Aetheria/tests/Aetheria.Shared.Tests/PickupTests.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

780 lines
35 KiB
C#

/* 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 float2 = CultMath.float2;
using float3 = CultMath.float3;
using int2 = CultMath.int2;
// The tractor beam in the sim (aetheria-release cut loot-2): a Pickup behaviour spins its beam up in sim time and runs
// one timed grab of a floating item, ending in Zone.TryPickUp. Rulings: jettison-shared-floating-items,
// unity-presents-only-r3, sim-speed-presentation; the question loot-grab-release-cancels, built hold-required. Every
// grab here is run by Zone.Update ticking a ship's own gear: nothing calls the behaviour directly.
public sealed class PickupTests : IDisposable
{
private readonly string _root = Path.Combine(Path.GetTempPath(), "aetheria-pickup-" + Guid.NewGuid().ToString("N"));
private readonly List<CultCache> _caches = new List<CultCache>();
public PickupTests() => Directory.CreateDirectory(_root);
public void Dispose()
{
foreach (var c in _caches) c.Dispose();
Directory.Delete(_root, true);
}
private static PerformanceStat Constant(float v) => new PerformanceStat { Min = v, Max = v };
private static Shape Solid(int w, int h)
{
var shape = new Shape(w, h);
foreach (var cell in shape.AllCoordinates) shape[cell] = true;
return shape;
}
private static PickupData Beam(float extend = .3f, float envelop = .2f, float pull = .5f) => new PickupData
{
Range = Constant(75), BeamRadius = Constant(25), GrabPower = Constant(.5f), SpinRate = Constant(2),
ExtendTime = Constant(extend), EnvelopTime = Constant(envelop), PullTime = Constant(pull)
};
private sealed class Lab
{
public ItemManager Items;
public Zone Zone;
public int Lot = 1;
public EquippableItem Make(string name) => new EquippableItem
{
Data = Items.ItemData.RefOf<ItemData>(Items.ItemData.GetByName<EquippableItemData>(name)), Durability = 1, Lot = Lot++
};
public SimpleCommodity Ore(int quantity) => new SimpleCommodity
{
Data = Items.ItemData.RefOf<ItemData>(Items.ItemData.GetByName<SimpleCommodityData>("Ore")), Quantity = quantity
};
}
// With `wells`, the zone has a sun (a parentless rail off the ship's side, strength 400) and a planet on a moving rail round
// it (strength 25), the field a floater layer is read against; without, the zone is flat and nothing pulls on anything.
private Lab Build(PickupData beam, float lifetime = 30f, bool wells = false)
{
var settings = 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,
LootDropProbability = 0, LootDropVelocity = 25, FloatingItemLifetime = lifetime,
ShipLayerHeight = 3f, FloaterLayerHeight = -1.5f
};
var id = Guid.NewGuid().ToString("N");
var cache = AetheriaStores.Open(Path.Combine(_root, id + ".cc"), Path.Combine(_root, id + "-run.cc"), catalogWritable: true);
_caches.Add(cache);
cache.Upsert(new VerseGrammar { Revision = 1 });
cache.Upsert(new HullData { Name = "Skiff", HullType = HullType.Ship, Shape = Solid(5, 5), Durability = 1000000, Mass = 1000 });
cache.Upsert(new GearData
{
Name = "Tractor", Hardpoint = HardpointType.Tool, Shape = Solid(1, 1), Durability = 1,
MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000,
Behaviors = { beam }
});
cache.Upsert(new GearData
{
Name = "Spare", Hardpoint = HardpointType.Tool, Shape = Solid(1, 1), Durability = 1,
MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000
});
cache.Upsert(new GearData
{
Name = "Block", Hardpoint = HardpointType.Tool, Shape = Solid(2, 2), Durability = 1,
MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000
});
cache.Upsert(new CargoBayData { Name = "Crate", Shape = new Shape(), InteriorShape = Solid(4, 4), Durability = 4 });
cache.Upsert(new SimpleCommodityData { Name = "Ore", Shape = Solid(1, 1), MaxStack = 100 });
cache.FlushAsync().Wait();
var ledger = new ProvenanceLedger();
for (var i = 1; i <= 9000; i++) ledger.Lots[i] = new Lot { Origin = new Attributed(), Quality = 1 };
var items = new ItemManager(1u, cache, ledger, settings, _ => { });
var pack = new ZonePack { Radius = 0 };
