Aetheria/tests/Aetheria.Shared.Tests/PaintModeTests.cs
soul cc0c164574 determinism-ledger: every ItemManager states its seed; scatter on the zone's dice
- 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>
2026-10-21 19:01:41 +02:00

734 lines
31 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using CultMath;
using GameCult.Caching;
using GameCult.Caching.MessagePack;
using MessagePack;
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using Xunit;
using static CultMath.math;
using float2 = CultMath.float2;
using float3 = CultMath.float3;
using int2 = CultMath.int2;
// A ping sweep warns every ship its wavefront crosses inside its beam, and allies hear the return silently (cut
// paint-modes; rulings sensor-stat-set items 3 and 4, illuminator-beamforming, shared-track-bearing-only). Every
// fixture drives the production path: real Sensors in real ships tick inside Zone.Update. The numbers a rule is a
// function of are authored here and the expectations are the arithmetic of those numbers: a ping credit is
// visibility x sensitivity x PingBoost x distance, with the subject at a constant visibility of 5 and no clouds.
// The passive curve is zero, so a track moves only by ping credit (or by the decay a test turns on).
public sealed class PaintModeTests : IDisposable
{
private readonly string _root = Path.Combine(Path.GetTempPath(), "aetheria-paintmode-" + Guid.NewGuid().ToString("N"));
private string Catalog => Path.Combine(_root, "Aetheria.cc");
private static readonly int2 HardpointCell = new int2(0, 0);
private CultCache _openCache;
private ItemManager _items;
private Zone _zone;
private readonly List<Ship> _ships = new List<Ship>();
public PaintModeTests()
{
Directory.CreateDirectory(_root);
using (var cache = AetheriaStores.Open(Catalog, catalogWritable: true))
{
cache.Upsert(new VerseGrammar { Revision = 1 });
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 = 1000, Mass = 1000,
Hardpoints = { new HardpointData { Type = HardpointType.Sensors, Position = HardpointCell, Shape = new Shape() } }
});
var twinShape = new Shape(3, 3);
foreach (var cell in twinShape.AllCoordinates) twinShape[cell] = true;
cache.Upsert(new HullData
{
Name = "Twin", HullType = HullType.Ship, Shape = twinShape, Durability = 1000, Mass = 1000,
Hardpoints = { new HardpointData { Type = HardpointType.Sensors, Position = HardpointCell, Shape = new Shape() },
new HardpointData { Type = HardpointType.Sensors, Position = new int2(1, 0), Shape = new Shape() } }
});
cache.Upsert(SensorGear("Omni", sensitivity: 2f, pingBoost: .0001f, beamWidth: null));
cache.Upsert(SensorGear("Beam90", sensitivity: 2f, pingBoost: .0001f, beamWidth: 90f));
cache.Upsert(SensorGear("Ear", sensitivity: 3f, pingBoost: .0002f, beamWidth: null));
cache.FlushAsync().Wait();
}
_openCache = AetheriaStores.Open(Catalog, catalogWritable: true);
var ledger = new ProvenanceLedger();
for (var lot = 1; lot < 12; lot++) ledger.Lots[lot] = new Lot { Origin = new Attributed(), Quality = 1 };
_items = new ItemManager(1u, _openCache, ledger, new GameplaySettings
{
DefaultEntitySettings = new EntitySettings(),
Tiers = new[] { new RarityTier { Name = "Common", Quality = .5f, Color = new float3(1, 1, 1) } },
QualityPriceModifier = new ExponentialLerp(),
TargetDetectionInfoThreshold = .1f,
TargetGearInfoThreshold = .8f,
FiringArc = 170,
CommitHorizon = .5f,
SchematicCellSize = 1f,
UnaidedAccuracy = .05f,
UnaidedTracking = 10f,
UnaidedPrecision = 2f,
AgentMinHitProbability = 0f,
BeamResolveInterval = .1f,
HeatRadiationMultiplier = 0f // the hull radiates nothing, so a ship's light is the one source the fixture adds
}, _ => { });
_zone = new Zone(_items, new PlanetSettings(), new ZonePack(), new GalaxyZone { Name = "Test Zone", Owner = null }, null);
}
public void Dispose()
{
_openCache?.Dispose();
Directory.Delete(_root, true);
}
private static PerformanceStat Const(float v) => new PerformanceStat { Min = v, Max = v };
private static GearData SensorGear(string name, float sensitivity, float pingBoost, float? beamWidth) => new GearData
{
Name = name, Hardpoint = HardpointType.Sensors, Shape = new Shape(), Durability = 1,
MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000,
Behaviors =
{
new SensorData
{
Sensitivity = Const(sensitivity),
SensitivityCurve = new BezierCurve { Keys = new[] { float4(0, 0, 0, 0), float4(1, 0, 0, 0) } }, // no passive gain
PingBoost = Const(pingBoost), PingEnergy = Const(0), PingRange = Const(300),
PingCooldown = Const(4),
BeamWidth = beamWidth.HasValue ? Const(beamWidth.Value) : null
}
}
};
private int _nextLot = 2;
// A ship at `position`; a ship without a `sensor` is a bare hull. Every ship is lit at a constant visibility of 5.
