- ItemManager(uint seed, ...) refuses seed 0 and seeds Random from it. - RunStart.ItemSeed(galaxy, step) is public (formula unchanged), refuses a zero result; named steps ArenaStep, StageStep, ContinueStep and NoRunSeed. - Continue seeds the item stream from the saved run's seed (ContinueStep); a scene with no galaxy uses NoRunSeed. - Zone's unpack scatter draws SimulationDice.For(CombatSeed, ScatterStream, 1-based pack ordinal), never the item stream. - Loadout's scratch manager and AetherDb's catalog command take fixed seeds; every test and Editor construction gains 1u (mechanical rewrite). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
262 lines
14 KiB
C#
262 lines
14 KiB
C#
using System;
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using System.Collections;
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using System.IO;
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using System.Linq;
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using GameCult.Caching;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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using float2 = CultMath.float2;
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// Batch proof that ZoneRenderer draws Zone.FloatingItems and nothing else, in a play session with no scene of its own:
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// the pickup prefabs are the ones ARPG.unity's ZoneRenderer names (so the wiring is read here too), a zone is loaded
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// into a fresh ZoneRenderer, and the zone's own Release, step, expiry and TryPickUp are what move and remove the
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// pickups. Zone.Release adds exactly one ItemPickup, placed at the body's position; stepping the zone moves it with the
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// body; expiry and TryPickUp each destroy it; an item already in the zone when the renderer loads it is drawn too.
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//
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// Unity -batchmode -nographics -projectPath <project> -executeMethod FloatingItemsDrawnSmoke.Run -logFile <log>
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//
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// Do not pass -quit: Run enters play mode (a domain reload), the check runs there, and the Editor exits itself, 0 on
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// success and 1 on any failure. Destroy only takes effect in a play session, which is why this is not an edit-mode check.
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[InitializeOnLoad]
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public static class FloatingItemsDrawnSmoke
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{
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private const string Flag = "FloatingItemsDrawnSmoke.running";
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private const string Wiring = "FloatingItemsDrawnSmoke.wiring";
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private static IEnumerator _check;
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private const double Budget = 300; // real seconds: batch frames can be far shorter than a game second
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private static double _started;
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private static string _work;
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static FloatingItemsDrawnSmoke()
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{
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if (SessionState.GetBool(Flag, false)) EditorApplication.playModeStateChanged += OnPlayMode;
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}
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public static void Run()
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{
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try
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{
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SessionState.SetString(Wiring, ReadWiring());
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SessionState.SetBool(Flag, true);
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EditorApplication.EnterPlaymode();
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}
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catch (Exception exception)
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{
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Debug.LogException(exception);
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EditorApplication.Exit(1);
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}
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}
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private static void OnPlayMode(PlayModeStateChange change)
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{
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if (change != PlayModeStateChange.EnteredPlayMode) return;
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_work = Path.Combine(Path.GetTempPath(), $"floating-items-smoke-{Guid.NewGuid():N}");
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Directory.CreateDirectory(_work);
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_started = Time.realtimeSinceStartupAsDouble;
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_check = Check();
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EditorApplication.update += Step;
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}
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private static void Step()
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{
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try
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{
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if (Time.realtimeSinceStartupAsDouble - _started > Budget) throw new InvalidOperationException($"The check did not finish in {Budget} seconds.");
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if (_check.MoveNext()) return;
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Finish(0);
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}
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catch (Exception exception)
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{
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Debug.LogException(exception);
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Finish(1);
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}
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}
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private static void Finish(int code)
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{
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EditorApplication.update -= Step;
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SessionState.SetBool(Flag, false);
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try { if (Directory.Exists(_work)) Directory.Delete(_work, true); } catch (Exception) { /* a temp directory */ }
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EditorApplication.Exit(code);
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}
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private static void Require(bool condition, string what)
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{
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if (!condition) throw new InvalidOperationException(what);
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}
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private static IEnumerator Check()
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{
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var settings = AssetDatabase.LoadAssetAtPath<GameSettings>("Assets/Resources/Settings.asset")?.GameplaySettings
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?? throw new InvalidOperationException("No Settings.asset.");
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// A floater rides its own layer: a nonzero one (never saved back to the asset), so a presenter that drops it fails.
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settings.FloaterLayerHeight = -1.5f;
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// The wiring: the scene's ZoneRenderer names an ItemPickup prefab in each of the four fields, and none of those
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// prefabs keeps a script that no longer exists.