var curves = new PlanetSettings();
if (wells)
{
curves = new PlanetSettings
{
BodyRadius = new ExponentialCurve(),
WellStrength = new ExponentialCurve { Multiplier = 1f, Exponent = 1f },
RocheLimit = new ExponentialCurve { Constant = 2f }
};
var sunOrbit = cache.Upsert(new OrbitData { FixedPosition = float2(-50, 0) }).Key;
var planetOrbit = cache.Upsert(new OrbitData { Parent = new CultRecordRef<OrbitData>(sunOrbit), Distance = 90f, Phase = .9f }).Key;
pack.Radius = 5000f;
pack.Mass = 10000f;
pack.Orbits.Add(new CultRecordRef<OrbitData>(sunOrbit));
pack.Orbits.Add(new CultRecordRef<OrbitData>(planetOrbit));
pack.Planets.Add(new CultRecordRef<BodyData>(cache.Upsert(new PlanetData { Name = "Sun", Orbit = new CultRecordRef<OrbitData>(sunOrbit), Mass = 400f }).Key));
pack.Planets.Add(new CultRecordRef<BodyData>(cache.Upsert(new PlanetData { Name = "Planet", Orbit = new CultRecordRef<OrbitData>(planetOrbit), Mass = 25f }).Key));
}
var zone = new Zone(items, curves, pack, new GalaxyZone { Name = "Pickup", Owner = null }, null);
return new Lab { Items = items, Zone = zone };
}
// A ship with `bays` cargo bays (bays are equipped before the zone admits the ship), aimed along +x and
// (unless told otherwise) carrying the tractor beam.
private static Ship Spawn(Lab lab, float3 at, bool beam = true, int bays = 1)
{
var hull = lab.Items.ItemData.RefOf<ItemData>(lab.Items.ItemData.GetByName<HullData>("Skiff"));
var ship = new Ship(lab.Items, lab.Zone, new EquippableItem { Data = hull, Durability = 1000000, Lot = lab.Lot++ }, new EntitySettings());
for (var i = 0; i < bays; i++) Equip(ship, lab.Make("Crate"));
if (beam) Equip(ship, lab.Make("Tractor"));
lab.Zone.Admit(ship, piloted: false);
ship.Position = at;
ship.Aim = float3(1, 0, 0);
return ship;
}
private static void Equip(Ship ship, EquippableItem gear)
{
Assert.True(ship.TryFindSpace(gear, out var pos));
Assert.True(ship.TryEquip(gear, pos));
}
private static FloatingItem Drift(Lab lab, float x, float y, float2 velocity = default, int ore = 5) =>
lab.Zone.Release(lab.Ore(ore), float2(x, y), velocity);
private static List<GrabEvent> Watch(Entity ship, CompositeDisposable bag)
{
var events = new List<GrabEvent>();
ship.Capabilities.Grab.Subscribe(events.Add).AddTo(bag);
return events;
}
private static void Tick(Lab lab, int ticks, float dt)
{
for (var i = 0; i < ticks; i++) lab.Zone.Update(dt);
}
// Ticks until the condition holds, for at most twenty sim seconds; a grab that never comes fails here instead of hanging.
private static void Until(Lab lab, float dt, Func<bool> done)
{
for (var tick = 0; tick < 1200 && !done(); tick++) lab.Zone.Update(dt);
Assert.True(done(), "the expected moment never came");
}
private static void Kill(Entity e) => e.HeatstrokeDeath.OnNext(Unit.Default);
[Fact]
public void NoPickupBehaviourNoGrab()
{
using var bag = new CompositeDisposable();
// The same ship and item, with and without the gear: only the gear grabs.
var bare = Build(Beam());
var plain = Spawn(bare, float3(0, 0, 0), beam: false);
var left = Drift(bare, 40, 0);
var plainEvents = Watch(plain, bag);
plain.TractorCommand = 1;
Tick(bare, 240, 1 / 60f);
Assert.True(left.Holder == null, "left is held");
Assert.True(bare.Zone.FloatingItems.Contains(left), "left left the zone");
Assert.Equal(0f, plain.TractorPower);
Assert.Empty(plainEvents);
var lab = Build(Beam());
var ship = Spawn(lab, float3(0, 0, 0));
var item = Drift(lab, 40, 0);
var events = Watch(ship, bag);
ship.TractorCommand = 1;
Tick(lab, 60, 1 / 60f);
Assert.True(ReferenceEquals(ship, item.Holder), "item is not held by ship");
Assert.Equal(GrabPhase.Started, events.First().Phase);
Assert.True(ship.TractorPower > 0f);
}
[Theory]
[InlineData(60)]
[InlineData(600)]
public void TheBeamSpinsUpInSimTime(int ticksPerSecond)
{
var dt = 1f / ticksPerSecond;
var lab = Build(Beam());
var ship = Spawn(lab, float3(0, 0, 0));
var item = Drift(lab, 40, 0);
// Power rises two per sim second and not faster, at any tick rate; the claim comes on the tick it passes GrabPower.
