/* 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 6b (docs/fire-control-cut.md, "the dice stop being shared, and the flak cannon works again"): pins 6.1 // (a shot's dice are a pure function of zone identity and shot id, not a shared stream) and 6.2 (airburst // resolves in the simulation, via Splash instead of Apply, never both). Builds its own fixtures, the same // convention every earlier cut's test file establishes. public sealed class FireControlCut6Tests : IDisposable { private readonly string _root = Path.Combine(Path.GetTempPath(), "aetheria-firecontrolcut6-" + Guid.NewGuid().ToString("N")); private string Catalog => Path.Combine(_root, "Aetheria.cc"); public FireControlCut6Tests() => 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, 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; } // ---- A discrete-weapon shooter/target engagement, the same shape FireControlCut5Tests.Build uses. Every // engagement shares the fixed GalaxyZone name "Test", so every Zone built from this fixture shares one // CombatSeed (R1's stable identity) -- exactly the substrate 6.1's determinism claim depends on. ---- private sealed class Engagement { public ItemManager Items; public Zone Zone; public Ship Shooter; public Ship Target; public EquippedItem WeaponItem; public InstantWeapon Weapon; } private Engagement Build( GameplaySettings settings, float damage = 10, float range = 1000, float velocity = 0, float spread = 0, float accuracy = 1, float resolution = 1, float tracking = 100000, float targetRange = 100, WeaponFuse? fuse = null, float blastRadius = 0) { var hullShape = SolidShape(5, 5); 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 TestCatalogGlobal { Name = "Temperament" }); cache.Upsert(hullData); // Cut 6b, 6.2 (renamed 12.4(a)): a real WeaponItemData (not the bare GearData earlier cuts' fixtures // use) -- it is the one catalog type carrying Fuse and BlastRadius. WeaponModifiers no longer decides // behaviour (Q12-6), so the fixture does not bother setting it. cache.Upsert(new WeaponItemData { Name = "Gun", Hardpoint = HardpointType.Sensors, Shape = new Shape(), Durability = 1, MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000, Fuse = fuse, BlastRadius = blastRadius, Behaviors = { new InstantWeaponData { Damage = Constant(damage), Range = Constant(range), MinRange = Constant(0), Velocity = Constant(velocity), 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 6d (docs/fire-control-cut.md): Precision now feeds pOnHull (the dart-throw kernel's // sigma) for every shot, aimed or not -- 0 would balloon sigma and starve this fixture's hit // tests, none of which care about aim placement. See FireAuthorityTests.Build's own comment. Accuracy = Constant(accuracy), Resolution = Constant(resolution), Precision = Constant(1), Tracking = Constant(tracking) } } }); 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 }; ledger.Lots[5] = 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 = "Test", Owner = null }, null); var hullRef = items.ItemData.RefOf(items.ItemData.GetByName("Hull")); var shooterHull = new EquippableItem { Data = hullRef, Durability = 100000, 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(e => e.EquippableItem == gun); var weapon = (InstantWeapon) 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 = 100000, Lot = 4 }; var target = new Ship(items, zone, targetHull, new EntitySettings()); // A target with no non-hull equipment never runs TryEquip, so Entity's _orderedEquipment (only ever // populated there) stays null and Entity.Update NREs on the very first tick -- give it an inert item // purely so that array gets initialized, the same reason FireControlCut5Tests' fixtures always equip // a target gun. 