using System; using System.Collections.Generic; using System.IO; using CultMath; using GameCult.Caching; using Xunit; using static CultMath.math; using float2 = CultMath.float2; using Random = CultMath.Random; // Floating bodies (aetheria-release cut floating-bodies): the drift loot and mines share, the structured // dice they roll with, and the zone-scoped ids they carry. The body has no consumer yet; these tests are // its whole contract. public sealed class FloatingBodyTests : IDisposable { private readonly string _root = Path.Combine(Path.GetTempPath(), "aetheria-floatingbody-" + Guid.NewGuid().ToString("N")); private readonly List _caches = new List(); public FloatingBodyTests() => Directory.CreateDirectory(_root); public void Dispose() { foreach (var c in _caches) c.Dispose(); Directory.Delete(_root, true); } private static GameplaySettings Settings(float drag = .05f, float launchDrag = .2f, float gravity = 1f) => new GameplaySettings { FloatingBodyDrag = drag, FloatingBodyLaunchDrag = launchDrag, FloatingBodyGravity = gravity }; private Zone NewZone() { var cache = AetheriaStores.Open(Path.Combine(_root, Guid.NewGuid().ToString("N") + ".cc"), catalogWritable: true); _caches.Add(cache); 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() }; var items = new ItemManager(cache, new ProvenanceLedger(), settings, _ => { }); return new Zone(items, new PlanetSettings(), new ZonePack(), new GalaxyZone { Name = "Test Zone", Owner = null }, null); } private static KinematicBody Run(KinematicBody b, float seconds, float dt, float2 force, GameplaySettings s) { var steps = (int) Math.Round(seconds / dt); for (var i = 0; i < steps; i++) b.Step(dt, force, s); return b; } [Fact] public void LaunchVelocityDecaysExponentially() { var s = Settings(); // Speed .3: the semi-implicit step's position error is bounded by speed * dt / 2 (about .005 at dt .1), inside the 1e-2 pin. var start = new KinematicBody { Velocity = new float2(.18f, .24f) }; foreach (var dt in new[] { 1f / 120f, .1f }) { var b = Run(start, 3f, dt, float2.zero, s); Assert.Equal(.3f * exp(-s.FloatingBodyLaunchDrag * 3f), length(b.Velocity), 4); } var fine = Run(start, 3f, 1f / 120f, float2.zero, s); var coarse = Run(start, 3f, .1f, float2.zero, s); Assert.True(length(fine.Position - coarse.Position) < 1e-2f); // It really moved, along the launch direction. Assert.True(fine.Position.x > 0f && fine.Position.y > fine.Position.x); } [Fact] public void DriftFollowsTheForce() { var s = Settings(); var force = new float2(.02f, -.01f); var b = Run(new KinematicBody(), 600f, .1f, force, s); Assert.Equal(force.x * s.FloatingBodyGravity / s.FloatingBodyDrag, b.Drift.x, 2); Assert.Equal(force.y * s.FloatingBodyGravity / s.FloatingBodyDrag, b.Drift.y, 2); Assert.Equal(b.Velocity + b.Drift, b.TotalVelocity); var noGravity = Run(new KinematicBody(), 10f, .1f, force, Settings(gravity: 0f)); Assert.Equal(float2.zero, noGravity.Drift); Assert.Equal(float2.zero, noGravity.Position); var noForce = Run(new KinematicBody { Velocity = new float2(1f, 0f) }, 2f, .1f, float2.zero, s); Assert.Equal(float2.zero, noForce.Drift); Assert.True(noForce.Position.x > 0f && noForce.Position.y == 0f); } [Fact] public void OneStepMovesByLaunchPlusDrift() { var s = Settings(); var b = new KinematicBody { Velocity = new float2(2f, 0f), Drift = new float2(0f, 1f) }; b.Step(.5f, new float2(.4f, 0f), s); var velocity = 2f * exp(-s.FloatingBodyLaunchDrag * .5f); var drift = new