private Ship NewShip(float3 position, string sensor = null, Faction faction = null, bool factionless = false, string hull = "Skiff", string sensor2 = null, Zone zone = null)
{
zone ??= _zone;
var hullRef = _items.ItemData.RefOf<ItemData>(_items.ItemData.GetByName<HullData>(hull));
var ship = new Ship(_items, zone, new EquippableItem { Data = hullRef, Durability = 1000, Lot = 1 }, new EntitySettings())
{ Faction = factionless ? null : faction ?? new Faction { Name = "F" + Guid.NewGuid().ToString("N") } };
if (sensor != null)
{
var gearRef = _items.ItemData.RefOf<ItemData>(_items.ItemData.GetByName<GearData>(sensor));
Assert.True(ship.TryEquip(new EquippableItem { Data = gearRef, Durability = 1, Lot = _nextLot++ }, HardpointCell));
}
if (sensor2 != null)
{
var gearRef2 = _items.ItemData.RefOf<ItemData>(_items.ItemData.GetByName<GearData>(sensor2));
Assert.True(ship.TryEquip(new EquippableItem { Data = gearRef2, Durability = 1, Lot = _nextLot++ }, new int2(1, 0)));
}
zone.Admit(ship, piloted: false);
ship.Position = position;
ship.SetSignature(new object(), SignatureChannel.Reflection, 5f, null);
zone.Update(0f); // brings the gear online
_ships.Add(ship);
return ship;
}
// One short tick so every sensor's cooldown is below zero and it may ping.
private void Settle()
{
_zone.Update(.01f);
foreach (var ship in _ships) Assert.Equal(5f, ship.Visibility, 3); // fixture: a constant, known light
}
private static Sensor SensorOf(Entity e) => e.GetBehavior<Sensor>();
private static EquippedItem GearOf(Entity e) => e.Equipment.Single(i => i.Behaviors.Any(b => b is Sensor));
private static float Track(Entity observer, Entity subject) =>
observer.EntityInfoGathered.TryGetValue(subject, out var info) ? info : 0f;
private void Tick(float dt) => _zone.Update(dt);
// Pings and ticks until the wavefront has passed everything (the last step overshoots the range a little).
// Returns, per ship, the paints held after each tick and the tick on which the wavefront first passed it.
