Aetheria/tests/Aetheria.Shared.Tests/LoadoutTests.cs
Meta Vens 0c2da217f3 Cut 0: give Entity its own EntitySettings copy, delete the duplicate copies
Entity's constructor now takes a MessagePack round-trip copy of the settings
it is given, so no entity can alias GameplaySettings.DefaultEntitySettings.
That makes ActionGameManager.NewEntitySettings and EntitySerializer.Unpack's
null-coalescing copy redundant; both are deleted, and TradeMenu buys a ship
straight off the template (Entity's ctor copies it).

EntitiesDoNotShareDefaultEntitySettings pins the invariant: writing
ShutdownPerformance on one ship must not move the default for a sibling or
the template (settings-globals-cut.md, Cut 0).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 18:22:22 +02:00

760 lines
39 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Security.Cryptography;
using CultMath;
using GameCult.Caching;
using GameCult.Caching.MessagePack;
using Xunit;
using Random = CultMath.Random;
// Loadouts are ship presets: item designs only, authored into the catalog, materialized all-or-nothing against it.
// The fixture hull is 3x3: InteriorCells is Shape.Shrink(), so a 2x2 hull has no interior cell a cargo bay could use.
public sealed class LoadoutTests : IDisposable
{
private readonly string _root = Path.Combine(Path.GetTempPath(), "aetheria-loadout-" + Guid.NewGuid().ToString("N"));
private string Catalog => Path.Combine(_root, "Aetheria.cc");
private string Run => Path.Combine(_root, "run.cc");
private string Player => Path.Combine(_root, "player.cc");
private static readonly int2 HardpointCell = new int2(0, 0);
private static readonly int2 InteriorCell = new int2(1, 1);
public LoadoutTests()
{
Directory.CreateDirectory(_root);
using var cache = AetheriaStores.Open(Catalog, catalogWritable: true);
cache.Upsert(new TestCatalogGlobal { Name = "Temperament" });
var maker = cache.Upsert(new Faction { Name = "Maker", ShortName = "MKR" });
var hullShape = new Shape(3, 3);
foreach (var cell in hullShape.AllCoordinates) hullShape[cell] = true;
var hull = cache.Upsert(new HullData
{
Name = "Skiff", HullType = HullType.Ship, Shape = hullShape, Price = 100,
Hardpoints = { new HardpointData { Type = HardpointType.Sensors, Position = HardpointCell, Shape = new Shape() } }
});
var gear = cache.Upsert(new GearData { Name = "Lamp", Hardpoint = HardpointType.Sensors, Shape = new Shape(), Price = 10 });
var cargo = cache.Upsert(new CargoBayData { Name = "Crate", Shape = new Shape(), InteriorShape = new Shape(), Price = 5 });
var gun = cache.Upsert(new GearData { Name = "Gun", Hardpoint = HardpointType.Sensors, Shape = new Shape(), Price = 1, Behaviors = { new InstantWeaponData() } });
cache.Upsert(new GearData { Name = "Orphan", Hardpoint = HardpointType.Sensors, Shape = new Shape(), Price = 1 });
foreach (var (name, design) in new[] { ("Skiff by Maker", hull.Key), ("Lamp by Maker", gear.Key), ("Crate by Maker", cargo.Key), ("Gun by Maker", gun.Key) })
cache.Upsert(new FactionProductData { Name = name, Design = new CultRecordRef<CraftedItemData>(design), Manufacturer = maker });
cache.FlushAsync().Wait();
}
public void Dispose() => Directory.Delete(_root, true);
// The game's shape in every build, the editor included: a read-only catalog with the run and player stores.
private CultCache Open() => AetheriaStores.Open(Catalog, Run, Player);
// Gear on the hull's hardpoint cell, cargo on an interior cell, and two empty weapon groups (fewer than the game's six).
private static Loadout HandBuilt(CultCache cache, string name = "Skiff build") => new Loadout
{
Name = name,
Hull = cache.RefOf(cache.GetByName<HullData>("Skiff")),
Slots =
{
new LoadoutSlot { Position = HardpointCell, Design = cache.RefOf<EquippableItemData>(cache.GetByName<GearData>("Lamp")) },
new LoadoutSlot { Position = InteriorCell, Design = cache.RefOf<EquippableItemData>(cache.GetByName<CargoBayData>("Crate")) }
},
WeaponGroups = new[] { new int[0], new int[0] }
};
// HandBuilt with the Gun on the hardpoint, alone in the first of the game's six weapon groups.
private static Loadout Armed(CultCache cache, string name = "Armed build")
{
var armed = HandBuilt(cache, name);
armed.Slots[0].Design = cache.RefOf<EquippableItemData>(cache.GetByName<GearData>("Gun"));
armed.WeaponGroups = Enumerable.Range(0, 6).Select(g => g == 0 ? new[] { 0 } : new int[0]).ToArray();
return armed;
}
private static Loadout WithDesign(Loadout loadout, int slot, CultCache cache, string gear)
{
loadout.Slots[slot].Design = cache.RefOf<EquippableItemData>(cache.GetByName<GearData>(gear));
return loadout;
}
// Capture from a built ship, commit to the catalog, reopen fresh read-only: the preset and the ship it builds match.
