Signature, ActiveEmission and Reveal carry Claimed (the class the ship's EW claims for the item, the true item's data by default); Entity gains the claim slots and one write port; Contact gains Profile, derived from the ship's claimed hull once Identified; Entity.RevealedWeapons is the one classifying read for weapons. Combat and the enemy schematic read it; their reads of the target's live gear are cut. Weapons rate by their claimed design (ew-claim-weapon-measure-ruled, rated-design): WeaponData.RatedRangeDamagePerSecond runs the same per-kind formula as the live weapon. Aim, damage and physics keep the truth. Not yet compiled or run at this commit; the Unity-only SchematicDisplay is unverified. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
275 lines
14 KiB
C#
275 lines
14 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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using CultMath;
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using GameCult.Caching;
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using GameCult.Caching.MessagePack;
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using Xunit;
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using static CultMath.math;
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using float3 = CultMath.float3;
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using int2 = CultMath.int2;
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using Random = CultMath.Random;
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// Cut 7 (docs/fire-control-cut.md): 7.1, the fifth mutation Soul found survived 197 green tests --
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// FireControl.Fire freezing the raw TargetItem.Value instead of the reveal-re-checked ResolvedTargetItem.
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// Builds its own shooter/target fixture, the same shape FireAuthorityTests uses for Cut 3, rather than
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// reusing that file's private Build helper (the established convention in this campaign's test files).
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public sealed class FireControlCut7Tests : IDisposable
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{
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private readonly string _root = Path.Combine(Path.GetTempPath(), "aetheria-firecontrolcut7-" + Guid.NewGuid().ToString("N"));
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private string Catalog => Path.Combine(_root, "Aetheria.cc");
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public FireControlCut7Tests() => Directory.CreateDirectory(_root);
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private readonly List<CultCache> _openCaches = new List<CultCache>();
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public void Dispose()
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{
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foreach (var c in _openCaches) c.Dispose();
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Directory.Delete(_root, true);
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}
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// General detection stays satisfied when the aimed interior item is destroyed -- the shot still fires, only
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// the aim point is lost.
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private static GameplaySettings TestSettings() => new GameplaySettings
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{
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DefaultEntitySettings = new EntitySettings(),
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Tiers = new[] { new RarityTier { Name = "Common", Quality = .5f, Rarity = 0, Color = new float3(1, 1, 1) } },
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QualityPriceModifier = new ExponentialLerp(),
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TargetDetectionInfoThreshold = .1f,
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TargetGearInfoThreshold = .9f,
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FiringArc = 170,
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CommitHorizon = .5f,
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SchematicCellSize = 1f,
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UnaidedAccuracy = .05f,
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AgentMinHitProbability = 0f
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};
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private static PerformanceStat Constant(float v) => new PerformanceStat { Min = v, Max = v };
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private sealed class Engagement
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{
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public ItemManager Items;
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public Zone Zone;
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public Ship Shooter;
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public Ship Target;
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public EquippedItem WeaponItem;
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public InstantWeapon Weapon;
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}
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// A trimmed copy of FireAuthorityTests.Build: one Sensors-hardpoint weapon plus a Tool-slot targeting
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// system on the shooter, a target ship with a matching weapon and,
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// through beforeActivate, a second Tool item to aim at.
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private Engagement Build(GameplaySettings settings, Action<ItemManager, Ship, Ship> beforeActivate)
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{
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var hullShape = new Shape(5, 5);
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foreach (var cell in hullShape.AllCoordinates) hullShape[cell] = true;
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var hullData = new HullData
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{
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Name = "Hull", HullType = HullType.Ship, Shape = hullShape, Durability = 1000, Mass = 1000,
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Hardpoints = { new HardpointData { Type = HardpointType.Sensors, Position = new int2(0, 0), Shape = new Shape() } }
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};
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var cache = AetheriaStores.Open(Catalog + Guid.NewGuid().ToString("N"), catalogWritable: true);
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_openCaches.Add(cache);
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cache.Upsert(new VerseGrammar { Revision = 1 });
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cache.Upsert(hullData);
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cache.Upsert(new GearData
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{
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Name = "Gun", Hardpoint = HardpointType.Sensors, Shape = new Shape(), Durability = 1,
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MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000,
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Behaviors = { new InstantWeaponData
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{
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Damage = Constant(50), Range = Constant(1000), MinRange = Constant(0),
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Velocity = Constant(0), Spread = Constant(0), DamageSpread = Constant(0),
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Penetration = Constant(0), Count = Constant(1), BurstTime = Constant(0), Cooldown = Constant(1000),
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DamageCurve = new BezierCurve { Keys = new[] { float4(0, 1, 0, 0), float4(1, 1, 0, 0) } }
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} }
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});
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cache.Upsert(new GearData
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{
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Name = "Targeting", Hardpoint = HardpointType.Tool, Shape = new Shape(), Durability = 1,
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MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000,
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Behaviors = { new TargetingSystemData
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{
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Accuracy = Constant(1), Resolution = Constant(1), Precision = Constant(1), Tracking = Constant(1000)