float2(.4f * .5f, 1f) * exp(-s.FloatingBodyDrag * .5f); Assert.Equal(velocity, b.Velocity.x, 4); Assert.Equal(drift.x, b.Drift.x, 4); Assert.Equal(drift.y, b.Drift.y, 4); Assert.Equal((velocity + drift.x) * .5f, b.Position.x, 4); Assert.Equal(drift.y * .5f, b.Position.y, 4); } [Fact] public void ShotDiceAreUnchanged() { // fmix32 as FireControl.MixSeed wrote it, the function this cut moved. static uint Reference(uint seed) { seed ^= seed >> 16; seed *= 0x85ebca6bu; seed ^= seed >> 13; seed *= 0xc2b2ae35u; seed ^= seed >> 16; return seed; } var inputs = new List { 0u, 0xFFFFFFFFu }; for (uint i = 1; inputs.Count < 64; i++) inputs.Add(i * 2654435761u); foreach (var x in inputs) Assert.Equal(Reference(x), SimulationDice.Mix(x)); Assert.Equal(0u, SimulationDice.Mix(0u)); Assert.Equal(0x514E28B7u, SimulationDice.Mix(1u)); } [Fact] public void DiceStreamsAreIndependentAndRepeatable() { var loot = SimulationDice.For(1234u, SimulationDice.LootStream, 5u); var mine = SimulationDice.For(1234u, SimulationDice.MineStream, 5u); Assert.NotEqual(loot.NextUInt(), mine.NextUInt()); var a = SimulationDice.For(1234u, SimulationDice.LootStream, 5u); var b = SimulationDice.For(1234u, SimulationDice.LootStream, 5u); for (var i = 0; i < 8; i++) Assert.Equal(a.NextUInt(), b.NextUInt()); Assert.NotEqual(SimulationDice.For(1234u, SimulationDice.LootStream, 5u).NextUInt(), SimulationDice.For(1235u, SimulationDice.LootStream, 5u).NextUInt()); Assert.NotEqual(SimulationDice.For(1234u, SimulationDice.LootStream, 5u).NextUInt(), SimulationDice.For(1234u, SimulationDice.LootStream, 6u).NextUInt()); // Never seeded 0: the argument set that mixes to zero still rolls. var zero = SimulationDice.For(0u, 0u, 0u); Assert.Equal(1u, zero.state); } [Fact] public void NeighbouringZonesAndOrdinalsNeverShareADraw() { // Folding stream and ordinal into the zone seed with one xor would make (zone, n) and (zone ^ 1, n ^ 1) // the same seed; the double mix keeps them apart. for (uint zone = 0; zone < 64; zone++) for (uint n = 0; n < 16; n++) Assert.NotEqual(SimulationDice.For(zone, SimulationDice.LootStream, n).NextUInt(), SimulationDice.For(zone ^ 1u, SimulationDice.LootStream, n ^ 1u).NextUInt()); } [Fact] public void BodyIdsAreUniqueInAZone() { var zone = NewZone(); var seen = new HashSet(); uint last = 0; for (var i = 0; i < 10000; i++) { var id = zone.NextBodyId(); Assert.True(id.Value > last); last = id.Value; Assert.True(seen.Add(id)); } Assert.Equal(1u, NewZone().NextBodyId().Value); Assert.Equal("1", new FloatingBodyId(1).ToString()); Assert.Equal(new FloatingBodyId(7), new FloatingBodyId(7)); Assert.NotEqual(new FloatingBodyId(7), new FloatingBodyId(8)); } // The law ships felt at 3035230b, written out here from that tree's Ship.Update (a per-tick velocity add, no dt) // and not from Zone: the pin must not move when Zone's law does. private static float2 LegacyPushPerFrame(float2 f, float strength) { var m = lengthsq(f); if (m <= .001f) return float2.zero; return normalize(f) * strength * (1 / (1 - m) - 1); } [Fact] public void TheGravityLawPushesShipsAsItDidAtSixtyFps() { foreach (var strength in new[] { 1f, 7.5f }) foreach (var f in new[] { new float2(.1f, 0), new float2(.2f, .1f), new float2(-.3f, .4f), new float2(.5f, -.5f), new float2(0, .7f) }) { var legacy = LegacyPushPerFrame(f, strength); var perFrame = Zone.GravityAcceleration(f, strength) * (1f / 60f); var tolerance = Math.Max(1e-7f, length(legacy) * 