private (Dictionary<Ship, List<PaintWarning[]>> held, Dictionary<Ship, int> crossedAt) SweepAndWatch(Ship pinger, float dt)
{
var sensor = SensorOf(pinger);
sensor.Ping();
var held = _ships.ToDictionary(s => s, s => new List<PaintWarning[]>());
var crossedAt = new Dictionary<Ship, int>();
var ticks = (int)(2.4f / dt);
for (var tick = 1; tick <= ticks; tick++)
{
Tick(dt);
foreach (var ship in _ships)
{
held[ship].Add(ship.IncomingPaints.ToArray());
var planar = length(ship.Position.xz - pinger.Position.xz);
if (ship != pinger && !crossedAt.ContainsKey(ship) && sensor.PingRadius > planar) crossedAt[ship] = tick;
}
}
return (held, crossedAt);
}
[Fact]
public void APingWarnsEveryShipItSweeps()
{
var a = NewShip(float3(0, 0, 0), "Omni");
var ahead = NewShip(float3(0, 0, 100));
var behind = NewShip(float3(0, 0, -120));
var sideAlly = NewShip(float3(80, 0, 0), faction: a.Faction); // an ally is swept like anyone
var beyondRange = NewShip(float3(0, 0, 350));
Settle();
var (held, crossedAt) = SweepAndWatch(a, .1f);
foreach (var swept in new[] { ahead, behind, sideAlly })
{
Assert.True(crossedAt.TryGetValue(swept, out var crossed), "fixture: the wavefront reaches the ship");
// One paint, published on the tick after the crossing (list index crossed = tick crossed + 1), gone after.
var counts = held[swept].Select(h => h.Length).ToArray();
Assert.Equal(1, counts[crossed]);
Assert.Equal(1, counts.Sum());
var paint = held[swept][crossed].Single();
Assert.Equal(PaintMode.Search, paint.Mode);
Assert.Equal(0f, paint.Strength);
Assert.Same(GearOf(a).Data, paint.EmitterClass);
var toward = normalize((a.Position - swept.Position).xz);
Assert.Equal(toward.x, paint.Bearing.x, 4);
Assert.Equal(toward.y, paint.Bearing.y, 4);
}
Assert.False(crossedAt.ContainsKey(beyondRange), "fixture: the wavefront never reaches the far ship");
Assert.All(held[beyondRange], h => Assert.Empty(h));
Assert.All(held[a], h => Assert.Empty(h)); // a ship is not swept by its own ping
}
[Fact]
public void APingOutsideItsBeamPaintsNothing()
{
// Beam 90 degrees facing +x: half-width 45.
var a = NewShip(float3(0, 0, 0), "Beam90");
a.Direction = float2(1, 0);
float3 At(float degrees) => float3(100 * cos(degrees * .0174533f), 0, 100 * sin(degrees * .0174533f));
var onAxis = NewShip(At(0));
var justInside = NewShip(At(44));
var justOutside = NewShip(At(46));
var abeam = NewShip(At(90));
var astern = NewShip(At(180));
Settle();
var (held, crossedAt) = SweepAndWatch(a, .1f);
foreach (var ship in new[] { onAxis, justInside })
{
Assert.Equal(1, held[ship].Sum(h => h.Length));
Assert.True(Track(a, ship) > 0f, "a ship in the beam is credited");
}
foreach (var ship in new[] { justOutside, abeam, astern })
{
Assert.True(crossedAt.ContainsKey(ship), "fixture: the wavefront reaches the ship's distance");
Assert.Equal(0, held[ship].Sum(h => h.Length));
Assert.Equal(0f, Track(a, ship));
}
}
// The one credit a ping gives: 5 x 2 x .0001 x 100 = 0.1, whatever the tick length.
[Theory]
[InlineData(1f / 120f)]
[InlineData(1f / 10f)]
public void OneCreditPerSweep(float dt)
{
var a = NewShip(float3(0, 0, 0), "Omni");
var b = NewShip(float3(0, 0, 100));
Settle();
SweepAndWatch(a, dt);
Assert.Equal(.1f, Track(a, b), 4);
}
[Fact]
public void AnAllyHearsTheReturnSilently()
{
var a = NewShip(float3(0, 0, 0), "Omni");
var t = NewShip(float3(0, 0, 100));
var c = NewShip(float3(30, 0, 140), "Ear", a.Faction); // 50 from T; its own sensitivity and boost
var d = NewShip(float3(30, 0, 100), "Ear"); // another faction
var e = NewShip(float3(-30, 0, 130), "Ear", a.Faction); // same faction but hostile to A
e.SetIff(a, true);
Settle();
var (held, _) = SweepAndWatch(a, .1f);
// C hears the return bistatically, at the geometric mean of A's range to T (100) and its own (50), with its own
// sensor: 5 x 3 x .0002 x sqrt(100 x 50) = .21213. A's own credit is .1.