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var wired = SessionState.GetString(Wiring, "").Split('|').Select(entry => entry.Split('=')).Select(pair =>
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(Field: pair[0], Pickup: pair[1] == "" ? null : AssetDatabase.LoadAssetAtPath<GameObject>(pair[1])?.GetComponent<ItemPickup>())).ToArray();
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Require(wired.Length == 4, "The wiring was not carried into the play session.");
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foreach (var (name, pickup) in wired)
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{
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Require(pickup != null, $"ZoneRenderer.{name} is not an ItemPickup in ARPG.unity.");
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Require(pickup.ScanLabel != null && pickup.ScanLabelContainer != null, $"{name}'s prefab has no scan label.");
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Require(!pickup.GetComponentsInChildren<Component>(true).Any(c => c == null), $"{name}'s prefab has a missing script.");
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}
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var shape = new Shape(5, 5);
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foreach (var cell in shape.AllCoordinates) shape[cell] = true;
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var cargoShape = new Shape(4, 4);
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foreach (var cell in cargoShape.AllCoordinates) cargoShape[cell] = true;
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var oneCell = new Shape(1, 1);
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oneCell[new CultMath.int2(0, 0)] = true;
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var cache = AetheriaStores.Open(Path.Combine(_work, "smoke.cc"), catalogWritable: true);
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cache.Upsert(new VerseGrammar { Revision = 1 });
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cache.Upsert(new HullData { Name = "Smoke Hub", HullType = HullType.Station, Shape = shape, Durability = 1000, Mass = 1000 });
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cache.Upsert(new CargoBayData { Name = "Smoke Crate", Shape = new Shape(), InteriorShape = cargoShape, Durability = 4 });
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cache.Upsert(new GearData
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{
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Name = "Smoke Spare", Hardpoint = HardpointType.Tool, Shape = oneCell, Durability = 1,
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MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000
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});
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cache.Upsert(new SimpleCommodityData { Name = "Smoke Ore", Shape = oneCell, MaxStack = 100 });
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cache.FlushAsync().Wait();
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var ledger = new ProvenanceLedger();
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for (var i = 1; i <= 8; i++) ledger.Lots[i] = new Lot { Origin = new Attributed(), Quality = 1 };
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var items = new ItemManager(1u, cache, ledger, settings, _ => { });
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var zone = new Zone(items, new PlanetSettings(), new ZonePack(), null, null);
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EquippableItem Make(string name, int lot) => new EquippableItem
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{
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Data = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<EquippableItemData>(name)), Durability = 1, Lot = lot
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};
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// A station with a crate takes the picked-up stack. It is not admitted: the zone holds no entity for the renderer to draw.
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var hubRef = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<HullData>("Smoke Hub"));
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var taker = new OrbitalEntity(items, zone, new EquippableItem { Data = hubRef, Durability = 1000, Lot = 1 }, default, new EntitySettings());
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Require(taker.TryEquip(Make("Smoke Crate", 2), new CultMath.int2(1, 1)), "The smoke station took no crate.");
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// An item already in the zone when the renderer loads it: drawn from the load, not only from the add.
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var early = zone.Release(Make("Smoke Spare", 3), new float2(5, 6), float2.zero);
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// The renderer's side. Inactive while it is configured, so it runs no Awake or Start of the scene's own.
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var rootObject = new GameObject("Smoke Zone Root");
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var rendererObject = new GameObject("Smoke Zone Renderer");
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rendererObject.SetActive(false);
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var renderer = rendererObject.AddComponent<ZoneRenderer>();
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renderer.ZoneRoot = rootObject.transform;
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foreach (var (name, pickup) in wired)
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typeof(ZoneRenderer).GetField(name).SetValue(renderer, pickup);
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renderer.ItemManager = items;
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renderer.SectorBrushes = new GameObject("Smoke Brushes").transform;
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renderer.AmbientLight = Aetheria.EditorTools.AmbientEdgeVerify.NewAmbientLight();
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renderer.SlimeGravityCamera = new GameObject("Smoke Gravity Camera").AddComponent<Camera>();
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var slimeObject = new GameObject("Smoke Slime");
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slimeObject.SetActive(false); // the real Slime needs its compute shader; LoadZone only sets its radius
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renderer.SlimeRenderer = slimeObject.AddComponent<Slime>();
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renderer.LoadZone(zone);
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yield return null;
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ItemPickup[] Pickups() => rootObject.GetComponentsInChildren<ItemPickup>(true).Where(p => p != null).ToArray();
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void At(ItemPickup pickup, FloatingItem floating, string what)
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{
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var lead = ActionGameManager.Clock.Lead;
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var at = DrawAhead.Position(floating.Body, lead);
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var want = new Vector3(at.x, DrawAhead.FloaterHeight(zone, settings, at, lead), at.y);
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Require(Vector3.Distance(pickup.transform.position, want) < 1e-3f,
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$"{what}: the pickup is at {pickup.transform.position}, the body at {want}.");
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}
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Require(Pickups().Length == 1, $"load: {Pickups().Length} pickups for one existing floating item.");
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At(Pickups()[0], early, "load");
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// Release adds exactly one pickup, at the body's position, bound to its item.
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var ore = new SimpleCommodity { Data = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<SimpleCommodityData>("Smoke Ore")), Quantity = 7 };
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var released = zone.Release(ore, new float2(3, 4), new float2(10, 0));
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yield return null;
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Require(Pickups().Length == 2, $"release: {Pickups().Length} pickups for two floating items.");
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var drawn = Pickups().Single(p => p.Item == ore);
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At(drawn, released, "release");
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// Stepping the zone moves the sim body; the pickup follows it on its next update, with nothing of its own.