ship.TractorCommand = 1;
int claim = -1, full = -1;
var before = 0f;
for (var tick = 1; tick <= ticksPerSecond; tick++)
{
lab.Zone.Update(dt);
if (claim < 0 && item.Holder != null)
{
claim = tick;
Assert.True(ship.TractorPower >= .5f);
Assert.True(before < .5f);
}
if (full < 0 && ship.TractorPower >= 1f) full = tick;
before = ship.TractorPower;
}
Assert.Equal(ticksPerSecond / 4, claim);
Assert.Equal(ticksPerSecond / 2, full);
// Command 0 spins it down at the same rate.
ship.TractorCommand = 0;
var empty = -1;
for (var tick = 1; tick <= ticksPerSecond; tick++)
{
lab.Zone.Update(dt);
if (empty < 0 && ship.TractorPower <= 0f) empty = tick;
}
Assert.Equal(ticksPerSecond / 2, empty);
}
[Theory]
[InlineData(.3f, .2f, .5f, 60)]
[InlineData(1f, 1f, 1f, 180)]
public void AGrabTakesExactlyItsPhasesThenCommits(float extend, float envelop, float pull, int ticksAfterClaim)
{
foreach (var rate in new[] { 60, 600 })
{
var dt = 1f / rate;
var lab = Build(Beam(extend, envelop, pull));
var ship = Spawn(lab, float3(0, 0, 0));
var item = Drift(lab, 40, 0);
ship.TractorCommand = 1;
int claim = -1, commit = -1;
for (var tick = 1; tick <= rate * 6 && commit < 0; tick++)
{
lab.Zone.Update(dt);
if (claim < 0 && item.Holder != null) claim = tick;
if (!lab.Zone.FloatingItems.Contains(item)) commit = tick;
}
Assert.True(claim > 0);
Assert.Equal(ticksAfterClaim * rate / 60, commit - claim);
Assert.Equal(5, ship.CargoBays.Single().Cargo.Keys.OfType<SimpleCommodity>().Single().Quantity);
}
}
// The beam ends on the loot where the loot is drawn: the field plus the floater layer, not the grabbing ship's plane
// (ruling orbitals-above-floaters-below).
[Fact]
public void AGrabPointRidesTheFloaterLayerNotTheShips()
{
using var bag = new CompositeDisposable();
var lab = Build(Beam(), wells: true);
var ship = Spawn(lab, float3(0, 0, 0));
var item = Drift(lab, 40, 0);
// The fixture has a field to ride: it differs between the ship's point and the item's, and between the start and
// the end of the run, so a grab point read at the ship's xz or at the wrong time cannot agree with it.
var atShip = lab.Zone.GetHeight(float2(0, 0), lab.Zone.ExactTime);
var atItem = lab.Zone.GetHeight(float2(40, 0), lab.Zone.ExactTime);
Assert.True(abs(atItem - atShip) > 1f, $"the field is flat under the grab: ship {atShip}, item {atItem}");
var start = lab.Zone.ExactTime;
// Each event is checked at the zone time it was published, where the sim read the field.
var seen = new List<(GrabEvent Event, double Time)>();
ship.Capabilities.Grab.Subscribe(e => seen.Add((e, lab.Zone.ExactTime))).AddTo(bag);
ship.TractorCommand = 1;
for (var tick = 1; tick <= 150; tick++) lab.Zone.Update(1 / 60f);
Assert.NotEmpty(seen);
Assert.True(abs(lab.Zone.GetHeight(float2(40, 0), lab.Zone.ExactTime) - lab.Zone.GetHeight(float2(40, 0), start)) > .01f, "the wells did not move");
Assert.All(seen, s => Assert.Equal(lab.Zone.GetHeight(s.Event.TargetPosition.xz, s.Time) - 1.5f, s.Event.TargetPosition.y, 3));
Assert.All(seen, s => Assert.True(abs(s.Event.TargetPosition.y - (-1.5f)) > 1f, "the grab point sits on the bare layer, the field dropped"));
}
[Fact]
public void GrabEventsNameTheFloatingItem()
{
using var bag = new CompositeDisposable();
var lab = Build(Beam());
var ship = Spawn(lab, float3(0, 0, 0));
var other = Drift(lab, 40, 20);
var item = Drift(lab, 40, 0);
var events = Watch(ship, bag);
ship.TractorCommand = 1;
for (var tick = 1; tick <= 150; tick++) lab.Zone.Update(1 / 60f);
Assert.Equal(new[] { GrabPhase.Started, GrabPhase.Extend, GrabPhase.Envelop, GrabPhase.Pull, GrabPhase.Completed },
events.Take(5).Select(e => e.Phase).ToArray());
Assert.All(events.Take(5), e => Assert.Equal(item.Id, e.Target));
Assert.NotEqual(other.Id, item.Id);
Assert.Equal(.3f, events[1].PhaseDuration, 4);
Assert.Equal(.2f, events[2].PhaseDuration, 4);
Assert.Equal(.5f, events[3].PhaseDuration, 4);
}
// Each phase is published on the first tick at or after its boundary (.3, .5 and 1 s after the claim), at any
// tick rate or an uneven one. The clock is a float sum, so a boundary an exact number of ticks away can land one
// tick late (Envelop and Pull do at 1/600): the rule is "not before, at most one tick after", not a tick count.