1e-5f); Assert.InRange(perFrame.x, legacy.x - tolerance, legacy.x + tolerance); Assert.InRange(perFrame.y, legacy.y - tolerance, legacy.y + tolerance); } // Per second: halving dt halves the push, so the law holds at any tick rate. var a = Zone.GravityAcceleration(new float2(.3f, .1f), 2f); Assert.Equal(a.x * .5f, (a * (1f / 120f)).x * 60f, 5); // The gate: |f|^2 at or below .001 pushes nothing. Assert.Equal(float2.zero, Zone.GravityAcceleration(new float2(.03f, 0), 1f)); Assert.NotEqual(float2.zero, Zone.GravityAcceleration(new float2(.0317f, 0), 1f)); } [Fact] public void DriftMatchesLegacyFloatingItemsAtSixtyFps() { // After 5 s at 60 fps with GravityStrength 1 and a normal of length |f| along x, the legacy GridObject drift // position (measured by Soul, 2026-10-07, off 3035230b's GridObject.Update): |f| .05 -> 1.7371, .1 -> 7.0012, // .3 -> 68.55, .5 -> 231.04. The sim steps the same law with exp decay where GridObject used 1 - k dt. var s = Settings(); foreach (var (norm, expected) in new[] { (.05f, 1.7371f), (.1f, 7.0012f), (.3f, 68.55f), (.5f, 231.04f) }) { var body = Run(new KinematicBody(), 5f, 1f / 60f, Zone.GravityAcceleration(new float2(norm, 0), 1f), s); Assert.InRange(body.Position.x, expected * .999f, expected * 1.001f); Assert.Equal(0f, body.Position.y, 4); } } // Ship.Update's own gravity line, through the real ship and a real zone (no planets: the zone's well alone // gives a slope). The expectation is built from the zone's own normal and the 3035230b ship law, so flipping // the sign or changing how delta enters the line fails here, not only the Zone function's pin above. private Ship ShipAt(float x, out Zone zone) { var cache = AetheriaStores.Open(Path.Combine(_root, Guid.NewGuid().ToString("N") + ".cc"), catalogWritable: true); _caches.Add(cache); var hullShape = new Shape(5, 5); foreach (var cell in hullShape.AllCoordinates) hullShape[cell] = true; cache.Upsert(new HullData { Name = "Skiff", HullType = HullType.Ship, Shape = hullShape, Durability = 10, Mass = 1000 }); cache.FlushAsync().Wait(); 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() }; var items = new ItemManager(cache, new ProvenanceLedger(), settings, _ => { }); var planets = new PlanetSettings { ZoneDepth = 1000, ZoneDepthExponent = 1, GravityStrength = 1 }; zone = new Zone(items, planets, new ZonePack { Radius = 1000 }, new GalaxyZone { Name = "Test Zone", Owner = null }, null); var design = cache.GetByName("Skiff"); var hull = new EquippableItem { Data = cache.RefOf(design), Durability = design.Durability, Lot = items.Lots.Add(new Lot { Design = cache.RefOf(design), Origin = new Attributed(), Quality = .5f, Roles = new List() }) }; var ship = new Ship(items, zone, hull, new EntitySettings()); zone.Entities.Add(ship); ship.Aim = float3(0, 0, 1); ship.Activate(); ship.Position = float3(x, 0, 0); return ship; } [Fact] public void AShipInAWellIsPulledTowardItByTheLawPerSecond() { foreach (var delta in new[] { 1f / 60f, 1f / 30f }) { var ship = ShipAt(400f, out var zone); var normal = zone.GetNormal(ship.Position.xz); var push = LegacyPushPerFrame(new float2(normal.x, normal.z), zone.Settings.GravityStrength) * (delta * 60f); Assert.True(push.x < 0f, "the well must pull a ship at +x toward the centre"); ship.Update(delta); var tolerance = Math.Max(1e-6f, length(push) * 1e-4f); Assert.InRange(ship.Velocity.x, push.x - tolerance, push.x + tolerance); Assert.InRange(ship.Velocity.y, push.y - tolerance, push.y + tolerance); } } }