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var before = drawn.transform.position;
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zone.Update(.5f);
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yield return null;
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Require(released.Body.Position.x > 3.5f, "the sim body did not drift.");
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At(drawn, released, "step");
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Require(drawn.transform.position != before, "the pickup did not move with the body.");
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// A held item keeps its label lit, so a pull is read as it happens. The label is let go dark first (nothing views
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// it), then the zone holds the item through its own TryHold and the label must come up.
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var earlyPickup = Pickups().Single(p => p.Item == early.Item);
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earlyPickup.LabelPersistDuration = 1;
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earlyPickup.LabelFadeDuration = .2f;
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// Game time, not frames: batch frames can be far shorter than a game second, so a frame count can run out before the fade.
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var labelUntil = Time.time + earlyPickup.LabelPersistDuration + earlyPickup.LabelFadeDuration + 1f;
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while (Time.time < labelUntil && earlyPickup.ScanLabel.color.a > .05f) yield return null;
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Require(earlyPickup.ScanLabel.color.a <= .05f, "label: an unviewed, unheld label did not go dark.");
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Require(zone.TryHold(taker, early.Id), "label: the zone refused to hold the item.");
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labelUntil = Time.time + earlyPickup.LabelPersistDuration + earlyPickup.LabelFadeDuration + 1f;
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while (Time.time < labelUntil && earlyPickup.ScanLabel.color.a < .95f) yield return null;
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Require(earlyPickup.ScanLabel.color.a >= .95f, "label: a held item's label is not lit.");
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// The test scene's stand-in sim and tendril ride the zone's own held-pose curve: its pose at each point of a grab
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// is where the zone puts a held item at the same progress.
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var (extend, envelop, pull) = (1.5f, .75f, 1.5f);
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var holderAt = new CultMath.float3(taker.Position.x, 0f, taker.Position.z);
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var claimedAt = new CultMath.float3(early.HeldFrom.x, 0f, early.HeldFrom.y);
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foreach (var elapsed in new[] { 0f, extend + envelop - .01f, extend + envelop + .3f, extend + envelop + .75f, extend + envelop + pull })
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{
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zone.SetHeldProgress(early.Id, Mathf.Clamp01((elapsed - extend - envelop) / pull)); // the pull starts after Extend and Envelop
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zone.Update(.01f);
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var want = FieldTester.PulledPosition(claimedAt, holderAt, elapsed, extend, envelop, pull);
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Require(Mathf.Abs(early.Body.Position.x - want.x) < 1e-3f && Mathf.Abs(early.Body.Position.y - want.z) < 1e-3f,
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$"stand-in pose at {elapsed}s is {want}, the zone holds the item at {early.Body.Position}.");
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}
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zone.Free(early.Id);
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// Pickup destroys exactly the picked-up item's pickup.
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Require(zone.TryPickUp(taker, released.Id), "the station refused a one-cell stack.");
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yield return null;
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yield return null;
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Require(drawn == null, "pickup: the pickup is still there.");
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Require(Pickups().Length == 1 && Pickups()[0].Item == early.Item, "pickup: the wrong pickup went.");
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// Expiry destroys the pickup of an item nobody took.
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zone.Update(3600f); // far past any lifetime
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yield return null;
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yield return null;
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Require(zone.FloatingItems.Count == 0, "expiry: the item did not expire.");
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Require(Pickups().Length == 0, $"expiry: {Pickups().Length} pickups left.");
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// A later release is drawn again, and clearing the renderer takes what is left.
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zone.Release(Make("Smoke Spare", 4), new float2(1, 1), float2.zero);
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yield return null;
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Require(Pickups().Length == 1, "re-release: not drawn.");
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renderer.ClearZone();
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yield return null;
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yield return null;
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Require(Pickups().Length == 0, "clear: pickups left after ClearZone.");
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Debug.Log("FLOATING_ITEMS_SMOKE ok");
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}
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// What ARPG.unity's ZoneRenderer names in each pickup field, read from the saved scene before the play session (a
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// scene cannot be opened inside one) and carried across the domain reload as the prefabs' asset paths.
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private static string ReadWiring()
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{
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var scene = EditorSceneManager.OpenScene("Assets/Scenes/ARPG.unity", OpenSceneMode.Additive);
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try
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{
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var found = UnityEngine.Object.FindObjectsByType<ZoneRenderer>(FindObjectsInactive.Include, FindObjectsSortMode.None)
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.Where(r => r.gameObject.scene == scene).ToArray();
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Require(found.Length == 1, $"ARPG.unity has {found.Length} ZoneRenderers.");
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var wired = found[0];
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return string.Join("|", new[]
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{
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("SimpleCommodityPickup", wired.SimpleCommodityPickup), ("CompoundCommodityPickup", wired.CompoundCommodityPickup),
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("GearPickup", wired.GearPickup), ("WeaponPickup", wired.WeaponPickup)
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}.Select(f => f.Item1 + "=" + (f.Item2 == null ? "" : AssetDatabase.GetAssetPath(f.Item2))));
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}
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finally { EditorSceneManager.CloseScene(scene, true); }
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}
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}
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