[Fact]
public void CapturedPresetRoundTripsThroughTheCatalog()
{
Loadout hand;
using (var cache = Open())
{
var items = new ItemManager(cache, new ProvenanceLedger(), RunSaveTests.TestSettings(), _ => { });
hand = Armed(cache);
var failures = new List<string>();
var ship = Build(items, hand, failures);
Assert.Empty(failures);
Assert.NotNull(ship);
Assert.True(Loadouts.Commit(Catalog, Loadouts.Capture(items, ship, hand.Name), replace: false));
}
using (var cache = Open())
{
var loaded = Assert.Single(cache.GetAll<Loadout>());
Assert.Equal(Loadouts.KeyOf(hand.Name), cache.RefOf(loaded).Key);
Assert.Equal(hand.Name, loaded.Name);
Assert.Equal(hand.Hull.Key, loaded.Hull.Key);
Assert.Equal(hand.Slots.Select(Describe), loaded.Slots.Select(Describe));
Assert.Equal(hand.WeaponGroups, loaded.WeaponGroups);
var items = new ItemManager(cache, new ProvenanceLedger(), RunSaveTests.TestSettings(), _ => { });
var failures = new List<string>();
var ship = Build(items, loaded, failures);
Assert.Empty(failures);
Assert.Equal(hand.Slots.Select(slot => (slot.Position, slot.Design.Key)),
ship.Equipment.Concat<EquippedItem>(ship.CargoBays)
.Where(item => item != ship.EquippedHull)
.Select(item => (item.Position, cache.RefOf(items.GetData(item.EquippableItem)).Key)));
}
Assert.Single(SchemaNames(Catalog), name => name == "aetheria.loadout");
Assert.True(!File.Exists(Player) || !SchemaNames(Player).Contains("aetheria.loadout"));
}
// Recapturing a name refuses without replace and leaves the file untouched; with replace it replaces, never duplicates.
[Fact]
public void SameNameCaptureReplacesOnlyWhenAsked()
{
using (var cache = Open())
{
Assert.True(Loadouts.Commit(Catalog, HandBuilt(cache), replace: false));
var before = Hash(Catalog);
var error = Assert.Throws<InvalidOperationException>(() => Loadouts.Commit(Catalog, Armed(cache, "Skiff build"), replace: false));
Assert.Contains("Skiff build", error.Message);
Assert.Equal(before, Hash(Catalog));
Assert.True(Loadouts.Commit(Catalog, Armed(cache, "Skiff build"), replace: true));
}
using (var cache = Open())
Assert.Equal(6, Assert.Single(cache.GetAll<Loadout>()).WeaponGroups.Length);
}
// Play mutates live catalog instances; a preset commit must land only itself.
[Fact]
public void PresetCommitWritesNoOtherInMemoryCatalogState()
{
using (var cache = Open())
{
cache.GetByName<Faction>("Maker").ShortName = "XXX";
Assert.True(Loadouts.Commit(Catalog, HandBuilt(cache), replace: false));
cache.FlushAsync().Wait();
}
using (var cache = Open())
{
Assert.Equal("MKR", cache.GetByName<Faction>("Maker").ShortName);
Assert.Single(cache.GetAll<Loadout>());
}
}
// The process cache holds the catalog read-only while capture writes through its own cache: the capture lands, and
// the process cache keeps its instances, gains nothing and stays clean until it reloads.
[Fact]
public void CaptureWhileTheCatalogIsHeldReadOnlyLeavesTheProcessCacheUnchanged()
{
using (var cache = Open())
{
var maker = cache.GetByName<Faction>("Maker");
Assert.True(Loadouts.Commit(Catalog, HandBuilt(cache), replace: false));
Assert.Empty(cache.GetAll<Loadout>());
Assert.Same(maker, cache.GetByName<Faction>("Maker"));
Assert.False(cache.IsDirty);
Assert.Throws<InvalidOperationException>(() => cache.Upsert(new Faction { Name = "Usurper" }));
}
using (var cache = Open())
Assert.Equal("Skiff build", Assert.Single(cache.GetAll<Loadout>()).Name);
}
// Capture never creates a catalog: a missing file refuses, and no file or directory appears.
[Fact]
public void CaptureWithAMissingCatalogRefusesAndCreatesNothing()
{
var absent = Path.Combine(_root, "absent", "Aetheria.cc");
using var cache = Open();
var error = Assert.Throws<InvalidOperationException>(() => Loadouts.Commit(absent, HandBuilt(cache), replace: false));
Assert.Contains("does not exist", error.Message);
Assert.False(Directory.Exists(Path.GetDirectoryName(absent)));
}
// A preset authored in Studio has a minted key; capturing its name refuses, replace or not, and names that key.