[Theory]
[InlineData(1, 60, 60, 60, 60)]
[InlineData(1, 600, 600, 600, 600)]
[InlineData(4, 60, 24, 90, 33)]
public void EachPhaseFiresOnTheFirstTickAtOrAfterItsBoundary(int cycle, int a, int b, int c, int d)
{
using var bag = new CompositeDisposable();
var rates = cycle == 1 ? new[] { a } : new[] { a, b, c, d };
var lab = Build(Beam());
var ship = Spawn(lab, float3(0, 0, 0));
Drift(lab, 40, 0);
var events = Watch(ship, bag);
ship.TractorCommand = 1;
var since = -1.0;
var times = new List<double>();
var steps = new List<double>();
for (var tick = 0; tick < rates.Length * 3000 && events.Count(e => e.Phase == GrabPhase.Completed) == 0; tick++)
{
var dt = 1f / rates[tick % rates.Length];
lab.Zone.Update(dt);
if (since >= 0) since += dt;
else if (events.Count > 0) since = 0;
while (times.Count < events.Count) { times.Add(since); steps.Add(dt); }
}
var phases = events.Select(e => e.Phase).ToList();
Assert.Equal(GrabPhase.Completed, phases.Last());
foreach (var (phase, boundary) in new[] { (GrabPhase.Envelop, .3), (GrabPhase.Pull, .5), (GrabPhase.Completed, 1.0) })
{
var i = phases.IndexOf(phase);
Assert.True(i >= 0, "the phase never came");
Assert.True(times[i] >= boundary - 1e-5, "the phase fired before its boundary");
// Where no tick lands exactly on a boundary (the uneven cycle) the tick before must be strictly short of it;
// on a regular grid the float sum may leave that tick a hair short, so it may be equal.
var slack = cycle == 1 ? 1e-5 : -1e-5;
Assert.True(times[i] - steps[i] < boundary + slack, "the phase fired after the first tick at or past its boundary");
}
}
[Fact]
public void ReleasingTheBeamCancelsAndTheItemFloatsFree()
{
using var bag = new CompositeDisposable();
const float dt = 1 / 60f;
var lab = Build(Beam(), lifetime: 2f);
var ship = Spawn(lab, float3(0, 0, 0));
var item = Drift(lab, 40, 0, float2(3, 1));
var events = Watch(ship, bag);
ship.TractorCommand = 1;
var tick = 0;
while (!events.Any(e => e.Phase == GrabPhase.Pull) && tick++ < 600) lab.Zone.Update(dt);
Assert.True(ReferenceEquals(ship, item.Holder), "item is not held by ship");
var velocity = item.Body.Velocity;
var drift = item.Body.Drift;
// The key comes up during the pull: Power falls below GrabPower and the grab is dropped.
ship.TractorCommand = 0;
while (!events.Any(e => e.Phase == GrabPhase.Cancelled) && tick++ < 600) lab.Zone.Update(dt);
Assert.True(tick < 110);
Assert.DoesNotContain(events, e => e.Phase == GrabPhase.Completed);
Assert.True(item.Holder == null, "item is held");
Assert.True(lab.Zone.FloatingItems.Contains(item), "item left the zone");
// (It has taken the one step of its freeing tick, so it is the held velocity less a tick's drag.)