Assert.Equal(.21213f, Track(c, t), 4);
Assert.Equal(.1f, Track(a, t), 4);
// Nothing of C is emitted or painted: T's only paint is A's sweep.
var paint = Assert.Single(held[t].SelectMany(h => h));
Assert.Same(GearOf(a).Data, paint.EmitterClass);
// A hostile or foreign listener hears nothing of A's ping.
Assert.Equal(0f, Track(d, t));
Assert.Equal(0f, Track(e, t));
}
// Two sweeps crossing one subject on one tick are two observations: C's own ping and A's ping heard as an ally.
// A and C stand 100 from T, so both wavefronts pass it on the same tick.
[Fact]
public void ConcurrentSweepsCreditOncePerCrossing()
{
var a = NewShip(float3(0, 0, 0), "Omni");
var t = NewShip(float3(0, 0, 100));
var c = NewShip(float3(100, 0, 100), "Ear", a.Faction);
Settle();
SensorOf(a).Ping();
SensorOf(c).Ping();
for (var tick = 0; tick < 24; tick++) Tick(.1f);
Assert.Equal(2 * .3f, Track(c, t), 4); // 5 x 3 x .0002 x 100, its own ping and A's
Assert.Equal(2 * .1f, Track(a, t), 4); // 5 x 2 x .0001 x 100, its own ping and C's
// A pinging ship is not a subject of its own ping, wherever its wavefront starts: A sees C once (A's own
// sweep), at C's light of 5 (reflected; a ping adds none) and 100 x sqrt 2 away; and C sees A once.
var apart = length(float2(100, 100));
Assert.Equal(5 * 2 * .0001f * apart, Track(a, c), 4);
Assert.Equal(5 * 3 * .0002f * apart, Track(c, a), 4);
}
// Allegiance needs a faction: two factionless ships are not allies, so one hears nothing of the other's ping.
[Fact]
public void FactionlessShipsAreNotAllies()
{
var a = NewShip(float3(0, 0, 0), "Omni", factionless: true);
var t = NewShip(float3(0, 0, 100));
var drifter = NewShip(float3(30, 0, 140), "Ear", factionless: true);
Settle();
SweepAndWatch(a, .1f);
Assert.Equal(.1f, Track(a, t), 4);
Assert.Equal(0f, Track(drifter, t));
}
[Theory]
[InlineData(false)]
[InlineData(true)]
public void KillingTheIlluminatorBlindsTheAlly(bool illuminatorDies)
{
_items.GameplaySettings.TargetInfoDecay = .5f;
var a = NewShip(float3(0, 0, 0), "Omni");
var t = NewShip(float3(0, 0, 100));
var c = NewShip(float3(30, 0, 140), "Ear", a.Faction);
Settle();
c.EntityInfoGathered[t] = .5f;
SensorOf(a).Ping();
var track = new List<float>();
for (var tick = 1; tick <= 12; tick++)
{
Tick(.1f);
if (tick == 2 && illuminatorDies)
{
Assert.True(SensorOf(a).PingRadius < 100f, "fixture: A dies before its wavefront reaches T");
_zone.Remove(a);
}
track.Add(Track(c, t));
}
var rises = Enumerable.Range(1, track.Count - 1).Count(i => track[i] > track[i - 1]);
if (illuminatorDies)
{
Assert.Equal(0, rises);
Assert.True(track.Last() > 0f && track.Last() < .5f);
}
else Assert.Equal(1, rises); // the allied sweep crossing T is the one rise
}
private static void Near(float expected, float actual, float tolerance = 1e-3f) =>
Assert.True(abs(expected - actual) <= tolerance, $"expected {expected}, got {actual}");
// Ships moving relative to the wavefront are crossed exactly once, on the first tick it is past them, whatever
// their speed: 48 subjects 150-225 out, their positions set before each .1 tick, an omni ping of range 300 (its
// radius is 300 x sqrt(.05 x tick) while it runs, 21 ticks). Inward ships close the gap faster than a tick's step
// can bracket; outward ones flee near the front's own speed.