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, targetRange); shooter.SetTarget(target); shooter.EntityInfoGathered[target] = 1f; shooter.SetIff(target, true); zone.Update(0f); // warm up resolved stats return new Engagement { Items = items, Zone = zone, Shooter = shooter, Target = target, WeaponItem = weaponItem, Weapon = weapon }; } // ---- 6.1: a shot's dice belong to the shot (Soul finding 6). ---- // A fixed fight, run twice from the same zone identity (CombatSeed comes from the fixed GalaxyZone name // "Test", shared by both engagements), with an arbitrary number of unrelated draws from ItemManager.Random // between shots in the second run. Outcomes must be identical shot-for-shot. Mutation: restore // `shot.Source.ItemManager.Random` as Commit's generator -- the unrelated draws below then advance the // shared stream Commit reads from, so the second run's hit/cell sequence diverges from the first's. This // is the test Soul's own hermetic-fixture probe could never be (docs/fire-control-cut.md, 6.1): a fixture // that never draws anything unrelated cannot see a shared-stream defect. [Fact] public void SameFightRollsSameThroughUnrelatedDraws() { var settings = TestSettings(); List<(bool hit, int2 cell)> RunFight(Action unrelatedDraws) { var e = Build(settings, damage: 10, velocity: 0, accuracy: 1, resolution: 1, tracking: 100000, targetRange: 100); var outcomes = new List<(bool, int2)>(); e.Zone.ShotResolved.Subscribe(o => outcomes.Add((o.Hit, o.Cell))); for (var i = 0; i < 8; i++) { unrelatedDraws?.Invoke(e.Items, i); FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter); e.Zone.Update(.01f); // flight time 0 (velocity 0) -> commits and resolves in this one call } return outcomes; } var baseline = RunFight(null); // A different, growing number of unrelated draws before each shot -- exactly "how many draws came // before it" perturbing a shared stream would be sensitive to. var perturbed = RunFight((items, i) => { for (var k = 0; k < i * 3 + 1; k++) items.Random.NextFloat(); }); Assert.Equal(baseline.Count, perturbed.Count); Assert.True(baseline.Count > 0); Assert.Equal(baseline, perturbed); } // A shot's outcome is a function of its own id: firing many shots at an identical, unmoving target (same // frozen payload in every way but ShotId, which increments per shot) must not always land on the same // cell. Mutation: drop ShotId from the seed -- every shot in a zone would then build the exact same local // generator, so every one of these draws the same cell every time (no variety at all across the run). [Fact] public void ShotIdDecidesTheDie() { var settings = TestSettings(); var e = Build(settings, damage: 10, velocity: 0, accuracy: 1, resolution: 1, tracking: 100000, targetRange: 100); var cells = new List(); e.Zone.ShotResolved.Subscribe(o => { if (o.Hit) cells.Add(o.Cell); }); for (var i = 0; i < 12; i++) { FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter); e.Zone.Update(.01f); } Assert.True(cells.Count > 1); Assert.True(cells.Distinct().Count() > 1, "Every shot landed on the same cell -- ShotId is not reaching the seed."); } // ---- 6.2: airburst resolves in the simulation (Soul finding 5). ---- // A proximity-fuse shot detonates unconditionally, at arrival, with no roll (12.4(b)'s "Which model a shot // uses") -- it damages everything in radius regardless of the discrete hit roll (Cut 4's rule, kept). // Accuracy 0 pins PBase (and so Commit's hit) to false with no dependence on the random draw, so a direct // hit would apply no damage whatsoever (Apply's own gate on shot.Outcome.Hit). A proximity shot must still // deal its area damage. Mutation: route a proximity fuse through the direct-hit branch instead -- harmless // here (that branch still no-ops on a miss), so this test alone does not catch that mutation; // AirburstAndDiscreteNeverDoubleUp below does, with a guaranteed hit where an extra direct-hit application // is not a no-op. [Fact] public void ProximityDetonatesEvenOnAGuaranteedMiss() { var settings = TestSettings(); var e = Build(settings, damage: 500, velocity: 0, accuracy: 0, resolution: 1, tracking: 100000, targetRange: 50, fuse: WeaponFuse.Proximity, blastRadius: 100); var before = e.Target.Hull.Durability; FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter); e.Zone.Update(.01f); Assert.True(e.Target.Hull.Durability < before, "An airburst shot must splash regardless of the discrete hit roll."); } // The double-application Soul was told to hunt for: with a guaranteed hit (accuracy 1), a proximity shot's // total damage must equal a bare Detonate call's own damage -- not more. Mutation: route the shot through // the direct-hit branch as well as Detonate at arrival -- the direct-hit