Assert.Equal(velocity.x, item.Body.Velocity.x, velocity.x * .01f);
Assert.Equal(velocity.y, item.Body.Velocity.y, velocity.y * .01f);
Assert.True(velocity.x > 1f);
// It drifts on with that velocity and expires on the clock it was released on, not from the cancel.
var at = item.Body.Position;
lab.Zone.Update(dt);
Assert.True(item.Body.Position.x > at.x);
while (lab.Zone.FloatingItems.Contains(item) && tick++ < 600) lab.Zone.Update(dt);
Assert.InRange(tick, 118, 122);
}
[Fact]
public void AHoldThatFillsMidGrabCancelsAtTheEnd()
{
using var bag = new CompositeDisposable();
var lab = Build(Beam());
var ship = Spawn(lab, float3(0, 0, 0));
var bay = ship.CargoBays.Single();
var item = Drift(lab, 40, 0);
var events = Watch(ship, bag);
ship.TractorCommand = 1;
Until(lab, 1 / 60f, () => item.Holder != null);
// The hold fills while the grab runs: the item slides in and then floats free.
for (var i = 0; i < 16; i++) Assert.True(bay.TryStore(lab.Make("Spare")));
var tick = 0;
while (!events.Any(e => e.Phase == GrabPhase.Cancelled) && tick++ < 300) lab.Zone.Update(1 / 60f);
Assert.Equal(new[] { GrabPhase.Started, GrabPhase.Extend, GrabPhase.Envelop, GrabPhase.Pull, GrabPhase.Cancelled },
events.Select(e => e.Phase).ToArray());
Assert.True(item.Holder == null, "item is held");
Assert.True(lab.Zone.FloatingItems.Contains(item), "item left the zone");
Assert.Equal(16, bay.Cargo.Count);
}
[Fact]
public void AFullHoldNeverClaimsWhatItCannotStore()
{
using var bag = new CompositeDisposable();
var lab = Build(Beam());
var ship = Spawn(lab, float3(0, 0, 0));
var bay = ship.CargoBays.Single();
for (var i = 0; i < 16; i++) Assert.True(bay.TryStore(lab.Make("Spare")));
var item = Drift(lab, 40, 0, float2(3, 1));
var events = Watch(ship, bag);
ship.TractorCommand = 1;
Tick(lab, 300, 1 / 60f);
Assert.Equal(1f, ship.TractorPower);
Assert.Empty(events);
Assert.True(item.Holder == null, "item is held");
Assert.True(item.Body.Position.x > 40f, "item was pinned instead of drifting");
}
[Fact]
public void AnItemTheHoldCannotStoreDoesNotBlockOneItCan()
{
using var bag = new CompositeDisposable();
var lab = Build(Beam());
var ship = Spawn(lab, float3(0, 0, 0));
var bay = ship.CargoBays.Single();
for (var i = 0; i < 15; i++) Assert.True(bay.TryStore(lab.Make("Spare")));
// One free cell: the 2x2 block is nearest the axis and cannot be stored; the ore beside it can.
var block = lab.Zone.Release(lab.Make("Block"), float2(30, 0), default);
var ore = Drift(lab, 50, 10);
var events = Watch(ship, bag);
ship.TractorCommand = 1;
Tick(lab, 150, 1 / 60f);
Assert.Contains(events, e => e.Phase == GrabPhase.Completed);
Assert.All(events, e => Assert.Equal(ore.Id, e.Target));
Assert.False(lab.Zone.FloatingItems.Contains(ore), "ore is still in the zone");
Assert.True(lab.Zone.FloatingItems.Contains(block), "block left the zone");
Assert.True(block.Holder == null, "block is held");
}
// Either bay may be the full one: a selection that read only the first bay, or only the last, fails one orientation.
[Theory]
[InlineData(0)]
[InlineData(1)]
public void TheBeamTakesFromWhicheverBayCanStore(int fullBay)
{
using var bag = new CompositeDisposable();
var lab = Build(Beam());
var ship = Spawn(lab, float3(0, 0, 0), bays: 2);
Assert.Equal(2, ship.CargoBays.Count);
var freeBay = 1 - fullBay;
for (var i = 0; i < 16; i++) Assert.True(ship.CargoBays[fullBay].TryStore(lab.Make("Spare")));
var ore = Drift(lab, 40, 0);
var events = Watch(ship, bag);
ship.TractorCommand = 1;
Tick(lab, 300, 1 / 60f);
Assert.Contains(events, e => e.Phase == GrabPhase.Started && e.Target.Equals(ore.Id));
Assert.Contains(events, e => e.Phase == GrabPhase.Completed);
Assert.False(lab.Zone.FloatingItems.Contains(ore), "ore is still in the zone");
Assert.Equal(16, ship.CargoBays[fullBay].Cargo.Count);
Assert.Single(ship.CargoBays[freeBay].Cargo);
}
[Fact]
public void AnItemInTheBeamsFarCornerIsCollected()
{
using var bag = new CompositeDisposable();
var lab = Build(Beam());
var ship = Spawn(lab, float3(0, 0, 0));
// 74 along and 20 off the axis: inside the beam, though 76.7 from the ship, past Range as a straight distance.