[Theory]
[InlineData(-85f)]
[InlineData(-60f)]
[InlineData(60f)]
public void AMovingSubjectIsCrossedOnce(float outwardSpeed)
{
var a = NewShip(float3(0, 0, 0), "Omni");
const int count = 48;
const float dt = .1f;
var subjects = new List<(Ship ship, float3 start, float3 outward)>();
for (var i = 0; i < count; i++)
{
var angle = i * 2 * PI / count;
var outward = float3(cos(angle), 0, sin(angle));
var start = outward * (150f + 100f * (i % 4) / 4f); // phases differ
subjects.Add((NewShip(start), start, outward));
}
Settle();
var paints = subjects.ToDictionary(s => s.ship, _ => 0);
var crossedAtDistance = new Dictionary<Ship, float>();
SensorOf(a).Ping();
for (var tick = 1; tick <= 24; tick++)
{
foreach (var (ship, start, outward) in subjects) ship.Position = start + outward * outwardSpeed * tick * dt;
Tick(dt);
foreach (var (ship, start, outward) in subjects)
{
var held = ship.IncomingPaints.Count;
paints[ship] += held;
// A paint is published on the tick after the crossing: the ship was then where the previous tick put it.
if (held > 0) crossedAtDistance[ship] = length((start + outward * outwardSpeed * (tick - 1) * dt).xz);
}
}
Assert.All(paints.Values, painted => Assert.True(painted <= 1, "a ping crosses a ship at most once"));
if (outwardSpeed < 0) Assert.All(paints.Values, painted => Assert.Equal(1, painted));
Assert.Contains(paints.Values, painted => painted == 1); // fixture: the sweep reaches ships
foreach (var (ship, _, _) in subjects)
Near(crossedAtDistance.TryGetValue(ship, out var distance) ? .001f * distance : 0f, Track(a, ship));
}
// C hears A's ping returned off T: A's wavefront crossed T at 100, C stands 50 from T, so the credit is at the
// geometric mean range, 5 x 3 x .0002 x sqrt(100 x 50) = .21213. It lands on the tick after the crossing (tick
// 3) and does not depend on the order the two ships tick in, or on A still being in the zone.
[Theory]
[InlineData(false, 0)]
[InlineData(true, 0)]
[InlineData(false, 3)]
[InlineData(true, 3)]
public void AnAllysCreditIsTheSameInEveryListOrder(bool allyFirst, int removePingerAfterTick)
{
Ship a, c;
if (allyFirst)
{
c = NewShip(float3(30, 0, 140), "Ear");
a = NewShip(float3(0, 0, 0), "Omni", c.Faction);
}
else
{
a = NewShip(float3(0, 0, 0), "Omni");
c = NewShip(float3(30, 0, 140), "Ear", a.Faction);
}
var t = NewShip(float3(0, 0, 100));
Settle();
SensorOf(a).Ping();
for (var tick = 1; tick <= 24; tick++)
{
Tick(.1f);
if (tick == removePingerAfterTick) _zone.Remove(a);
Near(tick <= 3 ? 0f : .21213f, Track(c, t));
Assert.Equal(tick == 4 ? 1 : 0, t.IncomingPaints.Count);
}
}
// A sensor that stops executing leaves no echo: killed (disabled) after the tick its wavefront crossed T, the
// one return it posted is heard once; before that tick, there is nothing to hear and T is never painted.