[Fact]
public void SameNameUnderAnotherKeyRefuses()
{
using (var writer = AetheriaStores.Open(Catalog, catalogWritable: true))
{
writer.Upsert(HandBuilt(writer));
writer.FlushAsync().Wait();
}
var before = Hash(Catalog);
using (var cache = Open())
{
var studioKey = cache.RefOf(Assert.Single(cache.GetAll<Loadout>())).Key;
Assert.NotEqual(Loadouts.KeyOf("Skiff build"), studioKey);
foreach (var replace in new[] { false, true })
{
var error = Assert.Throws<InvalidOperationException>(() => Loadouts.Commit(Catalog, Armed(cache, "Skiff build"), replace));
Assert.Contains(studioKey.Value, error.Message);
}
}
Assert.Equal(before, Hash(Catalog));
}
[Fact]
public void LoadoutHoldsNoRunOrGalaxyRefs()
{
var forbidden = new[] { typeof(ItemInstance), typeof(EntityPack), typeof(FactionProductData), typeof(Faction) }
.Concat(AetheriaStores.RunTypes)
.ToArray();
var seen = new HashSet<Type>();
var pending = new Queue<Type>(new[] { typeof(Loadout) });
while (pending.Count > 0)
{
var type = pending.Dequeue();
if (!seen.Add(type)) continue;
Assert.DoesNotContain(forbidden, bad => bad.IsAssignableFrom(type));
if (type.IsGenericType && type.GetGenericTypeDefinition() == typeof(CultRecordRef<>))
{
Assert.True(typeof(EquippableItemData).IsAssignableFrom(type.GetGenericArguments()[0]), $"{type} names a non-design record");
continue;
}
if (type.IsArray) pending.Enqueue(type.GetElementType());
foreach (var argument in type.IsGenericType ? type.GetGenericArguments() : Type.EmptyTypes) pending.Enqueue(argument);
if (type.Assembly == typeof(Loadout).Assembly)
foreach (var field in type.GetFields(System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.NonPublic))
pending.Enqueue(field.FieldType);
}
using (var cache = Open())
Assert.True(Loadouts.Commit(Catalog, HandBuilt(cache), replace: false));
Assert.Contains("aetheria.loadout", SchemaNames(Catalog));
Assert.True(!File.Exists(Run) || SchemaNames(Run).Length == 0);
Assert.True(!File.Exists(Player) || SchemaNames(Player).Length == 0);
}
[Fact]
public void MissingDesignReports()
{
using (var cache = Open())
cache.Commit(batch => batch.Upsert(new PlayerSettings()));
var before = new[] { Catalog, Run, Player }.Select(Hash).ToArray();
using (var cache = Open())
{
var items = new ItemManager(cache, new ProvenanceLedger(), RunSaveTests.TestSettings(), _ => { });
var missing = HandBuilt(cache);
missing.Slots[1].Design = new CultRecordRef<EquippableItemData>(new CultRecordKey("absent-design"));
var failures = new List<string>();
Assert.Null(Build(items, missing, failures));
var failure = Assert.Single(failures);
Assert.Contains("1,1", failure);
Assert.Contains("absent-design", failure);
missing.Slots.Add(new LoadoutSlot { Position = new int2(2, 2), Design = cache.RefOf<EquippableItemData>(cache.GetByName<GearData>("Orphan")) });
failures.Clear();
Assert.Null(Build(items, missing, failures));
Assert.Equal(2, failures.Count);
Assert.Contains("slot 1,1", failures[0]);
Assert.Contains("slot 2,2", failures[1]);
Assert.Contains("no available product of Orphan", failures[1]);
}
Assert.Equal(before, new[] { Catalog, Run, Player }.Select(Hash).ToArray());
}
[Fact]
public void FailedFitBuildsNothing()
{
using var cache = Open();
var items = new ItemManager(cache, new ProvenanceLedger(), RunSaveTests.TestSettings(), _ => { });
var clash = HandBuilt(cache);
clash.Slots[1].Position = HardpointCell;
var failures = new List<string>();
Assert.Null(Build(items, clash, failures));
var failure = Assert.Single(failures);
Assert.Contains("slot 0,0: Crate does not fit", failure);
}
// Two new makers, each with one Lamp product, upserted into the live cache so its enumeration order (z before a)
// disagrees with record-key order; a reopened snapshot could already hand them back sorted. Brand() requires at
// most one product per (maker, design), so each gets its own maker rather than sharing "Maker".