cell would land on top of // Detonate's area damage, so the shot's total damage exceeds a lone Detonate call's. [Fact] public void AirburstAndDiscreteNeverDoubleUp() { var settings = TestSettings(); // 12.4(b)'s area model spreads damage over pi*r^2, so a radius this much larger than the 5x5 target // needs enough damage that the covered share still clears DamageHull's .1f threshold (matching // ProximityDetonatesEvenOnAGuaranteedMiss's own damage, above). var e = Build(settings, damage: 500, velocity: 0, accuracy: 1, resolution: 1, tracking: 100000, targetRange: 50, fuse: WeaponFuse.Proximity, blastRadius: 100); var before = e.Target.Hull.Durability; FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter); e.Zone.Update(.01f); var actualDelta = before - e.Target.Hull.Durability; // A fresh, identically-shaped target, damaged by one bare Detonate call with the same parameters // FireControl.Fire freezes for this weapon (BurstPosition, for a stationary velocity-0 target, is // exactly its own position -- PredictedIntercept falls back to target.Position below weapon.Velocity's // .01f floor). var e2 = Build(settings, damage: 500, velocity: 0, accuracy: 1, resolution: 1, tracking: 100000, targetRange: 50, fuse: WeaponFuse.Proximity, blastRadius: 100); var before2 = e2.Target.Hull.Durability; FireControl.Detonate(e2.Zone, e2.Target.Position.xz, 100, 500, DamageType.Kinetic); var expectedDelta = before2 - e2.Target.Hull.Durability; Assert.True(expectedDelta > 0); Assert.Equal(expectedDelta, actualDelta, 3); } // The other side: a shot with no fuse must never detonate, even one whose frozen burst position (unread, // for a null-fuse shot) would land exactly at zero range on a stationary target -- the zero-radius edge // case a careless "detonate unconditionally" mutant would still pass through, since distance 0 is never // greater than radius 0. Accuracy 0 pins the discrete roll to a guaranteed miss, so the correct path // (Apply's null-fuse branch, gated on Outcome.Hit) deals no damage at all. Mutation: detonate unconditionally // at arrival instead of switching on the frozen Fuse -- Detonate does not check Hit, so it would still deal // damage even though this shot never froze a fuse. [Fact] public void NoFuseNeverDetonates() { var settings = TestSettings(); var e = Build(settings, damage: 1000, velocity: 0, accuracy: 0, resolution: 1, tracking: 100000, targetRange: 50); var before = e.Target.Hull.Durability; FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter); e.Zone.Update(.01f); Assert.Equal(before, e.Target.Hull.Durability); } // ---- Cut 12.4(a): Fire decides "detonates" once, from the weapon's own data fields, never from a label // (Q12-6, "WeaponModifiers are labels, not behaviour"). A fuse without a radius is inert: it freezes null, // not the weapon's Fuse. ---- // Mutation: freeze `weaponItemData.Fuse` unconditionally instead of gating it on `blastRadius > 0f` -- a // weapon that carries a fuse but no radius would then freeze a fuse it should not, and Apply's future // fuse switch (12.4(b)) would try to detonate a shot with nothing to detonate with. [Fact] public void FireFreezesFuseOnlyWhenBlastRadiusIsPositive() { var settings = TestSettings(); var withRadius = Build(settings, fuse: WeaponFuse.Delayed, blastRadius: 40); FireControl.Fire(withRadius.Weapon, withRadius.WeaponItem, withRadius.Shooter); var shotWithRadius = withRadius.Zone.PendingShots[0]; Assert.Equal(WeaponFuse.Delayed, shotWithRadius.Fuse); Assert.Equal(40f, shotWithRadius.BlastRadius); var withoutRadius = Build(settings, fuse: WeaponFuse.Delayed, blastRadius: 0); FireControl.Fire(withoutRadius.Weapon, withoutRadius.WeaponItem, withoutRadius.Shooter); var shotWithoutRadius = withoutRadius.Zone.PendingShots[0]; Assert.Null(shotWithoutRadius.Fuse); Assert.Equal(0f, shotWithoutRadius.BlastRadius); } // ---- negative: ItemManager.Random no longer appears in FireControl.cs; Airburst no longer appears // anywhere under Assets/Scripts/Gameplay (Projectile.cs's fields and ProjectileManager.cs's write-back are // deleted, not merely unused). Enforced by tests/mutation_tests_fire_control_cut6.sh's negative-grep step, // not restated here as a source-scanning unit test. }