quality = 1 }; ledger.Lots[3] = new Lot { Origin = new Attributed(), Quality = 1 }; ledger.Lots[4] = 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 = zoneName, Owner = null }, null); var hullRef = items.ItemData.RefOf(items.ItemData.GetByName("Hull")); var markerRef = items.ItemData.RefOf(items.ItemData.GetByName("Marker")); // Durability high enough to survive the thousands of direct hits TheDieIsUniform's bisection fires // at it -- an entity whose hull dies partway through would stop taking further hits and bias // whatever's left of the sample. var shooterHull = new EquippableItem { Data = hullRef, Durability = 1000000, Lot = 1 }; var shooter = new Ship(items, zone, shooterHull, new EntitySettings()); var shooterMarker = new EquippableItem { Data = markerRef, Durability = 1000000, Lot = 3 }; Assert.True(shooter.TryFindSpace(shooterMarker, out var shooterMarkerPos)); Assert.True(shooter.TryEquip(shooterMarker, shooterMarkerPos)); var targetHull = new EquippableItem { Data = hullRef, Durability = 1000000, Lot = 2 }; var target = new Ship(items, zone, targetHull, new EntitySettings()); var targetMarker = new EquippableItem { Data = markerRef, Durability = 1000000, Lot = 4 }; Assert.True(target.TryFindSpace(targetMarker, out var targetMarkerPos)); Assert.True(target.TryEquip(targetMarker, targetMarkerPos)); zone.Entities.Add(shooter); zone.Entities.Add(target); shooter.Activate(); target.Activate(); shooter.Position = float3.zero; target.Position = float3(0, 0, 100); return new DieEngagement { Items = items, Zone = zone, Shooter = shooter, Target = target }; } // Fires one synthetic shot with an exact ShotId and PFire, bypassing FireControl.Fire's own Accuracy/ // Resolution/Spread/pOnHull arithmetic -- 9.1's tests own the roll, not the factors that feed it. // FireTargetPosition/Velocity match the target's actual (stationary) position and FireTime equals the // zone's own time, so DeviationProbability commits to exactly 1. Spread stays 0 (PSpread's own early-out, // neutral regardless of silhouette) and TravelDirection points straight at the target through a // full-strength, unaimed silhouette (Aimed unset, so ResolveAimPoint falls back to the hull's own centre // of mass; SolidShape(5,5) at this cut's floored sigma puts every real shadow interval many sigma from // the hull's edge), so pOnHull sits indistinguishable from 1 -- PFire is then the one number Commit's die // reads, same as PBase was before 12.2. CommitTime/ArrivalTime are set in the past so the shot commits and // resolves inside the very next zone.Update call, synchronously, before this method returns. private bool FireSynthetic(DieEngagement e, int shotId, float pFire, float precision = 1000f) { bool? hit = null; using var sub = e.Zone.ShotResolved.Subscribe(o => { if (o.ShotId == shotId) hit = o.Hit; }); var shot = new PendingShot { ShotId = shotId, Source = e.Shooter, Target = e.Target, Damage = 1f, Penetration = 0f, DamageSpread = 0f, DamageType = DamageType.Kinetic, PFire = pFire, Tracking = 1e6f, Precision = precision, TravelDirection = normalize((e.Target.Position - e.Shooter.Position).xz), Spread = 0f, FireRange = length((e.Target.Position - e.Shooter.Position).xz), FireTargetPosition = e.Target.Position, FireTargetVelocity = float3.zero, FireTime = e.Zone.Time, CommitTime = e.Zone.Time - 1f, ArrivalTime = e.Zone.Time - 1f }; e.Zone.PendingShots.Add(shot); e.Zone.Update(0.001f); if (hit == null) throw new InvalidOperationException($"synthetic shot {shotId} did not resolve"); return hit.Value; } // Bisects the exact roll (the p at which Hit flips from false to true) for one shot id: since Commit's // die is `hit = random.NextFloat() < p` with random seeded purely from (zone, shotId), the threshold p // this converges to *is* that shot's draw, recovered through the public Commit/ShotResolved surface // rather than by reaching into FireControl's private RNG plumbing. private float BisectRoll(DieEngagement e, int shotId) { float lo = 0f, hi = 1f; for (var i = 0; i < 24; i++) { var mid = (lo + hi) / 2f; if (FireSynthetic(e, shotId, mid)) hi = mid; else lo = mid; } return (lo + hi) / 2f; } // 9.1 (Soul C1, blocking): the defect this whole cut exists for. A single xorshift round does not // diffuse a seed that differs from its neighbours only in its low bits (shot.ShotId), so every zone's // first draw was a near-constant function of ShotId, span ~0.125 -- a shot was a step function of p, // fixed at zone creation, not a roll. Mutation: delete the fmix32 finalizer FireControl.Commit applies // before constructing its Random. Must die on both assertions below (a mixed-in seed produces both a // wide roll span and a hit fraction that tracks p; the pre-fix code fails both). [Fact] public void TheDieIsUniform() { var settings = TestSettings(); // Several distinct zone seeds (Zone.CombatSeed = GalaxyZone.Name.StableHash()) -- 9.1's defect is a // property of the diffusion, not of any one unlucky seed, so a single zone passing would prove // nothing about the fix. var zoneNames = new[] { "Cut9-Alpha", "Cut9-Beta", "Cut9-Gamma", "Cut9-Delta", "Cut9-Epsilon" }; var intermediatePs = new[] { .3f, .6f }; foreach (var zoneName in zoneNames) { var e = BuildDieEngagement(settings, zoneName); // Roll span across a dense run of *consecutive* shot ids -- 9.1's defect is specifically that // ShotId only ever perturbs the seed's low bits, so this is the range that actually exercises // it (a step of 877 up to 20000 flips high bits of ShotId itself and gets a wide span even // pre-fix, proving nothing about the diffusion). var rolls = new List(); for (var shotId = 0; shotId < 300; shotId++) rolls.Add(BisectRoll(e, shotId)); var span = rolls.Max() - rolls.Min(); Console.WriteLine($"[TheDieIsUniform] zone={zoneName} roll span={span:F4} min={rolls.Min():F4} max={rolls.Max():F4} n={rolls.Count}"); Assert.True(span > 0.2f, $"zone {zoneName}: roll span {span:F4} across {rolls.Count} shot ids is not substantially more than 0.2 -- the die is still a step function fixed at zone creation"); // Hit fraction at an intermediate p must track p, not sit near 0 or 1 (9.1's step-function // symptom: a zone either always hits or never hits once p crosses its one fixed threshold). foreach (var p in intermediatePs) { const int n = 500; var hits = 0; for (var shotId = 0; shotId < n; shotId++) if (FireSynthetic(e, 1_000_000 + shotId, p)) hits++; var fraction = hits / (float) n; Console.WriteLine($"[TheDieIsUniform] zone={zoneName} p={p} hit fraction={fraction:F3} ({hits}/{n})"); Assert.True(Math.Abs(fraction - p) < 0.08f, $"zone {zoneName}, p={p}: observed hit fraction {fraction:F3} over {n} shots is not near p -- die is not uniform"); } } } // Commit's seed is ((CombatSeed * K) ^ ShotId) | 1 before the fmix32: the `| 1` is part of the shot dice that // 9.1 shipped, so two shot ids that differ only in bit 0 share a seed and so a draw. Mutation: drop the // `| 1` -- the pairs below then draw different rolls. [Fact] public void ShotIdsDifferingOnlyInTheLowBitShareTheirDraw() { var e = BuildDieEngagement(TestSettings(), "Cut9-LowBit"); var four = BisectRoll(e, 4); Assert.Equal(four, BisectRoll(e, 5), 5); var six = BisectRoll(e, 6); Assert.Equal(six, BisectRoll(e, 7), 5); Assert.NotEqual(four, six, 3); } // --------------------------------------------------------------------------------------------------- // 9.2: pOnHull must stay monotonic in Precision over the whole domain. A neutral shooter/target pair // (Accuracy 1, huge Resolution/Tracking, zero weapon Spread), the same isolation convention // FireControlCut6dTests.Build uses, so HitProbability's PBase collapses to exactly pOnHull. // --------------------------------------------------------------------------------------------------- private sealed class KernelEngagement { public ItemManager Items; public Zone Zone; public Ship Shooter; public Ship Target; public Weapon Weapon; } private KernelEngagement BuildKernelEngagement(GameplaySettings settings, Shape hullShape, float precision, float spread = 0) { var hullData = new HullData { Name = "Hull", HullType = HullType.Ship, Shape = hullShape, 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 