[Theory]
[InlineData(2)]
[InlineData(3)]
public void AStoppedIlluminatorLeavesNoEcho(int disableAfterTick)
{
var a = NewShip(float3(0, 0, 0), "Omni");
var c = NewShip(float3(30, 0, 140), "Ear", a.Faction);
var t = NewShip(float3(0, 0, 100));
Settle();
SensorOf(a).Ping();
var track = new List<float>();
var painted = 0;
for (var tick = 1; tick <= 14; tick++)
{
Tick(.1f);
if (tick == disableAfterTick) GearOf(a).Enabled.Value = false;
track.Add(Track(c, t));
painted += t.IncomingPaints.Count;
}
if (disableAfterTick == 3)
{
Assert.Equal(1, painted);
Assert.Equal(1, Enumerable.Range(1, track.Count - 1).Count(i => track[i] > track[i - 1]));
Assert.All(track, value => Assert.True(value <= .21213f + 1e-3f));
Near(.21213f, track.Last());
}
else
{
Assert.Equal(0, painted);
Assert.All(track, value => Assert.Equal(0f, value));
}
}
// The oval of Cassini: an ally hears the return while the illuminated range (A to T, 100) times its own (ally to
// T) is under PingRange squared (300^2 = 90000). Inside it, the credit is at the geometric mean range.
[Theory]
[InlineData(30f, 140f)] // Rr 50: 5000
[InlineData(0f, 990f)] // Rr 890: 89000
[InlineData(0f, 1010f)] // Rr 910: 91000, outside
public void AnAllyHearsOnlyInsideTheBistaticOval(float allyX, float allyZ)
{
var a = NewShip(float3(0, 0, 0), "Omni");
var t = NewShip(float3(0, 0, 100));
var c = NewShip(float3(allyX, 0, allyZ), "Ear", a.Faction);
Settle();
var illuminated = 100f;
var received = length(float2(allyX, allyZ - 100f));
var (held, _) = SweepAndWatch(a, .1f);
Assert.Equal(1, held[t].Sum(h => h.Length));
Near(.1f, Track(a, t));
Near(illuminated * received < 300f * 300f ? .003f * sqrt(illuminated * received) : 0f, Track(c, t));
}
// A vapour cloud thins both legs of the echo (ruling vapour-cloud-obscuration); the pinger's paint on the
// subject is published whatever the cloud (map R3). A at the origin, T 100 ahead, C at (60, 0, 100).
// Leg 0: an opaque cloud on A to T. Leg 1: an opaque cloud on C to T. Leg 2: a half-opaque cloud on A to T.
[Theory]
[InlineData(0)]
[InlineData(1)]
[InlineData(2)]
public void CloudsThinBothLegsOfTheEcho(int leg)
{
var a = NewShip(float3(0, 0, 0), "Omni");
var t = NewShip(float3(0, 0, 100));
var c = NewShip(float3(60, 0, 100), "Ear", a.Faction);
var at = leg == 1 ? float2(30, 100) : float2(0, 50);
_zone.Vent(new VapourCloud { Body = new KinematicBody { Position = at }, Radius = 10f, Opacity = leg == 2 ? .5f : 1f, Lifetime = 1e7f });
Settle();
SensorOf(a).Ping();
var painted = 0;
float illuminatedLeg = 0f, receiveLeg = 0f;
for (var tick = 1; tick <= 24; tick++)
{
Tick(.1f);
painted += t.IncomingPaints.Count;
if (tick == 3) illuminatedLeg = _zone.Obscuration(a.Position.xz, t.Position.xz);
if (tick == 4) receiveLeg = _zone.Obscuration(c.Position.xz, t.Position.xz);
}
Assert.Equal(1, painted);
if (leg == 0)
{
Near(0f, Track(a, t));
Near(0f, Track(c, t));
}
else if (leg == 1)
{
Near(.1f, Track(a, t));
Near(0f, Track(c, t));
}
else
{
Assert.InRange(illuminatedLeg, .01f, .99f); // fixture: the cloud really thins the leg
Assert.Equal(1f, receiveLeg, 3);
Near(.003f * sqrt(100f * 60f) * sqrt(illuminatedLeg * receiveLeg), Track(c, t));
}
}
// The front has passed S, and S was abeam of a narrow beam: it joined the swept set uncredited. S then drifts
// into the beam behind the front; that is not a crossing.