var corner = Drift(lab, 74, 20);
var events = Watch(ship, bag);
ship.TractorCommand = 1;
Tick(lab, 150, 1 / 60f);
Assert.DoesNotContain(events, e => e.Phase == GrabPhase.Cancelled);
Assert.Contains(events, e => e.Phase == GrabPhase.Completed);
Assert.False(lab.Zone.FloatingItems.Contains(corner), "corner is still in the zone");
}
[Fact]
public void AnItemLeavingTheBeamBeforeThePullIsCancelled()
{
using var bag = new CompositeDisposable();
var lab = Build(Beam());
var ship = Spawn(lab, float3(0, 0, 0));
var item = Drift(lab, 40, 0);
var events = Watch(ship, bag);
ship.TractorCommand = 1;
Until(lab, 1 / 60f, () => item.Holder != null);
// The pilot swings the beam away while the grab extends: the item is off the axis and the grab is dropped.
ship.Aim = float3(0, 0, 1);
Tick(lab, 3, 1 / 60f);
Assert.Equal(GrabPhase.Cancelled, events.Last().Phase);
Assert.True(item.Holder == null, "item is held");
}
[Fact]
public void OneHolderPerItem()
{
using var bag = new CompositeDisposable();
var lab = Build(Beam());
var a = Spawn(lab, float3(0, 0, 0));
var b = Spawn(lab, float3(0, 0, 10));
var eventsA = Watch(a, bag);
var eventsB = Watch(b, bag);
// One item, two beams: exactly one claims it, the other never does, and the non-holder cannot take it.
var only = Drift(lab, 40, 5);
a.TractorCommand = 1;
b.TractorCommand = 1;
Tick(lab, 20, 1 / 60f);
Assert.Equal(1, new[] { eventsA, eventsB }.Count(e => e.Any(x => x.Phase == GrabPhase.Started)));
var holder = only.Holder;
var loser = ReferenceEquals(holder, a) ? b : a;
Assert.False(lab.Zone.TryPickUp(loser, only.Id));
Assert.False(lab.Zone.TryHold(loser, only.Id));
Assert.True(lab.Zone.FloatingItems.Contains(only), "only left the zone");
Assert.Empty(loser.CargoBays.Single().Cargo);
Tick(lab, 120, 1 / 60f);
Assert.False(lab.Zone.FloatingItems.Contains(only), "only is still in the zone");
Assert.Single(holder.CargoBays.Single().Cargo);
Assert.Empty(loser.CargoBays.Single().Cargo);
// Two items, each nearest a different beam's axis: each ship holds its own.
var first = Drift(lab, 60, 0);
var second = Drift(lab, 60, 10);
Tick(lab, 20, 1 / 60f);
Assert.True(first.Holder != null, "first is free");
Assert.True(second.Holder != null, "second is free");
Assert.False(ReferenceEquals(first.Holder, second.Holder), "one holder for two items");
// Both ships' nearest item is the same one: the one that loses it takes the other.
var shared = Build(Beam());
var p = Spawn(shared, float3(0, 0, 0));
var q = Spawn(shared, float3(0, 0, 10));
var near = Drift(shared, 40, 5);
var far = Drift(shared, 40, -14);
p.TractorCommand = 1;
q.TractorCommand = 1;
Tick(shared, 20, 1 / 60f);
Assert.True(near.Holder != null, "near is free");
Assert.True(far.Holder != null, "far is free");
Assert.False(ReferenceEquals(near.Holder, far.Holder), "one holder for two items");
}
[Fact]
public void AGrabIsDroppedWhenItsGearGoesInactiveOrTheItemFallsOutOfRangeBeforeThePull()
{
using var bag = new CompositeDisposable();
const float dt = 1 / 60f;
// Gear switched off mid-grab: cancelled, the item free.
var lab = Build(Beam());
var ship = Spawn(lab, float3(0, 0, 0));
var item = Drift(lab, 40, 0);
var events = Watch(ship, bag);
ship.TractorCommand = 1;
Tick(lab, 30, dt);
Assert.True(ReferenceEquals(ship, item.Holder), "item is not held by ship");
ship.Equipment.Single(e => e.Behaviors.OfType<Pickup>().Any()).Enabled.Value = false;
Tick(lab, 2, dt);
Assert.Equal(GrabPhase.Cancelled, events.Last().Phase);
Assert.True(item.Holder == null, "item is held");
// The ship leaves while the beam is still extending: cancelled. The same departure during the pull is not.
