Entity.Death, the owner of the stream, now ends after its first cause. A blast that destroyed a cockpit fired Death, which removed and deactivated the entity, and the blast's own DamageHull then raised a second Death to every subscriber but Zone's idempotent handler. Every damage path gets the guard because none of them raise Death themselves. New pins: one blast killing three ships (a break after the first kill survives the old suite), a shieldless ship outside the disc receiving nothing, a cockpit-kill blast and a direct hull kill each raising Death exactly once. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
1481 lines
75 KiB
C#
1481 lines
75 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 UniRx;
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using Xunit;
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using static CultMath.math;
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using float2 = CultMath.float2;
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using float3 = CultMath.float3;
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using int2 = CultMath.int2;
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// Cut 12.4(b) (docs/fire-control-cut.md, "The detonation primitive"): behavioural tests for Detonate -- the
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// blast-as-area owner that replaces FireControl.Splash and Entity.Absorb -- and for Apply's switch on the
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// frozen Fuse (null/Proximity/Contact/Delayed). Builds its own fixtures, the convention every cut's test file
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// follows, with the rules this cut's own tests must obey: SchematicCellSize 2 throughout (the 12.3 fixture's
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// cell size of 1 would hide a missing `/ SchematicCellSize`), the target off the origin, and a hull whose
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// centre of mass is not an integer cell.
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public sealed class FireControlCut124Tests : IDisposable
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{
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private readonly string _root = Path.Combine(Path.GetTempPath(), "aetheria-firecontrolcut124-" + Guid.NewGuid().ToString("N"));
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private string Catalog => Path.Combine(_root, "Aetheria.cc");
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public FireControlCut124Tests() => 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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private static GameplaySettings TestSettings(float commitHorizon = .5f) => 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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TargetArmorInfoThreshold = .2f,
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TargetGearInfoThreshold = .8f,
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FiringArc = 170,
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CommitHorizon = commitHorizon,
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SchematicCellSize = 2f,
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UnaidedAccuracy = .05f,
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UnaidedTracking = 10f,
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UnaidedPrecision = 1000f,
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AgentMinHitProbability = 0f,
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BeamResolveInterval = .1f
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};
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private static PerformanceStat Constant(float v) => new PerformanceStat { Min = v, Max = v };
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// 5 wide x 4 tall: centre of mass (2, 1.5) -- not an integer cell, the fixture rule this whole file obeys.
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private static Shape SolidShape(int w, int h)
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{
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var shape = new Shape(w, h);
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foreach (var cell in shape.AllCoordinates) shape[cell] = true;
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return shape;
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}
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// The interior cell (1,1) of a 3x3 solid hull, ringed by its 8 border cells -- Shape.Shrink needs all 8
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// neighbours present, which only the centre of a 3x3 has (the same fixture 12.3's BuriedCockpitNeedsPenetration
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// and PenetratorBurrowsBeforeItBursts both need: an item reachable only by penetrating the ring).
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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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public HullData HullData;
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public EquippedItem Cockpit;
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public Dictionary<string, EquippedItem> Custom = new Dictionary<string, EquippedItem>();
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}
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private Engagement Build(
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GameplaySettings settings, Shape hullShape,
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float2? targetFacing = null, float targetRange = 100f, float velocity = 0f,
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WeaponFuse? fuse = null, float blastRadius = 0f, float penetration = 0f, float damage = 500f,
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WeaponModifiers modifiers = WeaponModifiers.None,
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bool equipShield = false, float shieldCapacity = 1000f, bool shieldActive = true,
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int2? cockpitCell = null, float cockpitDurability = 1000f,
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(string Name, Shape Shape, int2 Cell, float Durability)[] custom = null,
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float accuracy = 1f, int2? gunCell = null)
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{
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var hullData = new HullData
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{
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Name = "Hull", HullType = HullType.Ship, Shape = hullShape, Durability = 1000000, Mass = 1000, Armor = 0,
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Hardpoints = { new HardpointData { Type = HardpointType.Sensors, Position = gunCell ?? new int2(0, 0), Shape = new Shape() } }
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};
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var shooterHullData = new HullData
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{
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Name = "ShooterHull", HullType = HullType.Ship, Shape = SolidShape(5, 5), Durability = 1000000, 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 TestCatalogGlobal { Name = "Temperament" });
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cache.Upsert(hullData);
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cache.Upsert(shooterHullData);
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cache.Upsert(new WeaponItemData
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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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Fuse = fuse, BlastRadius = blastRadius, WeaponModifiers = modifiers,
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Behaviors = { new InstantWeaponData
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{
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Damage = Constant(damage), Range = Constant(100000), MinRange = Constant(0),
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Velocity = Constant(velocity), Spread = Constant(0), DamageSpread = Constant(0),
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Penetration = Constant(penetration), 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 { Accuracy = Constant(accuracy), Resolution = Constant(1000f), Precision = Constant(1000f), Tracking = Constant(1000000f) } }
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});
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cache.Upsert(new GearData
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{