[Fact]
public void FirstAvailableProductInKeyOrderBuildsTheSlot()
{
using var cache = AetheriaStores.Open(Catalog, catalogWritable: true);
var lamp = new CultRecordRef<CraftedItemData>(cache.RefOf(cache.GetByName<GearData>("Lamp")).Key);
var zMaker = cache.Upsert(new Faction { Name = "Zeta", ShortName = "ZET" });
var aMaker = cache.Upsert(new Faction { Name = "Alpha", ShortName = "ALP" });
cache.Commit(batch => batch.Upsert(typeof(FactionProductData), new FactionProductData { Name = "lamp-z", Design = lamp, Manufacturer = zMaker }, new CultRecordKey("lamp-z")));
cache.Commit(batch => batch.Upsert(typeof(FactionProductData), new FactionProductData { Name = "lamp-a", Design = lamp, Manufacturer = aMaker }, new CultRecordKey("lamp-a")));
Assert.Equal(new[] { "lamp-z", "lamp-a" }, cache.GetAll<FactionProductData>().Select(p => p.Name).Where(name => name.StartsWith("lamp-")));
var items = new ItemManager(cache, new ProvenanceLedger(), RunSaveTests.TestSettings(), _ => { });
var hand = HandBuilt(cache);
string LampProduct(Predicate<FactionProductData> available, List<string> failures)
{
var ship = Loadouts.Materialize(items, null, hand, available, failures);
if (ship == null) return null;
var unit = ship.Equipment.Single(item => item.EquippableItem != ship.Hull && item.Position.Equals(HardpointCell)).EquippableItem;
return items.Brand(unit).Product.Name;
}
var failures = new List<string>();
Assert.Equal("lamp-a", LampProduct(p => p.Name != "Lamp by Maker", failures));
Assert.Equal("lamp-z", LampProduct(p => p.Name != "Lamp by Maker" && p.Name != "lamp-a", failures));
Assert.Empty(failures);
Assert.Null(LampProduct(p => !p.Name.StartsWith("Lamp") && !p.Name.StartsWith("lamp"), failures));
Assert.Contains("slot 0,0: no available product of Lamp", Assert.Single(failures));
}
// Census's duplicate (maker, design) detector exists precisely because this should never happen in an
// authored catalog; Brand()'s tie-break is what a runtime item falls back on if it ever does, so it must stay
// deterministic rather than however the cache happens to enumerate.
[Fact]
public void BrandPicksFirstProductInKeyOrderForSameMakerAndDesign()
{
using var cache = AetheriaStores.Open(Catalog, catalogWritable: true);
var maker = cache.Upsert(new Faction { Name = "TieBreaker", ShortName = "TIE" });
var lamp = new CultRecordRef<CraftedItemData>(cache.RefOf(cache.GetByName<GearData>("Lamp")).Key);
cache.Commit(batch => batch.Upsert(typeof(FactionProductData), new FactionProductData { Name = "lamp-b", Design = lamp, Manufacturer = maker }, new CultRecordKey("lamp-b")));
cache.Commit(batch => batch.Upsert(typeof(FactionProductData), new FactionProductData { Name = "lamp-a", Design = lamp, Manufacturer = maker }, new CultRecordKey("lamp-a")));
var items = new ItemManager(cache, new ProvenanceLedger(), RunSaveTests.TestSettings(), _ => { });
var lotId = items.Lots.Add(new Lot
{
Design = cache.RefOf<ItemData>(cache.GetByName<GearData>("Lamp")),
Origin = new Produced { Faction = maker, Station = 1, Facility = 2, Inputs = Array.Empty<int>() },
Quality = .5f, Roles = new List<RoleFill>()
});
var instance = (EquippableItem) items.CreateInstance(lotId);
var (_, product) = items.Brand(instance);
Assert.Equal("lamp-a", product.Name);
}
// F2: this test must not enumerate reloaded instances through EntitySerializer.Items, the GC root walk under
// test. It hand-mints one real lot per EntityPack root (Hull, Equipment, CargoBays, DockingBays, CargoContents,
// Children, DockingBayContents) so the expected lot ids are known independently of any enumerator, and reads
// the reloaded pack's own fields directly. Skipping any one root in Items/Reachable drops that root's lot from
// the stored ledger, which RunSave.Lots' indexer throws loudly on.