foreach (var departAtPull in new[] { false, true })
{
var other = Build(Beam());
var pilot = Spawn(other, float3(0, 0, 0));
var target = Drift(other, 40, 0);
var seen = Watch(pilot, bag);
pilot.TractorCommand = 1;
Until(other, dt, () => seen.Any(e => departAtPull ? e.Phase == GrabPhase.Pull : e.Phase == GrabPhase.Extend));
pilot.Position = float3(-200, 0, 0);
Tick(other, 120, dt);
if (departAtPull)
{
Assert.Equal(GrabPhase.Completed, seen.First(e => e.Phase == GrabPhase.Completed || e.Phase == GrabPhase.Cancelled).Phase);
Assert.False(other.Zone.FloatingItems.Contains(target), "target is still in the zone");
}
else
{
Assert.Equal(GrabPhase.Cancelled, seen.First(e => e.Phase == GrabPhase.Completed || e.Phase == GrabPhase.Cancelled).Phase);
Assert.True(target.Holder == null, "target is held");
Assert.True(other.Zone.FloatingItems.Contains(target), "target left the zone");
}
}
}
[Fact]
public void SelectionIsTheItemNearestTheBeamAxis()
{
using var bag = new CompositeDisposable();
var lab = Build(Beam());
var ship = Spawn(lab, float3(0, 0, 0));
var events = Watch(ship, bag);
ship.TractorCommand = 1;
// The nearer to the axis wins, though the other is closer to the ship.
var near = Drift(lab, 20, 12);
var onAxis = Drift(lab, 60, 3);
Tick(lab, 30, 1 / 60f);
Assert.True(ReferenceEquals(ship, onAxis.Holder), "onAxis is not held by ship");
Assert.True(near.Holder == null, "near is held");
Assert.Equal(onAxis.Id, events.First().Target);
// Out of the beam, past its range or behind the ship, an item is never taken.
foreach (var (x, y) in new[] { (30f, 30f), (80f, 0f), (-10f, 0f) })
{
var other = Build(Beam());
var lone = Spawn(other, float3(0, 0, 0));
var stray = Drift(other, x, y);
var attempts = Watch(lone, bag);
lone.TractorCommand = 1;
Tick(other, 240, 1 / 60f);
Assert.Empty(attempts);
Assert.True(stray.Holder == null, "stray is held");
Assert.True(other.Zone.FloatingItems.Contains(stray), "stray left the zone");
}
// Equally far from the axis, the lower id.
var tie = Build(Beam());
var pilot = Spawn(tie, float3(0, 0, 0));
var lower = Drift(tie, 40, 5);
var higher = Drift(tie, 40, -5);
pilot.TractorCommand = 1;
Tick(tie, 30, 1 / 60f);
Assert.True(ReferenceEquals(pilot, lower.Holder), "lower is not held by pilot");
Assert.True(higher.Holder == null, "higher is held");
}
[Fact]
public void AHeldItemIsPlacedNotIntegratedAndDoesNotExpire()
{
using var bag = new CompositeDisposable();
const float dt = 1 / 60f;
var lab = Build(Beam(), lifetime: 1f);
var ship = Spawn(lab, float3(0, 0, 0));
var item = Drift(lab, 40, 0, float2(3, 0));
var events = Watch(ship, bag);
ship.TractorCommand = 1;
Until(lab, dt, () => item.Holder != null);
var claimed = item.Body.Position;
Assert.Equal(claimed, item.HeldFrom);
// Through Extend and Envelop the item stays where it was claimed, whatever velocity it had.
for (var guard = 0; guard < 1200 && !events.Any(e => e.Phase == GrabPhase.Pull); guard++)
{
lab.Zone.Update(dt);
if (events.Any(e => e.Phase == GrabPhase.Pull)) break;
Assert.Equal(claimed, item.Body.Position);
}
Assert.Contains(events, e => e.Phase == GrabPhase.Pull);
// During the pull it moves toward the holder, and a held item outlives its lifetime.
lab.Zone.Update(dt * 10);
Assert.True(item.Body.Position.x < claimed.x);
Assert.True(item.Body.Position.x > 0);
var held = Build(Beam(), lifetime: 1f);
var carrier = Spawn(held, float3(5, 0, 7));
var stuck = Drift(held, 40, 0);
Assert.True(held.Zone.TryHold(carrier, stuck.Id));
Tick(held, 180, dt);
Assert.True(held.Zone.FloatingItems.Contains(stuck), "stuck left the zone");
Assert.Equal(float2(40, 0), stuck.Body.Position);
// The pose eases (smoothstep): a quarter of the progress is 15.625 per cent of the way, not 25.