[Fact]
public void ADriftIntoTheBeamBehindTheFrontIsNotACrossing()
{
var a = NewShip(float3(0, 0, 0), "Beam90");
a.Direction = float2(1, 0);
var s = NewShip(float3(0, 0, 100));
Settle();
SensorOf(a).Ping();
var painted = 0;
for (var tick = 1; tick <= 24; tick++)
{
Tick(.1f);
painted += s.IncomingPaints.Count;
if (tick == 3)
{
Assert.True(SensorOf(a).PingRadius > 100f, "fixture: the front has passed S");
s.Position = float3(100, 0, 0);
}
}
Assert.Equal(0, painted);
Assert.Equal(0f, Track(a, s));
}
[Fact]
public void AShipArrivingAfterThePingIsNotSwept()
{
var a = NewShip(float3(0, 0, 0), "Omni");
Settle();
SensorOf(a).Ping();
for (var tick = 1; tick <= 24; tick++) Tick(.1f);
Assert.True(SensorOf(a).PingRadius >= 299f, "fixture: the ping has run its course");
var arrival = NewShip(float3(0, 0, 100));
var painted = 0;
for (var tick = 1; tick <= 5; tick++)
{
Tick(.1f);
painted += arrival.IncomingPaints.Count;
}
Assert.Equal(0, painted);
Assert.Equal(0f, Track(a, arrival));
}
// The swept set is per ping: a second ping crosses the same ship again, paints it again and credits again.
[Fact]
public void ASecondPingCrossesTheSameShipAgain()
{
var a = NewShip(float3(0, 0, 0), "Omni");
var t = NewShip(float3(0, 0, 100));
Settle();
var painted = 0;
for (var ping = 1; ping <= 2; ping++)
{
SensorOf(a).Ping();
for (var tick = 1; tick <= 45; tick++) // the ping runs 21 ticks, the cooldown is 4 seconds
{
Tick(.1f);
painted += t.IncomingPaints.Count;
}
Near(.1f * ping, Track(a, t));
}
Assert.Equal(2, painted);
}
// The ping's last step reaches PingRange; a ship in that step's band (the front is at 292.4 before it and 300
// after) is still swept: the step that ends the ping sweeps.
[Fact]
public void AShipInTheEndingStepsBandIsStillSwept()
{
var a = NewShip(float3(0, 0, 0), "Omni");
var s = NewShip(float3(0, 0, 295));
Settle();
SensorOf(a).Ping();
var paints = 0;
for (var tick = 1; tick <= 26; tick++) { Tick(.1f); paints += s.IncomingPaints.Count; }
Assert.Equal(1, paints);
Near(5 * 2 * .0001f * 295, Track(a, s));
}
// An ally holding two returns off one subject (two pingers on one allied ship) credits each: 2 x 5 x 3 x .0002 x
// sqrt(100 x 50).
[Fact]
public void AnAllyCreditsEveryReturnItHolds()
{
var a = NewShip(float3(0, 0, 0), "Omni", hull: "Twin", sensor2: "Omni");
var c = NewShip(float3(30, 0, 140), "Ear", a.Faction);
var t = NewShip(float3(0, 0, 100));
Settle();
foreach (var s in a.GetBehaviors<Sensor>()) s.Ping();
for (var tick = 1; tick <= 12; tick++) Tick(.1f);
Near(2 * 5 * 3 * .0002f * sqrt(100f * 50f), Track(c, t));
}
// Ticks until the pinger has credited the subject (the crossing tick, on which the returns are posted to allies).
private void TickToTheCrossing(Ship pinger, Ship subject)
{
for (var tick = 1; tick <= 40 && Track(pinger, subject) == 0f; tick++) Tick(.1f);
Assert.True(Track(pinger, subject) > 0f);
}
// A return posted to an inactive ally is dropped: the ally, active again, hears nothing of that ping.