[Fact]
public void MaterializedLotsSurviveSaveAndReload()
{
CultRecordKey maker;
int[] expectedLots;
using (var cache = AetheriaStores.Open(Catalog, Run, Player, catalogWritable: true))
{
maker = cache.RefOf(cache.GetByName<Faction>("Maker")).Key;
var dockingBay = cache.Upsert(new DockingBayData { Name = "Bay", Shape = new Shape(), InteriorShape = new Shape(), Price = 20 });
cache.Upsert(new FactionProductData { Name = "Bay by Maker", Design = new CultRecordRef<CraftedItemData>(dockingBay.Key), Manufacturer = cache.RefOf(cache.GetByName<Faction>("Maker")) });
cache.FlushAsync().Wait();
var skiff = cache.GetAll<FactionProductData>().Single(p => p.Name == "Skiff by Maker");
var lamp = cache.GetAll<FactionProductData>().Single(p => p.Name == "Lamp by Maker");
var crate = cache.GetAll<FactionProductData>().Single(p => p.Name == "Crate by Maker");
var gun = cache.GetAll<FactionProductData>().Single(p => p.Name == "Gun by Maker");
var bay = cache.GetAll<FactionProductData>().Single(p => p.Name == "Bay by Maker");
var items = new ItemManager(cache, new ProvenanceLedger(), RunSaveTests.TestSettings(), _ => { });
EquippableItem Mint(FactionProductData product) => (EquippableItem) items.CreateInstance(product);
var hull = Mint(skiff);
var equipment = Mint(lamp);
var cargoBay = Mint(crate);
var dockingBayUnit = Mint(bay);
var cargoContent = Mint(gun);
var dockingBayContent = Mint(lamp);
var childHull = Mint(skiff);
var childPack = new ShipPack
{
Name = "child", Hull = childHull,
Equipment = Array.Empty<(int2, EquippableItem)>(), CargoBays = Array.Empty<(int2, EquippableItem)>(),
DockingBays = Array.Empty<(int2, EquippableItem)>(), CargoContents = Array.Empty<(int2, ItemInstance)[]>(),
DockingBayContents = Array.Empty<(int2, ItemInstance)[]>(), Children = Array.Empty<EntityPack>(),
Temperature = new float[0, 0],
Armor = new float[0, 0], Conductivity = new bool2[0, 0], DockingBayAssignments = Array.Empty<int>(),
Settings = new EntitySettings(), WeaponGroups = Array.Empty<int[]>()
};
var rootPack = new ShipPack
{
Name = "root", Hull = hull,
Equipment = new[] { (default(int2), equipment) },
CargoBays = new[] { (default(int2), cargoBay) },
DockingBays = new[] { (default(int2), dockingBayUnit) },
CargoContents = new[] { new[] { (default(int2), (ItemInstance) cargoContent) } },
DockingBayContents = new[] { new[] { (default(int2), (ItemInstance) dockingBayContent) } },
Children = new EntityPack[] { childPack },
DockingBayAssignments = new[] { 0 },
Temperature = new float[0, 0],
Armor = new float[0, 0], Conductivity = new bool2[0, 0],
Settings = new EntitySettings(), WeaponGroups = Array.Empty<int[]>()
};
expectedLots = new[]
{
hull.Lot, equipment.Lot, cargoBay.Lot, dockingBayUnit.Lot, cargoContent.Lot, dockingBayContent.Lot, childHull.Lot
};
var game = new SavedGame
{
Factions = Array.Empty<CultRecordRef<Faction>>(),
Relationships = Array.Empty<FactionRelationship>(),
HomeZones = new Dictionary<int, int>(),
BossZones = new Dictionary<int, int>(),
DiscoveredZones = new[] { 0 },
ActionBarBindings = new SavedActionBarBinding[0],
Exit = -1
};
var zones = new[]
{
new SavedZone
{
Name = "Zone 0", AdjacentZones = Array.Empty<int>(), Factions = Array.Empty<int>(), Owner = -1,
Contents = new ZonePack { Entities = new List<EntityPack> { rootPack } }
}
};
RunSave.Commit(cache, game, zones, items.Lots);
}
using (var cache = Open())
{
var run = cache.GetGlobal<SavedGame>();
var zone = cache.Get(run.Zones[0]);
var reloaded = (ShipPack) zone.Contents.Entities[0];
var reloadedChild = (ShipPack) reloaded.Children[0];
var lots = RunSave.Lots(cache);
Assert.Equal(expectedLots.OrderBy(l => l), new[]
{
reloaded.Hull.Lot, reloaded.Equipment[0].item.Lot, reloaded.CargoBays[0].item.Lot,
reloaded.DockingBays[0].item.Lot, ((CraftedItemInstance) reloaded.CargoContents[0][0].item).Lot,
((CraftedItemInstance) reloaded.DockingBayContents[0][0].item).Lot, reloadedChild.Hull.Lot
}.OrderBy(l => l));
foreach (var lotId in expectedLots)
{
var lot = lots[lotId];
var attributed = Assert.IsType<Attributed>(lot.Origin);
Assert.Equal(maker, attributed.Faction.Key);
}
}
}
// FillInterior requires a capacitor product; this fixture hull adds one alongside a 4x4 hull with two identical
// Sensors hardpoints.
[Fact]
public void MatchingHardpointsShareALot()
{
using var cache = AetheriaStores.Open(Catalog, catalogWritable: true);
var maker = cache.RefOf(cache.GetByName<Faction>("Maker"));
var hullShape = new Shape(4, 4);
foreach (var cell in hullShape.AllCoordinates) hullShape[cell] = true;
var hull = cache.Upsert(new HullData
{
Name = "Twin", HullType = HullType.Ship, Shape = hullShape, Price = 100,
Hardpoints =
{
new HardpointData { Type = HardpointType.Sensors, Position = new int2(0, 0), Shape = new Shape() },
new HardpointData { Type = HardpointType.Sensors, Position = new int2(1, 0), Shape = new Shape() }
}
});
var capacitor = cache.Upsert(new GearData { Name = "Cap", Hardpoint = HardpointType.Tool, Shape = new Shape(), Price = 1, Behaviors = { new CapacitorData() } });
foreach (var (name, design) in new[] { ("Twin by Maker", hull.Key), ("Cap by Maker", capacitor.Key) })
cache.Upsert(new FactionProductData { Name = name, Design = new CultRecordRef<CraftedItemData>(design), Manufacturer = maker });
cache.FlushAsync().Wait();
var random = new Random(1);
var items = new ItemManager(cache, new ProvenanceLedger(), RunSaveTests.TestSettings(), _ => { });
var generator = new LoadoutGenerator(ref random, items, null, null, null, .5f);
var pack = generator.GenerateShipLoadout(candidate => candidate.Name == "Twin");
Assert.NotNull(pack);
var hardpointItems = pack.Equipment
.Where(e => (cache.Get(e.item.Data) as GearData)?.Hardpoint == HardpointType.Sensors)
.ToArray();
Assert.Equal(2, hardpointItems.Length);
Assert.Equal(hardpointItems[0].item.Lot, hardpointItems[1].item.Lot);
}
// A Lamp lot with Quality .2 and one role fill (lens .9): a stat reading that role gets .9, one reading none
// gets .2, and GetTier reads .2.