held.Zone.SetHeldProgress(stuck.Id, .25f);
held.Zone.Update(dt);
Assert.Equal(40f - 35f * .15625f, stuck.Body.Position.x, 3);
Assert.Equal(7f * .15625f, stuck.Body.Position.y, 3);
// Placed, not drifted: the same progress held for two steps puts it at the same halfway point.
held.Zone.SetHeldProgress(stuck.Id, .5f);
held.Zone.Update(dt);
held.Zone.Update(dt);
Assert.Equal(22.5f, stuck.Body.Position.x, 3);
Assert.Equal(3.5f, stuck.Body.Position.y, 3);
// At progress 1 it is at the holder; freed, an item past its lifetime goes on the next step.
held.Zone.SetHeldProgress(stuck.Id, 1);
held.Zone.Update(dt);
Assert.Equal(5f, stuck.Body.Position.x, 3);
Assert.Equal(7f, stuck.Body.Position.y, 3);
held.Zone.Free(stuck.Id);
held.Zone.Update(dt);
Assert.False(held.Zone.FloatingItems.Contains(stuck), "stuck is still in the zone");
}
[Fact]
public void AnInactiveBeamSpinsDownAndMustSpinUpAgain()
{
using var bag = new CompositeDisposable();
const float dt = 1 / 60f;
var lab = Build(Beam());
var ship = Spawn(lab, float3(0, 0, 0));
var gear = ship.Equipment.Single(e => e.Behaviors.OfType<Pickup>().Any());
ship.TractorCommand = 1;
Tick(lab, 60, dt);
Assert.Equal(1f, ship.TractorPower);
// Switched off with the key still down, the beam spins down at the spin rate...
gear.Enabled.Value = false;
Tick(lab, 15, dt);
Assert.InRange(ship.TractorPower, .45f, .55f);
Tick(lab, 30, dt);
Assert.Equal(0f, ship.TractorPower);
// ...and switched back on it spins up from nothing: an item in the beam is not claimed at once.
var item = Drift(lab, 40, 0);
var events = Watch(ship, bag);
gear.Enabled.Value = true;
Tick(lab, 10, dt);
Assert.Empty(events);
Assert.True(item.Holder == null, "item is held");
Tick(lab, 20, dt);
Assert.True(ReferenceEquals(ship, item.Holder), "item is not held by ship");
}
[Fact]
public void RemovingOneHolderFreesOnlyItsOwnItems()
{
var lab = Build(Beam());
var a = Spawn(lab, float3(0, 0, 0));
var b = Spawn(lab, float3(0, 0, 50));
var mine = Drift(lab, 40, 0);
var theirs = Drift(lab, 40, 50);
a.TractorCommand = 1;
b.TractorCommand = 1;
Tick(lab, 30, 1 / 60f);
Assert.True(ReferenceEquals(a, mine.Holder), "mine is not held by a");
Assert.True(ReferenceEquals(b, theirs.Holder), "theirs is not held by b");
Kill(a);
Assert.True(mine.Holder == null, "mine is held");
Assert.True(ReferenceEquals(b, theirs.Holder), "theirs was freed with a");
}
[Fact]
public void TheHoldersLeavingFreesItsItems()
{
using var bag = new CompositeDisposable();
var lab = Build(Beam());
var ship = Spawn(lab, float3(0, 0, 0));
Assert.True(ship.CargoBays.Single().TryStore(lab.Ore(7)));
var item = Drift(lab, 40, 0, ore: 3);
ship.TractorCommand = 1;
Tick(lab, 30, 1 / 60f);
Assert.True(ReferenceEquals(ship, item.Holder), "item is not held by ship");
var before = lab.Zone.FloatingItems.Count;
// Death goes through the zone's one removal: the held item is free, and the ship's own cargo drops as always.
Kill(ship);
Assert.True(item.Holder == null, "item is held");
Assert.True(lab.Zone.FloatingItems.Contains(item), "item left the zone");
Assert.Equal(before + 1, lab.Zone.FloatingItems.Count);
Assert.Equal(7, ((SimpleCommodity) lab.Zone.FloatingItems.Last().Item).Quantity);
Tick(lab, 60, 1 / 60f);
Assert.True(lab.Zone.FloatingItems.Contains(item), "item left the zone");
Assert.True(item.Holder == null, "item is held");
}
}