[Fact]
public void AnInactiveAllyIsPostedNoReturn()
{
var a = NewShip(float3(0, 0, 0), "Omni");
var t = NewShip(float3(0, 0, 100));
var c = NewShip(float3(30, 0, 140), "Ear", a.Faction);
Settle();
c.Deactivate();
SensorOf(a).Ping();
TickToTheCrossing(a, t);
c.Activate();
Tick(.1f);
Assert.Equal(0f, Track(c, t));
}
// Deactivating a ship clears the returns it holds: readmitted, it hears nothing of a ping it was docked through.
[Fact]
public void ADeactivatedAllyKeepsNoReturnsForItsNextAdmission()
{
var a = NewShip(float3(0, 0, 0), "Omni");
var t = NewShip(float3(0, 0, 100));
var c = NewShip(float3(30, 0, 140), "Ear", a.Faction);
Settle();
SensorOf(a).Ping();
TickToTheCrossing(a, t); // the crossing tick posted a return into c
c.Deactivate();
c.Activate();
Tick(.1f);
Assert.Equal(0f, Track(c, t));
}
// A ping belongs to the zone it began in: a pinger that moves to another zone mid-ping ends it, and the ships of
// the new zone inside the radius it had reached are not swept.
[Fact]
public void APingEndsWhenThePingerLeavesItsZone()
{
var a = NewShip(float3(0, 0, 0), "Omni");
var z2 = new Zone(_items, new PlanetSettings(), new ZonePack(), new GalaxyZone { Name = "Zone 2", Owner = null }, null);
var near = NewShip(float3(0, 0, 50), zone: z2);
var far = NewShip(float3(0, 0, 250), zone: z2);
Settle();
SensorOf(a).Ping();
for (var tick = 1; tick <= 3; tick++) Tick(.1f);
Assert.True(SensorOf(a).PingRadius > 50f); // the front had passed 50 m by the move
a.Deactivate(); _zone.Remove(a); a.Zone = z2; z2.Admit(a, false);
var paints = 0;
for (var tick = 1; tick <= 24; tick++) { z2.Update(.1f); paints += near.IncomingPaints.Count + far.IncomingPaints.Count; }
Assert.Equal(0, paints);
Assert.Equal(0f, Track(a, near));
Assert.Equal(0f, Track(a, far));
}
// The swept set is the zone members the front has crossed: a subject that leaves after its crossing and returns
// while the front is still past it is crossed again, as a ship arriving inside the front is.
[Fact]
public void ASubjectThatLeavesAndReturnsIsCrossedAgain()
{
var a = NewShip(float3(0, 0, 0), "Omni");
var t = NewShip(float3(0, 0, 100));
Settle();
SensorOf(a).Ping();
var paints = 0;
for (var tick = 1; tick <= 30; tick++)
{
if (tick == 5) { _zone.Remove(t); t.Deactivate(); }
if (tick == 8) { _zone.Admit(t, piloted: false); }
Tick(.1f);
paints += t.IncomingPaints.Count;
}
Assert.Equal(2, paints);
Near(.1f, Track(a, t));
}
private static MessagePackSerializerOptions WireOptions => CultDocumentMessagePackSerialization.OptionsFor(typeof(ZonePack).Assembly);
// BeamWidth is slot 12 of the sensor record, the fifth union arm of BehaviorData, and the JSON property
// beamWidth. Read as bytes, so a renumbered key or a renamed property cannot pass because writer and reader move together.
[Fact]
public void TheBeamWidthIsKey12OfUnion5()
{
var data = new SensorData { BeamWidth = Const(90) };
var bytes = MessagePackSerializer.Serialize<BehaviorData>(data, WireOptions);
var reader = new MessagePackReader(bytes);
Assert.Equal(2, reader.ReadArrayHeader());
Assert.Equal(5, reader.ReadInt32());
Assert.Equal(14, reader.ReadArrayHeader());
for (var slot = 0; slot < 12; slot++) reader.Skip();
Assert.Equal(90f, MessagePackSerializer.Deserialize<PerformanceStat>(ref reader, WireOptions).Min);
var json = JObject.Parse(JsonConvert.SerializeObject(data));
Assert.Equal(90f, json["beamWidth"].ToObject<PerformanceStat>().Min);
}
}