[Fact]
public void StatsReadTheLot()
{
using var cache = Open();
var settings = RunSaveTests.TestSettings();
// Two tiers with distinct quality thresholds: a single-tier fixture cannot fail "GetTier ignores lot
// quality", since every lot would resolve to the only tier regardless of its own Quality.
settings.Tiers = new[]
{
new RarityTier { Name = "Common", Quality = .2f, Rarity = 0, Color = new float3(1, 1, 1) },
new RarityTier { Name = "Rare", Quality = .5f, Rarity = 1, Color = new float3(1, 1, 1) }
};
var items = new ItemManager(cache, new ProvenanceLedger(), settings, _ => { });
var lamp = cache.GetByName<GearData>("Lamp");
var commonLot = items.Lots.Add(new Lot
{
Design = cache.RefOf<ItemData>(lamp),
Origin = new Attributed(),
Quality = .2f,
Roles = new List<RoleFill> { new RoleFill { Role = "lens", Quality = .9f } }
});
var rareLot = items.Lots.Add(new Lot
{
Design = cache.RefOf<ItemData>(lamp),
Origin = new Attributed(),
Quality = .6f,
Roles = new List<RoleFill>()
});
var instance = (EquippableItem) items.CreateInstance(commonLot);
var rareInstance = (EquippableItem) items.CreateInstance(rareLot);
var withRole = new PerformanceStat { FromRole = "lens", Min = 0, Max = 1, QualityExponent = 1 };
var noRole = new PerformanceStat { Min = 0, Max = 1, QualityExponent = 1 };
Assert.Equal(.9f, items.Evaluate(withRole, instance), 3);
Assert.Equal(.2f, items.Evaluate(noRole, instance), 3);
Assert.Equal(.2f, items.GetTier(instance).tier.Quality, 3);
Assert.Equal(.5f, items.GetTier(rareInstance).tier.Quality, 3);
// Minting a second instance from an existing lot must not re-roll the lot's quality.
var secondInstance = (EquippableItem) items.CreateInstance(commonLot);
Assert.Equal(.2f, items.Lots[commonLot].Quality, 3);
Assert.Equal(.2f, items.GetTier(secondInstance).tier.Quality, 3);
}
// F4: GetPrice reads the lot's quality through GameplaySettings.QualityPriceModifier.
[Fact]
public void GetPriceReadsLotQuality()
{
using var cache = Open();
var settings = RunSaveTests.TestSettings();
settings.QualityPriceModifier = new ExponentialLerp { Minimum = 0, Maximum = 1, Exponent = 1 };
var items = new ItemManager(cache, new ProvenanceLedger(), settings, _ => { });
var lamp = cache.GetByName<GearData>("Lamp");
var lowLot = items.Lots.Add(new Lot { Design = cache.RefOf<ItemData>(lamp), Origin = new Attributed(), Quality = .2f, Roles = new List<RoleFill>() });
var highLot = items.Lots.Add(new Lot { Design = cache.RefOf<ItemData>(lamp), Origin = new Attributed(), Quality = .8f, Roles = new List<RoleFill>() });
var low = (EquippableItem) items.CreateInstance(lowLot);
var high = (EquippableItem) items.CreateInstance(highLot);
Assert.True(items.GetPrice(high) > items.GetPrice(low));
}
// F4: the durability exponent path in ItemManager.Evaluate reads the lot's quality (GameplaySettings.
// DurabilityQuality{Min,Max,Exponent}), independently of the quality-for-role term (zeroed here via
// QualityExponent 0).
