using System; using System.IO; using System.Linq; using CultMath; using GameCult.Caching; using Xunit; using static CultMath.math; // Hand-testing combat needs entities to target and mark. This pins the IFF override rules on Entity // (SetIff/IsHostileTo), the event-driven grudge behaviour for non-player entities, detection-gating of // perceived stance, the shooter-stance weapon fire gate, and the neutral-wanderer faction pool in // ZoneGenerator. No Zone/Galaxy save-load is exercised here; RunSaveTests covers that separately. public sealed class IffAndCombatTests : IDisposable { private readonly string _root = Path.Combine(Path.GetTempPath(), "aetheria-iff-" + Guid.NewGuid().ToString("N")); private string Catalog => Path.Combine(_root, "Aetheria.cc"); private static readonly int2 HardpointCell = new int2(0, 0); public IffAndCombatTests() { Directory.CreateDirectory(_root); using var cache = AetheriaStores.Open(Catalog, catalogWritable: true); cache.Upsert(new TestCatalogGlobal { Name = "Temperament" }); var hullShape = new Shape(3, 3); foreach (var cell in hullShape.AllCoordinates) hullShape[cell] = true; cache.Upsert(new HullData { Name = "Skiff", HullType = HullType.Ship, Shape = hullShape, Durability = 1, Hardpoints = { new HardpointData { Type = HardpointType.Sensors, Position = HardpointCell, Shape = new Shape() } } }); cache.Upsert(new GearData { Name = "Gun", Hardpoint = HardpointType.Sensors, Shape = new Shape(), Durability = 1, Behaviors = { new InstantWeaponData { Count = new PerformanceStat { Min = 1, Max = 1 }, Cooldown = new PerformanceStat { Min = 1, Max = 1 } } } }); cache.FlushAsync().Wait(); } private CultCache _openCache; public void Dispose() { _openCache?.Dispose(); Directory.Delete(_root, true); } // A world with one empty zone (no faction/security machinery engaged: GalaxyZone.Owner is null and // every test ship is non-player, so PresencePermitted stays at its default true and derived hostility // between non-owner factions is always false). Individual tests layer overrides/factions on top. private (ItemManager items, Zone zone) BuildWorld() { _openCache = AetheriaStores.Open(Catalog, catalogWritable: true); var ledger = new ProvenanceLedger(); ledger.Lots[1] = new Lot { Origin = new Attributed(), Quality = 1 }; // hull ledger.Lots[2] = new Lot { Origin = new Attributed(), Quality = 1 }; // gun var items = new ItemManager(_openCache, ledger, TestSettings(), _ => { }); var zone = new Zone(items, new PlanetSettings(), new ZonePack(), new GalaxyZone { Name = "Test Zone", Owner = null }, null); return (items, zone); } // As RunSaveTests.TestSettings, plus a real detection threshold: 0 would never cross (0 < 0 is // false), so the Detect() helper's 0 -> 1 EntityInfoGathered jump would silently do nothing. 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 = .5f }; private Ship NewShip(ItemManager items, Zone zone, Faction faction = null, bool isPlayerShip = false, bool equipGun = false) { var hullRef = items.ItemData.RefOf(items.ItemData.GetByName("Skiff")); var hull = new EquippableItem { Data = hullRef, Durability = 1, Lot = 1 }; var ship = new Ship(items, zone, hull, new EntitySettings()) { Faction = faction, IsPlayerShip = isPlayerShip }; if (equipGun) { var gunRef = items.ItemData.RefOf(items.ItemData.GetByName("Gun")); var gun = new EquippableItem { Data = gunRef, Durability = 1, Lot = 2 }; Assert.True(ship.TryEquip(gun, HardpointCell)); } zone.Entities.Add(ship); ship.Activate(); return ship; } // Marks entity `observer` as having detected `target`, the same way Sensor ramps EntityInfoGathered // past TargetDetectionInfoThreshold in the real game. private static void Detect(Entity observer, Entity target) => observer.EntityInfoGathered[target] = 1; [Fact] public void OverrideDecidesOutrightOverDerivedRule() { var (items, zone) = BuildWorld(); var a = NewShip(items, zone, new Faction { Name = "A" }); var b = NewShip(items, zone, new Faction { Name = "B" }); Assert.False(a.IsHostileTo(b)); // baseline: neither owns the zone, so derived hostility is false a.SetIff(b, true); Assert.True(a.IsHostileTo(b)); Assert.True(a.EntityHostility[b]); // updated immediately, no Update() tick required } [Fact] public