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} }
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});
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cache.FlushAsync().Wait();
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var ledger = new ProvenanceLedger();
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for (var i = 1; i <= 10; i++) ledger.Lots[i] = new Lot { Origin = new Attributed(), Quality = 1 };
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var items = new ItemManager(cache, ledger, settings, _ => { });
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var zone = new Zone(items, new PlanetSettings(), new ZonePack(), new GalaxyZone { Name = "Test", Owner = null }, null);
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var hullRef = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<HullData>("Hull"));
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var shooterHull = new EquippableItem { Data = hullRef, Durability = 1000, Lot = 1 };
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var shooter = new Ship(items, zone, shooterHull, new EntitySettings());
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var gunRef = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<GearData>("Gun"));
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var gun = new EquippableItem { Data = gunRef, Durability = 1, Lot = 2 };
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Assert.True(shooter.TryEquip(gun, new int2(0, 0)));
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var weaponItem = shooter.Equipment.Single(x => x.EquippableItem == gun);
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var weapon = (InstantWeapon) weaponItem.Behaviors.Single(b => b is Weapon);
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var targetingRef = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<GearData>("Targeting"));
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var targeting = new EquippableItem { Data = targetingRef, Durability = 1, Lot = 3 };
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Assert.True(shooter.TryFindSpace(targeting, out var tpos));
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Assert.True(shooter.TryEquip(targeting, tpos));
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var targetHull = new EquippableItem { Data = hullRef, Durability = 1000, Lot = 4 };
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var target = new Ship(items, zone, targetHull, new EntitySettings());
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var targetGunRef = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<GearData>("Gun"));
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var targetGun = new EquippableItem { Data = targetGunRef, Durability = 1, Lot = 5 };
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Assert.True(target.TryEquip(targetGun, new int2(0, 0)));
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beforeActivate?.Invoke(items, shooter, target);
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zone.Admit(shooter, piloted: false);
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zone.Admit(target, piloted: false);
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shooter.Position = float3.zero;
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target.Position = float3(0, 0, 100);
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shooter.SetTarget(target);
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shooter.SetIff(target, true);
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zone.Update(0f); // warm-up: resolves weapon/targeting stats before Fire reads them
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return new Engagement { Items = items, Zone = zone, Shooter = shooter, Target = target, WeaponItem = weaponItem, Weapon = weapon };
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}
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// 7.1 (Soul's fifth survivor): FireControl.Fire must freeze source.ResolvedTargetItem, not the raw
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// source.TargetItem.Value -- the aim point is re-checked against reveal at the instant the trigger is
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// pulled, same as every other read of it. Mutation: read TargetItem.Value directly. Must die.
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//
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// The observer saw the target's interior item act and aims at it; the item is then destroyed. The shot is
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// still worth taking -- this is no blackout -- but the aim point is re-checked at the instant the trigger is
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// pulled and is lost.
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[Fact]
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public void AimedItemDropsOutWhenItIsDestroyedBeforeFire()
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{
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EquippableItem aimedGear = null;
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var settings = TestSettings();
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var e = Build(settings, (items, shooter, target) =>
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{
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var targetingRef = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<GearData>("Targeting"));
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aimedGear = new EquippableItem { Data = targetingRef, Durability = 1, Lot = 6 };
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Assert.True(target.TryFindSpace(aimedGear, out var pos));
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Assert.True(target.TryEquip(aimedGear, pos));
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});
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var aimedItem = e.Target.Equipment.Single(x => x.EquippableItem == aimedGear);
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// The shooter tracks the target fully and has seen the interior item act; it selects it as the aim point.
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e.Shooter.EntityInfoGathered[e.Target] = 1f;
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e.Shooter.RecordReveal(e.Target, aimedItem, SignatureChannel.LaunchFlash, aimedItem.Data);
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Assert.True(e.Shooter.TrySelectTargetItem(aimedItem));
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Assert.Same(aimedItem, e.Shooter.ResolvedTargetItem);
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// Destroyed: the raw field still holds the item -- nothing clears it -- but the read accessor returns null.
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aimedGear.Durability = 0f;
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Assert.Same(aimedItem, e.Shooter.TargetItem.Value);
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Assert.Null(e.Shooter.ResolvedTargetItem);
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var shotId = FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
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var shot = e.Zone.PendingShots.Single(s => s.ShotId == shotId);
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Assert.True(shot.PFire > 0f); // the shot is still worth taking -- this isn't a blackout, just a lost aim point
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Assert.Null(shot.Aimed); // the frozen snapshot must not carry an aim point reveal no longer supports
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}
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// 7.3/7.4 (docs/fire-control-cut.md): the campaign's only assertion that the shipped catalog is
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// readable by the shipped code at all, not only by a synthetic fixture. Cut 2 shipped a targeting-system
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// requirement with no data to satisfy it and every green synthetic-fixture suite missed it; merging Cuts
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// 6b and 6c separately shipped a non-nullable field no existing record carried, and neither cut's own
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// synthetic-fixture tests ever opened real data, so AetheriaStores.Open throwing outright on the shipped
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// catalog (fixed at c896489b) passed every gate until an operator opened it by hand. Any exception here
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// -- deserialization or generation -- is a failure; this is not scoped to "did a design exist."