[Fact]
public void EvaluateDurabilityExponentReadsLotQuality()
{
using var cache = AetheriaStores.Open(Catalog, catalogWritable: true);
var durable = cache.Upsert(new GearData { Name = "Durable", Hardpoint = HardpointType.Sensors, Shape = new Shape(), Price = 10, Durability = 100 });
cache.FlushAsync().Wait();
var items = new ItemManager(cache, new ProvenanceLedger(), RunSaveTests.TestSettings(), _ => { });
var lowLot = items.Lots.Add(new Lot { Design = new CultRecordRef<ItemData>(durable.Key), Origin = new Attributed(), Quality = .1f, Roles = new List<RoleFill>() });
var highLot = items.Lots.Add(new Lot { Design = new CultRecordRef<ItemData>(durable.Key), Origin = new Attributed(), Quality = .9f, Roles = new List<RoleFill>() });
var low = (EquippableItem) items.CreateInstance(lowLot);
var high = (EquippableItem) items.CreateInstance(highLot);
low.Durability = items.GetData(low).Durability / 2;
high.Durability = items.GetData(high).Durability / 2;
var stat = new PerformanceStat { Min = 0, Max = 1, QualityExponent = 0, DurabilityExponentMultiplier = 1 };
Assert.NotEqual(items.Evaluate(stat, low), items.Evaluate(stat, high));
}
// F4: EquippedItem's thermal exponent (Entity.cs's EquippedItem constructor) reads the lot's quality
// (GameplaySettings.ThermalQuality{Min,Max,Exponent}), through a real equip on a live entity.
[Fact]
public void EquippedItemThermalExponentReadsLotQuality()
{
using var cache = Open();
var items = new ItemManager(cache, new ProvenanceLedger(), RunSaveTests.TestSettings(), _ => { });
var maker = cache.RefOf(cache.GetByName<Faction>("Maker"));
var hullData = cache.GetByName<HullData>("Skiff");
var lampData = cache.GetByName<GearData>("Lamp");
// TestSettings has one tier, so materializing through a Loadout always rolls the same quality; mint the
// gear's lot directly at a chosen quality and equip it onto a bare ship instead.
Ship BuildWithGearQuality(float quality)
{
var hullItem = (EquippableItem) items.CreateInstance(items.CreateLot(hullData, maker, .5f));
var ship = new Ship(items, null, hullItem, new EntitySettings());
var gearItem = (EquippableItem) items.CreateInstance(items.CreateLot(lampData, maker, quality));
Assert.True(ship.TryEquip(gearItem, HardpointCell));
return ship;
}
var lowEquipped = BuildWithGearQuality(.1f).Equipment.Single(e => e.Data is GearData);
var highEquipped = BuildWithGearQuality(.9f).Equipment.Single(e => e.Data is GearData);
Assert.NotEqual(lowEquipped.ThermalExponent, highEquipped.ThermalExponent);
}
// F4: CreateLot(product) fills each of the design's roles from the product's own per-role spread
// (FactionProductData.Roles), not the design-wide default.
[Fact]
public void CreateLotFillsRolesFromProductSpread()
{
using var cache = AetheriaStores.Open(Catalog, catalogWritable: true);
var maker = cache.RefOf(cache.GetByName<Faction>("Maker"));
var lensGear = cache.Upsert(new GearData
{
Name = "Lensed", Hardpoint = HardpointType.Sensors, Shape = new Shape(), Price = 10,
Roles = { new ItemRole { Name = "lens" } }
});
cache.Upsert(new FactionProductData
{
Name = "Lensed by Maker", Design = new CultRecordRef<CraftedItemData>(lensGear.Key), Manufacturer = maker,
Roles = { new ProductRole { Role = "lens", Mean = .9f, StandardDeviation = 0 } }
});
cache.FlushAsync().Wait();
var product = cache.GetAll<FactionProductData>().Single(p => p.Name == "Lensed by Maker");
var items = new ItemManager(cache, new ProvenanceLedger(), RunSaveTests.TestSettings(), _ => { });
var lotId = items.CreateLot(product);
var roleFill = items.Lots[lotId].Roles.Single(r => r.Role == "lens");
Assert.Equal(.9f, roleFill.Quality, 3);
}
// F4: Brand reads the maker faction off a Produced origin, not only Attributed.
[Fact]
public void BrandReadsProducedFaction()
{
using var cache = Open();
var maker = cache.RefOf(cache.GetByName<Faction>("Maker"));
var items = new ItemManager(cache, new ProvenanceLedger(), RunSaveTests.TestSettings(), _ => { });
var lamp = cache.GetByName<GearData>("Lamp");
var lotId = items.Lots.Add(new Lot
{
Design = cache.RefOf<ItemData>(lamp),
Origin = new Produced { Faction = maker, Station = 1, Facility = 2, Inputs = Array.Empty<int>() },
Quality = .5f, Roles = new List<RoleFill>()
});
var instance = (EquippableItem) items.CreateInstance(lotId);
var (brandMaker, _) = items.Brand(instance);
Assert.NotNull(brandMaker);
Assert.Equal(maker.Key, cache.RefOf(brandMaker).Key);
}
[Fact]
public void OutOfRangeWeaponGroupIndexBuildsNothing()
{
using var cache = Open();
var items = new ItemManager(cache, new ProvenanceLedger(), RunSaveTests.TestSettings(), _ => { });
var stale = Armed(cache);
stale.WeaponGroups = new[] { new[] { 0, 2 }, new[] { -1 } };
var failures = new List<string>();
Assert.Null(Build(items, stale, failures));
Assert.Equal(new[] { "weapon group: no slot 2", "weapon group: no slot -1" }, failures);
}
[Fact]
public void UnequippingAGroupedWeaponRemovesItFromItsGroups()
{
using var cache = Open();
var items = new ItemManager(cache, new ProvenanceLedger(), RunSaveTests.TestSettings(), _ => { });
var ship = Build(items, Armed(cache), new List<string>());
var item = Assert.Single(ship.WeaponGroups[0].items);
Assert.NotNull(item.GetBehavior<Weapon>());
Assert.NotNull(ship.TryUnequip(item));
Assert.All(ship.WeaponGroups, group => Assert.Empty(group.items));
Assert.All(ship.WeaponGroups, group => Assert.Empty(group.weapons));
}
// A group index on a non-weapon slot would put a null weapon in the group; it is refused before anything is built.