VerseGrammar { Revision = 1 }); cache.Upsert(hullData); 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(10), Range = Constant(1000), MinRange = Constant(0), Velocity = Constant(0), Spread = Constant(spread), DamageSpread = Constant(0), Penetration = Constant(0), 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 { // Cut 11: a finite Resolution, so pSensor actually varies with info. At 1000 it saturated to exactly 1 // for any info above the detection threshold, which made `x * pSensor` and `x / pSensor` the same // number and let a mutant of Inspect's product survive HitProbabilityMatchesInspect. Accuracy = Constant(1f), Resolution = Constant(2f), Precision = Constant(precision), Tracking = Constant(100000f) } } }); cache.FlushAsync().Wait(); var ledger = new ProvenanceLedger(); for (var i = 1; i <= 5; 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 = "Cut9-Kernel", Owner = null }, null); var hullRef = items.ItemData.RefOf(items.ItemData.GetByName("Hull")); var shooterHull = new EquippableItem { Data = hullRef, Durability = 1000000, Lot = 1 }; var shooter = new Ship(items, zone, shooterHull, new EntitySettings()); var gunRef = items.ItemData.RefOf(items.ItemData.GetByName("Gun")); var gun = new EquippableItem { Data = gunRef, Durability = 1, Lot = 2 }; Assert.True(shooter.TryEquip(gun, new int2(0, 0))); var weaponItem = shooter.Equipment.Single(x => x.EquippableItem == gun); var weapon = (Weapon) weaponItem.Behaviors.Single(b => b is Weapon); var targetingRef = items.ItemData.RefOf(items.ItemData.GetByName("Targeting")); var targeting = new EquippableItem { Data = targetingRef, Durability = 1, Lot = 3 }; Assert.True(shooter.TryFindSpace(targeting, out var tpos)); Assert.True(shooter.TryEquip(targeting, tpos)); var targetHull = new EquippableItem { Data = hullRef, Durability = 1000000, Lot = 4 }; var target = new Ship(items, zone, targetHull, new EntitySettings()); var targetGunRef = items.ItemData.RefOf(items.ItemData.GetByName("Gun")); var targetGun = new EquippableItem { Data = targetGunRef, Durability = 1, Lot = 5 }; Assert.True(target.TryEquip(targetGun, new int2(0, 0))); zone.Entities.Add(shooter); zone.Entities.Add(target); shooter.Activate(); target.Activate(); shooter.Position = float3.zero; target.Position = float3(0, 0, 100); shooter.SetTarget(target); shooter.SetIff(target, true); shooter.EntityInfoGathered[target] = 1f; // full reveal: pSensor = 1 zone.Update(0f); // warm-up: resolves weapon/targeting stats before Inspect reads them return new KernelEngagement { Items = items, Zone = zone, Shooter = shooter, Target = target, Weapon = weapon }; } // 9.2 (Soul C2, blocking): pOnHull collapsed to zero once sigma (1/Precision) fell below about half a // cell, because the discrete kernel sum badly undershoots the continuous 2*pi*sigma^2 denominator // against an aim point that is not exactly on a cell centre -- true of every shipped hull (no centre of // mass is integral). A 7x13 solid hull reproduces the same off-integer-centre shape without needing the // real catalog open in this project. // Cut 12.2 (docs/fire-control-cut.md): Silhouette replaces the discrete sum with an exact 1D Gaussian // integral over the hull's lateral shadow, which does not undershoot at any sigma -- so deleting // SigmaFloor no longer reproduces the collapse this test was written to catch (TheSigmaFloorHoldsAtHalfACell // is what now kills that mutant). This test is kept anyway as a plain regression pin: pOnHull must stay // well clear of zero, and non-collapsing, across the whole Precision domain, whichever formula computes it. [Fact] public void POnHullNeverCollapsesAboveThePrecisionCliff() { var settings = TestSettings(); var precisions = new[] { .1f, .3f, .6f, 1f, 1.19f, 2f, 3f, 4f, 5f, 6f, 8f, 10f, 15f, 25f, 50f, 100f, 250f, 500f, 1000f }; // Even extents: CenterOfMass is the raw mean of integer cell coordinates (ItemData.cs), with no // +0.5 cell-centre offset -- an odd extent's mean lands exactly on an occupied cell (no cliff to // reproduce), while an even one lands on the half-cell boundary between two cells, the same // off-integer shape every shipped hull's real (irregular) footprint produces (Longinus 2.5/6.697, // Zenith 5.5/5.5, Turret 3.5/3.5). var hullShape = SolidShape(6, 12); var samples = new List<(float Precision, float POnHull)>(); foreach (var precision in precisions) { var e = BuildKernelEngagement(settings, hullShape, precision); var diagnostic = FireControl.Inspect(e.Weapon, e.Shooter, e.Target); samples.Add((precision, diagnostic.POnHull)); } Console.WriteLine("[POnHullNeverCollapsesAboveThePrecisionCliff] " + string.Join(", ", samples.Select(s => $"P={s.Precision}:{s.POnHull:F4}"))); foreach (var (precision, pOnHull) in samples) Assert.True(pOnHull > 0.05f, $"Precision {precision}: pOnHull collapsed to {pOnHull:F4} -- a weapon this well-aimed must still be able to hit the hull"); // Monotonic non-collapse over the *whole* domain: once precision climbs (sigma shrinks) pOnHull must // not fall back toward zero the way the undamped continuous-integral denominator did past the cliff. // (Below Precision ~1, pOnHull legitimately rises as the kernel tightens onto the aim point; the // regression this pins is the second half of the curve heading back down to nothing.) var peakIndex = samples.Select(s => s.POnHull).ToList().IndexOf(samples.Max(s => s.POnHull)); for (var i = peakIndex + 1; i < samples.Count; i++) Assert.True(samples[i].POnHull > samples[peakIndex].POnHull * 0.5f, $"pOnHull fell from {samples[peakIndex].POnHull:F4} at Precision {samples[peakIndex].Precision} to {samples[i].POnHull:F4} at Precision {samples[i].Precision} -- the cliff is back"); } // --------------------------------------------------------------------------------------------------- // Cut 10 (docs/fire-control-cut.md): one fire-control model, shared at the level of its factors. // HitProbability is the hot path -- every AI and turret, per weapon, per tick -- and Inspect is the // debug HUD's view. The diagnostics refactor (72c0109c) kept them as one model by routing the hot path // THROUGH Inspect, which made every call build the diagnostic struct and run the aim-point and kernel // work before checking whether the target was even in range: 9.87 us and 448 B per call, measured by a // Soul pass, on paths that used to bail in nanoseconds. Both now call the same factor functions. // --------------------------------------------------------------------------------------------------- // The invariant the diagnostics refactor was protecting: the HUD can never report a probability the // simulation does not use. Inspect.PBase is HitProbability's own answer, so the gates and the product // have one owner; what is left to defend is that the factors the HUD displays are the ones the // simulation multiplies, and that a gate the HUD shows closed is one the simulation refuses on. Swept // across Precision, info levels and a spread cone that does not fill the silhouette -- every factor // strictly between 0 and 1 somewhere, so a factor dropped, doubled or divided in either caller shows. [Fact] public void TheHudShowsTheFactorsTheSimulationMultiplies() { var settings = TestSettings(); var checkedConfigurations = 0; var sawPartialSpread = false; // F6 (Soul's fix batch, 2026-09-24): a shooter at float3.zero with both entities at Direction's // default (0,1) let a mutant that reads the SHOOTER's facing instead of the target's (Bearing(source, // ...) instead of Bearing(target, ...)) survive -- the two facings coincided, so the substitution was // invisible. An off-origin shooter and a target facing with |fx| > |fy|, distinct from the shooter's // own (unused) default facing, make that substitution produce a different, wrong bearing. var origin = float3(37, 0, -11); foreach (var precision in new[] { .3f, 1.19f, 5f }) { // 6 cells wide at cell size 1 subtends ~3.4 degrees at 100 units, inside an 8-degree cone. var e = BuildKernelEngagement(settings, SolidShape(6, 12), precision, spread: 8); e.Shooter.Position = origin; e.Target.Position = origin + float3(0, 0, 100); e.Target.Direction = normalize(float2(.8f, .6f)); foreach (var info in new[] { .2f, .5f, 1f }) { e.Shooter.EntityInfoGathered[e.Target] = info; var hud = FireControl.Inspect(e.Weapon, e.Shooter, e.Target); var hot = FireControl.HitProbability(e.Weapon, e.Shooter, e.Target); Assert.True(hud.Designated && hud.InArc, $"info {info}: precondition, every gate open"); Assert.True(hot > 0f, $"info {info}, Precision {precision}: precondition, a shot that can land"); Assert.Equal(hot, hud.Accuracy * hud.PSensor * hud.PSpread * hud.POnHull, 5); sawPartialSpread |= hud.PSpread < .99f; checkedConfigurations++; } e.Shooter.EntityInfoGathered[e.Target] = 1f; void Closed(string label, Func gate) { var hud = FireControl.Inspect(e.Weapon, e.Shooter, e.Target); Assert.False(gate(hud), $"{label}: the HUD must show this gate closed"); Assert.Equal(0f, FireControl.HitProbability(e.Weapon, e.Shooter, e.Target)); checkedConfigurations++; } e.Target.Position = origin + float3(0, 0, 5000); Closed("out of range", d => d.Designated); e.Target.Position = origin + float3(0, 0, -100); Closed("behind the mount", d => d.InArc); // A shooter far from the origin: at float3.zero `target - source` and `target + source` are the // same vector, so a sign mutant in the bearing only shows here (500 in range vs 1300 out). e.Shooter.Position = float3(600, 0, 0); e.Target.Position = float3(600, 0, 500); var far = FireControl.Inspect(e.Weapon, e.Shooter, e.Target); Assert.Equal(500f, far.Range, 3); Assert.True(far.Designated && FireControl.HitProbability(e.Weapon, e.Shooter, e.Target) > 0f, "shooter far from the origin"); checkedConfigurations++; e.Shooter.Position = origin; e.Target.Position = origin + float3(0, 0, 100); e.Shooter.VisibleEntities.Remove(e.Target); Closed("not visible", d => d.Designated); Assert.False(FireControl.Inspect(e.Weapon, e.Shooter, null).HasTarget); Assert.Equal(0f, FireControl.HitProbability(e.Weapon, e.Shooter, null)); } Assert.True(sawPartialSpread, "fixture: the spread cone must not fill the silhouette, or PSpread is 1 and proves nothing"); Assert.Equal(21, checkedConfigurations); // 3 precisions x (3 info levels + out of range + behind + far shooter + not visible) } // The cost regression itself. A target out of range is the common case for every AI and turret, and it // must bail before any factor is computed. Mutation: route HitProbability back through Inspect; the // gated-out call then allocates the aim-point list and the kernel's arrays on every evaluation. [Fact] public void GatedOutHitProbabilityAllocatesNothing() { var e = BuildKernelEngagement(TestSettings(), SolidShape(6, 12), 1.19f); e.Target.Position = float3(0, 0, 5000); // out of range, still visible and in arc for (var i = 0; i < 100; i++) FireControl.HitProbability(e.Weapon, e.Shooter, e.Target); // JIT warm-up var before = GC.GetAllocatedBytesForCurrentThread(); var sum = 0f; for (var i = 0; i < 1000; i++) sum += FireControl.HitProbability(e.Weapon, e.Shooter, e.Target); var allocated = GC.GetAllocatedBytesForCurrentThread() - before; Assert.Equal(0f, sum); Assert.True(allocated == 0, $"1000 gated-out HitProbability calls allocated {allocated} bytes; the hot path must bail before any factor work"); } // --------------------------------------------------------------------------------------------------- // 9.3: a Target surviving a dock/die/undock cycle must not crash LockWeapon. Same fixture shape as // FireControlCut8Tests.BuildLockScenario -- this is that cut's own crash, still reachable. // --------------------------------------------------------------------------------------------------- private sealed class LockScenario { public ItemManager Items; public Zone Zone; public Ship Locker; public Ship Bystander; } private LockScenario BuildLockScenario(GameplaySettings settings) { var hullData = new HullData { Name = "Hull", HullType = HullType.Ship, Shape = SolidShape(5, 5), Durability = 1000, 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 VerseGrammar { Revision = 1 }); cache.Upsert(hullData); cache.Upsert(new GearData { Name = "LockGun", Hardpoint = HardpointType.Sensors, Shape = new Shape(), Durability = 1, MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000, Behaviors = { new LockWeaponData { Damage = Constant(0), Range = Constant(1000), MinRange = Constant(0), Velocity = Constant(0), Spread = Constant(0), DamageSpread = Constant(0), Penetration = Constant(0), Count = Constant(1), BurstTime = Constant(0), Cooldown = Constant(1000), DamageCurve = new BezierCurve { Keys = new[] { float4(0, 1, 0, 0), float4(1, 1, 0, 0) } }, LockSpeed = Constant(1), SensorImpact = Constant(1), LockAngle = Constant(170), DirectionImpact = Constant(1), Decay = Constant(1) } } }); cache.FlushAsync().Wait(); var ledger = new ProvenanceLedger(); ledger.Lots[1] = new Lot { Origin = new Attributed(), Quality = 1 }; ledger.Lots[2] = new Lot { Origin = new Attributed(), Quality = 1 }; ledger.Lots[3] = new Lot { Origin = new Attributed(), Quality = 1 }; ledger.Lots[4] = 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 = "Cut9-Lock", Owner = null }, null); var hullRef = items.ItemData.RefOf(items.ItemData.GetByName("Hull")); var lockerHull = new EquippableItem { Data = hullRef, Durability = 1000, Lot = 1 }; var locker = new Ship(items, zone, lockerHull, new EntitySettings()); var gunRef = items.ItemData.RefOf(items.ItemData.GetByName("LockGun")); var gun = new EquippableItem { Data = gunRef, Durability = 1, Lot = 2 }; Assert.True(locker.TryEquip(gun, new int2(0, 0))); var bystanderHull = new EquippableItem { Data = hullRef, Durability = 1000, Lot = 3 }; var bystander = new Ship(items, zone, bystanderHull, new EntitySettings()); var bystanderGunRef = items.ItemData.RefOf(items.ItemData.GetByName("LockGun")); var bystanderGun = new EquippableItem { Data = bystanderGunRef, Durability = 1, Lot = 4 }; Assert.True(bystander.TryEquip(bystanderGun, new int2(0, 0))); // _orderedEquipment must not be empty/null for Update to run zone.Entities.Add(locker); zone.Entities.Add(bystander); locker.Activate(); bystander.Activate(); locker.Position = float3.zero; bystander.Position = float3(0, 0, 100); locker.Aim = float3(0, 0, 1); locker.SetTarget(bystander); locker.EntityInfoGathered[bystander] = 1f; locker.SetIff(bystander, true); zone.Update(0f); // warm up resolved stats -- brings weapon Online/Active up return new LockScenario { Items = items, Zone = zone, Locker = locker, Bystander = bystander }; } // 9.3 (Soul C3, high): Cut 8 fixed a real liveness defect (LockWeaponOnDeactivatedEntityDoesNotThrow) // but not the operator's actual crash -- that guard only ever runs on an *active* entity. The live // precondition is Target.Value set but absent from EntityInfoGathered on an active entity, and docking // still reaches it: Deactivate disposes the Zone.Entities.ObserveRemove subscription that is the only // thing that nulls a stale Target, and Activate reseeds EntityInfoGathered from the zone's *current* // membership without reconciling Target against it. Dock, let the target leave, undock: the first // LockWeapon tick throws. Mutation: delete Entity.Activate's Target reconciliation. Must die. [Fact] public void TargetSurvivingDockDieUndockDoesNotCrashLockWeapon() { var s = BuildLockScenario(TestSettings()); s.Locker.Update(.1f); // lock behavior runs once while both are live and visible, same as normal play s.Locker.Deactivate(); // dock Assert.False(s.Locker.Active); // the target dies or leaves while the locker is inactive -- its own Zone.Entities.ObserveRemove // subscription (the only thing that would have nulled Target) was disposed by Deactivate above, so // nothing reacts to this removal yet. s.Zone.Entities.Remove(s.Bystander); s.Locker.Activate(); // undock Assert.True(s.Locker.Active); // Assert.Null(entity) would hand a live Entity into xUnit's reflection-based failure formatter, // which recurses through Zone -> Entities -> Ship -> Zone forever; a plain boolean with its own // message sidesteps that entirely. Assert.True(s.Locker.Target.Value.IsNone, "the invariant: an active entity's Target is always a live entity it has info on -- a stale reference to the departed Bystander survived Activate's reconciliation"); var ex = Record.Exception(() => s.Locker.Update(.1f)); Assert.Null(ex); } }