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[Fact]
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public void ShippedCatalogOpensAndGeneratesAnArmedHull()
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{
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var gameData = TestCatalog.Repo;
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using var cache = OpenReadOnlyRealCatalog(gameData);
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// Force every EquippableItemData -- WeaponItemData included, the type the broken merge could not
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// read -- to actually be enumerated. AetheriaStores.Open already deserializes every record eagerly
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// at attach time (CultCache.PullAll), so this line is what turns that into a promise this test
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// enforces rather than an accident of the current backing-store implementation: a future lazy-read
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// change that skipped WeaponItemData specifically would still be caught here.
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var equippable = cache.GetAll<EquippableItemData>().ToList();
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Assert.NotEmpty(equippable);
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Assert.Contains(equippable, e => e is WeaponItemData);
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var hull = cache.GetByName<HullData>("Longinus");
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Assert.NotNull(hull);
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var settings = new GameplaySettings
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{
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DefaultEntitySettings = new EntitySettings(),
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Tiers = new[] { new RarityTier { Name = "Common", Quality = .5f, Rarity = 0, Color = new float3(1, 1, 1) } },
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QualityPriceModifier = new ExponentialLerp()
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};
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var log = new List<string>();
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var items = new ItemManager(cache, new ProvenanceLedger(), settings, log.Add);
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var random = new Random(1u);
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var generator = new LoadoutGenerator(ref random, items, null, null, null, .5f);
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var pack = generator.GenerateShipLoadout(candidate => candidate == hull);
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Assert.NotNull(pack); // Cut 2's own mutation (drop the targeting designs' products): this goes null
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Assert.Contains(pack.Equipment, e => (cache.Get(e.item.Data) as GearData)?.Behaviors.Any(b => b is TargetingSystemData) ?? false);
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}
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private static string FindRepoRoot()
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{
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for (var dir = new DirectoryInfo(AppContext.BaseDirectory); dir != null; dir = dir.Parent)
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if (File.Exists(Path.Combine(dir.FullName, "Aetheria.Shared", "Aetheria.Shared.csproj")))
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return dir.FullName;
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throw new DirectoryNotFoundException("Run from inside the Aetheria repository -- built test output was not under a recognizable repo root.");
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}
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// AetheriaStores.Open uses `new CultCache()`, whose default registry (CultDocumentRegistry.Shared) discovers every
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// [CultDocument] type loaded anywhere in the current process by scanning the whole AppDomain.
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//
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// This reproduces AetheriaStores.Open's own composition and validation exactly, scoped to a registry
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// built only from the shipped assembly's own [CultDocument] types (CultDocumentRegistry.ForTypes does
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// not re-scan the AppDomain the way the default constructor's Refresh() does), so this test still opens
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// the catalog the same way the game does -- same backing store, same missing-global check, same R-heat
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// validation loop -- without scanning the whole AppDomain.
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private static CultCache OpenReadOnlyRealCatalog(string catalogPath)
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{
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var registry = TestCatalog.Registry();
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var cache = new CultCache(registry);
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try
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{
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cache.AddBackingStore(new SingleFileMessagePackBackingStore(catalogPath, true), AetheriaStores.CatalogTypes);
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var missing = cache.Registry.AllDescriptors.FirstOrDefault(descriptor =>
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descriptor.IsGlobal &&
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AetheriaStores.CatalogTypes.Any(home => home.IsAssignableFrom(descriptor.DocumentType)) &&
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cache.AllStoredDocuments.All(stored => stored.Descriptor != descriptor));
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if (missing != null)
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throw new InvalidOperationException($"Catalog {catalogPath} has no {missing.SchemaName} record; catalog globals are authored, never invented.");
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foreach (var data in cache.GetAll<EquippableItemData>())
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{
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StatValidation.ValidateHeatResponse(data);
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StatValidation.ValidateStatModifiers(data.Name, data.Behaviors);
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StatValidation.ValidateRoleUsage(data.Name, data.Roles, data.Behaviors);
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}
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foreach (var data in cache.GetAll<ConsumableItemData>())
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{
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StatValidation.ValidateStatModifiers(data.Name, data.Behaviors);
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StatValidation.ValidateRoleUsage(data.Name, data.Roles, data.Behaviors);
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}
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return cache;
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}
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catch
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{
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cache.Dispose();
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throw;
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}
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}
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}
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