[Fact]
public void NonWeaponGroupIndexBuildsNothing()
{
using var cache = Open();
var items = new ItemManager(cache, new ProvenanceLedger(), RunSaveTests.TestSettings(), _ => { });
var lampGrouped = WithDesign(Armed(cache), 0, cache, "Lamp");
var failures = new List<string>();
Assert.Null(Build(items, lampGrouped, failures));
Assert.Equal("weapon group: slot 0,0: Lamp is not a weapon", Assert.Single(failures));
}
[Fact]
public void MoreWeaponGroupsThanTheGameHasBuildsNothing()
{
using var cache = Open();
var items = new ItemManager(cache, new ProvenanceLedger(), RunSaveTests.TestSettings(), _ => { });
var wide = Armed(cache);
wide.WeaponGroups = wide.WeaponGroups.Append(new[] { 0 }).ToArray();
var failures = new List<string>();
Assert.Null(Build(items, wide, failures));
Assert.Equal("weapon groups: 7 groups, at most 6", Assert.Single(failures));
}
// Fewer groups, or none, still give the ship exactly WeaponGroupCount groups, so GenerateWeaponGroups and G1-G6
// bindings can index every one.
[Fact]
public void FewerWeaponGroupsArePaddedToTheGameCount()
{
using var cache = Open();
var items = new ItemManager(cache, new ProvenanceLedger(), RunSaveTests.TestSettings(), _ => { });
var armed = Armed(cache);
armed.WeaponGroups = new[] { new[] { 0 } };
foreach (var groups in new[] { armed.WeaponGroups, null })
{
armed.WeaponGroups = groups;
var failures = new List<string>();
var ship = Build(items, armed, failures);
Assert.Empty(failures);
Assert.Equal(6, ship.WeaponGroups.Length);
Assert.All(ship.WeaponGroups.Skip(1), group => Assert.Empty(group.items));
Assert.Equal(groups == null ? 0 : 1, ship.WeaponGroups[0].items.Count);
ship.GenerateWeaponGroups();
}
}
// Cut 0 (settings-globals-cut.md): Entity's ctor must copy the template it is given. No entity may alias
// GameplaySettings.DefaultEntitySettings, or a write through one ship (InventoryMenu's Shutdown Threshold
// edit) would silently move the default for every other ship, and once settings are a catalog global, the
// cached record itself.
[Fact]
public void EntitiesDoNotShareDefaultEntitySettings()
{
using var cache = Open();
var items = new ItemManager(cache, new ProvenanceLedger(), RunSaveTests.TestSettings(), _ => { });
var maker = cache.RefOf(cache.GetByName<Faction>("Maker"));
var hullData = cache.GetByName<HullData>("Skiff");
var template = items.GameplaySettings.DefaultEntitySettings;
var originalThreshold = template.ShutdownPerformance;
Ship BuildShip() => new Ship(items, null, (EquippableItem) items.CreateInstance(items.CreateLot(hullData, maker, .5f)), template);
var shipA = BuildShip();
var shipB = BuildShip();
shipA.Settings.ShutdownPerformance = originalThreshold + 1;
Assert.NotSame(template, shipA.Settings);
Assert.NotSame(shipA.Settings, shipB.Settings);
Assert.Equal(originalThreshold, shipB.Settings.ShutdownPerformance);
Assert.Equal(originalThreshold, template.ShutdownPerformance);
}
// Everything available: for tests about placement and failure lists.
private static Ship Build(ItemManager items, Loadout loadout, List<string> failures) =>
Loadouts.Materialize(items, null, loadout, _ => true, failures);
private static (int2, ItemRotation, CultRecordKey) Describe(LoadoutSlot slot) => (slot.Position, slot.Rotation, slot.Design.Key);
private static string Hash(string path) => File.Exists(path) ? Convert.ToHexString(SHA256.HashData(File.ReadAllBytes(path))) : "absent";
private static string[] SchemaNames(string path)
{
var snapshot = CultDocumentMessagePackSerialization.DeserializeSnapshot(File.ReadAllBytes(path));
return snapshot.Records
.Select(record => snapshot.SchemaCatalog.Single(entry => entry.SchemaId == record.SchemaId).SchemaName)
.ToArray();
}
}