void ClearingOverrideRestoresDerivedRule() { var (items, zone) = BuildWorld(); var a = NewShip(items, zone, new Faction { Name = "A" }); var b = NewShip(items, zone, new Faction { Name = "B" }); a.SetIff(b, true); Assert.True(a.IsHostileTo(b)); a.SetIff(b, null); Assert.False(a.IsHostileTo(b)); Assert.False(a.EntityHostility[b]); } [Fact] public void LeavingZoneClearsOverrides() { var (items, zone) = BuildWorld(); var a = NewShip(items, zone, new Faction { Name = "A" }); var b = NewShip(items, zone, new Faction { Name = "B" }); a.SetIff(b, true); Assert.True(a.EntityHostility[b]); zone.Entities.Remove(b); // b leaves the zone: a's override on b must be cleared zone.Entities.Add(b); // b returns as a "new" contact from a's perspective Assert.False(a.EntityHostility[b]); // recomputed fresh from the derived (non-hostile) rule Assert.False(a.IsHostileTo(b)); } [Fact] public void DerivedReciprocityDoesNotMirrorAnotherEntitysOverride() { var (items, zone) = BuildWorld(); var a = NewShip(items, zone, new Faction { Name = "A" }); var b = NewShip(items, zone, new Faction { Name = "B" }); // B declares hostile toward A via override. Rule (b) (reciprocity-on-marked-hostile) is deleted: // A's own derived hostility toward B must not mirror B's override through the recursive // "other.IsHostileTo(this, true)" reciprocity check baked into the derived rule. b.SetIff(a, true); Assert.True(b.IsHostileTo(a)); // B's own stance: override decides Assert.False(a.IsHostileTo(b)); // A's derived stance is untouched by B's override Assert.False(a.EntityHostility[b]); } [Fact] public void NonPlayerEntityGrudgesOnlyWhileItDetectsTheHostileMarker() { var (items, zone) = BuildWorld(); var player = NewShip(items, zone, new Faction { Name = "Player" }, isPlayerShip: true); var npc = NewShip(items, zone, new Faction { Name = "Npc" }); player.SetIff(npc, true); // player declares hostile toward the npc Assert.True(player.IsHostileTo(npc)); // The npc does not yet detect the player: the hostile stance must not grudge yet. Assert.False(npc.IsHostileTo(player)); // Detecting the already-hostile player triggers the grudge immediately, event-driven, with no // Update() tick between detection and the assertion. Detect(npc, player); Assert.True(npc.IsHostileTo(player)); Assert.True(npc.EntityHostility[player]); } [Fact] public void GrudgeTriggersImmediatelyWhenAlreadyDetectedAndMarkerTurnsHostile() { var (items, zone) = BuildWorld(); var player = NewShip(items, zone, new Faction { Name = "Player" }, isPlayerShip: true); var npc = NewShip(items, zone, new Faction { Name = "Npc" }); Detect(npc, player); // npc already sees the player, who is not yet hostile Assert.False(npc.IsHostileTo(player)); player.SetIff(npc, true); // no Update() tick called before the assertion below Assert.True(npc.IsHostileTo(player)); } [Fact] public void GrudgeIsStickyAndDoesNotForgiveWhenMarkerGoesNeutral() { var (items, zone) = BuildWorld(); var player = NewShip(items, zone, new Faction { Name = "Player" }, isPlayerShip: true); var npc = NewShip(items, zone, new Faction { Name = "Npc" }); Detect(npc, player); player.SetIff(npc, true); Assert.True(npc.IsHostileTo(player)); player.SetIff(npc, false); // marker goes neutral Assert.True(npc.IsHostileTo(player)); // grudge never forgives on its own } [Fact] public void PlayerControlledEntitiesNeverAutoGrudge() { var (items, zone) = BuildWorld(); var attacker = NewShip(items, zone, new Faction { Name = "Attacker" }); var player = NewShip(items, zone, new Faction { Name = "Player" }, isPlayerShip: true); Detect(player, attacker); attacker.SetIff(player, true); Assert.False(player.IsHostileTo(attacker)); // no grudge subscription is ever wired for a player ship } [Fact] public void PerceivedStanceIsUnknownUntilDetectedThenReadsTheActualStance() { var (items, zone) = BuildWorld(); var a = NewShip(items, zone, new Faction { Name = "A" }); var b = NewShip(items, zone, new Faction { Name = "B" }); b.SetIff(a, true); // B is hostile to A, but A hasn't detected B yet Assert.Null(a.PerceivedStanceOf(b)); Detect(a, b); Assert.Equal(true, a.PerceivedStanceOf(b)); } [Fact] public void WeaponDoesNotFireWhenShooterIsNotHostileToItsTarget() { var (items, zone) = BuildWorld(); var shooter = NewShip(items, zone, new Faction { Name = "Shooter" }, equipGun: true); var target = NewShip(items, zone, new Faction { Name = "Target" }); var weapon = (InstantWeapon) shooter.Equipment.Single(e => e.Behaviors.Any(b => b is Weapon)).Behaviors.Single(b => b is Weapon); shooter.SetTarget(target); shooter.SetIff(target, false); // explicitly neutral weapon.Execute(.01f); // resolves the gun's stats: a burst has no rounds before the first tick weapon.Activate(); weapon.Execute(.01f); Assert.True(weapon.CanFire); // Trigger() was safed: no burst fired, so no cooldown } [Fact] public void WeaponFiresWhenShooterIsHostileToItsTarget() { var (items, zone) = BuildWorld(); var shooter = NewShip(items, zone, new Faction { Name = "Shooter" }, equipGun: true); var target = NewShip(items, zone, new Faction { Name = "Target" }); var weapon = (InstantWeapon) shooter.Equipment.Single(e => e.Behaviors.Any(b => b is Weapon)).Behaviors.Single(b => b is Weapon); shooter.SetTarget(target); shooter.SetIff(target, true); weapon.Execute(.01f); // resolves the gun's stats: a burst has no rounds before the first tick weapon.Activate(); weapon.Execute(.01f); Assert.False(weapon.CanFire); // Trigger() ran: the burst fired and the cooldown runs } [Fact] public void WeaponFiresWithNoTargetSet() { // Behaviour with no target is unchanged: StanceAllowsFire is vacuously true. var (items, zone) = BuildWorld(); var shooter = NewShip(items, zone, new Faction { Name = "Shooter" }, equipGun: true); var weapon = (InstantWeapon) shooter.Equipment.Single(e => e.Behaviors.Any(b => b is Weapon)).Behaviors.Single(b => b is Weapon); weapon.Execute(.01f); // resolves the gun's stats: a burst has no rounds before the first tick weapon.Activate(); weapon.Execute(.01f); Assert.False(weapon.CanFire); // Trigger() ran: the burst fired and the cooldown runs } [Fact] public void LockWeaponBuildsLockOnTheShootersOwnStanceNotTheTargets() { var (items, zone) = BuildWorld(); // Player-controlled so detecting the target below cannot grudge shooter into hostility itself // (grudges are non-player-only) -- this test is isolated to the direction of the IsHostileTo call. var shooter = NewShip(items, zone, new Faction { Name = "Shooter" }, isPlayerShip: true, equipGun: true); var target = NewShip(items, zone, new Faction { Name = "Target" }); // Target is hostile to shooter, but shooter itself is NOT hostile to target: with the corrected // direction (Entity.IsHostileTo(Entity.Target.Value)) no lock should build. target.SetIff(shooter, true); Assert.False(shooter.IsHostileTo(target)); // Geometry and detection that WOULD build a full lock in one second if the hostility gate were // satisfied: target sits directly along the shooter's look direction, dead on angle, and fully // detected (EntityInfoGathered=1 saturates the sensor-impact term). This makes the assertion // below actually depend on the gate, instead of a coincidental zero from unset geometry. shooter.Position = float3(0, 0, 0); shooter.Aim = float3(0, 0, 1); target.Position = float3(0, 0, 10); shooter.EntityInfoGathered[target] = 1; var lockWeaponData = new LockWeaponData { LockSpeed = new PerformanceStat { Min = 1, Max = 1 }, LockAngle = new PerformanceStat { Min = 180, Max = 180 }, DirectionImpact = new PerformanceStat { Min = 1, Max = 1 } }; var gunItem = shooter.Equipment.Single(e => e.Behaviors.Any(b => b is Weapon)); var lockWeapon = new LockWeapon(lockWeaponData, gunItem); shooter.SetTarget(target); lockWeapon.Execute(1f); Assert.Equal(0f, lockWeapon.Lock); } [Fact] public void EligibleWandererFactionsExcludesOwnerAndNearest() { var owner = new Faction { Name = "Owner" }; var nearest = new Faction { Name = "Nearest" }; var third = new Faction { Name = "Third" }; var eligible = ZoneGenerator.EligibleWandererFactions(new[] { owner, nearest, third }, owner, nearest); Assert.Equal(new[] { third }, eligible); } [Fact] public void EligibleWandererFactionsIsEmptyWhenNoFactionQualifies() { var owner = new Faction { Name = "Owner" }; var nearest = new Faction { Name = "Nearest" }; var eligible = ZoneGenerator.EligibleWandererFactions(new[] { owner, nearest }, owner, nearest); Assert.Empty(eligible); } }