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Name = "Cockpit", Hardpoint = HardpointType.Tool, Shape = new Shape(), Durability = 1000000,
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MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000,
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Behaviors = { new CockpitData() }
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});
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cache.Upsert(new GearData
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{
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Name = "Marker", Hardpoint = HardpointType.Tool, Shape = new Shape(), Durability = 1000000,
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MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000
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});
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var barShape = new Shape(2, 1);
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foreach (var v in barShape.AllCoordinates) barShape[v] = true;
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cache.Upsert(new GearData
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{
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Name = "Bar", Hardpoint = HardpointType.Tool, Shape = barShape, Durability = 1000000,
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MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000
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});
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cache.Upsert(new GearData
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{
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Name = "Reactor", Hardpoint = HardpointType.Tool, Shape = new Shape(), Durability = 10,
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MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000,
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Behaviors = { new ReactorData { Charge = Constant(1000), Efficiency = Constant(1), OverloadEfficiency = Constant(1), ThrottlingFactor = Constant(2) } }
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});
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cache.Upsert(new GearData
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{
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Name = "Shield", Hardpoint = HardpointType.Tool, Shape = new Shape(), Durability = 10,
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MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000,
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Behaviors = { new ShieldData { Efficiency = Constant(1), EnergyUsage = Constant(1), Capacity = Constant(shieldCapacity), RefillDuration = Constant(.01f), RestoreDuration = Constant(.01f) } }
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});
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if (custom != null)
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foreach (var cu in custom)
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cache.Upsert(new GearData { Name = cu.Name, Hardpoint = HardpointType.Tool, Shape = cu.Shape, Durability = 1000000,
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MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000 });
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cache.FlushAsync().Wait();
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var ledger = new ProvenanceLedger();
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for (var i = 1; i <= 500; 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 = "Cut124", Owner = null }, null);
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EquippableItem Make(string name, int lot, float durability) => new EquippableItem
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{
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Data = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<GearData>(name)), Durability = durability, Lot = lot
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};
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EquippableItem MakeWeapon(int lot) => new EquippableItem
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{
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Data = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<WeaponItemData>("Gun")), Durability = 1, Lot = lot
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};
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var lot = 1;
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var hullRef = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<HullData>("Hull"));
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var shooterHullRef = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<HullData>("ShooterHull"));
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var shooter = new Ship(items, zone, new EquippableItem { Data = shooterHullRef, Durability = 1000000, Lot = lot++ }, new EntitySettings());
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var gun = MakeWeapon(lot++);
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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 targeting = Make("Targeting", lot++, 1);
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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 target = new Ship(items, zone, new EquippableItem { Data = hullRef, Durability = 1000000, Lot = lot++ }, new EntitySettings());
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var targetGun = MakeWeapon(lot++);
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Assert.True(target.TryEquip(targetGun, gunCell ?? new int2(0, 0)));
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EquippedItem cockpit = null;
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if (cockpitCell != null)
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{
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var ci = Make("Cockpit", lot++, cockpitDurability);
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Assert.True(target.TryEquip(ci, cockpitCell.Value), $"cockpit must fit at {cockpitCell.Value}");
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cockpit = target.Equipment.Single(x => x.EquippableItem == ci);
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}
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var customItems = new Dictionary<string, EquippedItem>();
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if (custom != null)
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foreach (var cu in custom)
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{
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var ci0 = Make(cu.Name, lot++, cu.Durability);
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Assert.True(target.TryEquip(ci0, cu.Cell), $"custom {cu.Name} must fit at {cu.Cell}");
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customItems[cu.Name] = target.Equipment.Single(x => x.EquippableItem == ci0);
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}
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if (equipShield)
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{
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var reactor = Make("Reactor", lot++, 10);
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Assert.True(target.TryFindSpace(reactor, out var rpos));
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Assert.True(target.TryEquip(reactor, rpos));
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var shield = Make("Shield", lot++, 10);
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Assert.True(target.TryFindSpace(shield, out var spos));
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Assert.True(target.TryEquip(shield, spos));
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}
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zone.Entities.Add(shooter);
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zone.Entities.Add(target);
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shooter.Activate();
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target.Activate();
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// Off-origin (the fixture rule): the shooter sits away from the world origin, and the target sits
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// `targetRange` ahead of it along the shooter's own +z, so a stationary target's TravelDirection is
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// exactly (0,1) when targetFacing is left at its default.
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shooter.Position = float3(-53, 0, -101);
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target.Position = shooter.Position + float3(0, 0, targetRange);
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if (targetFacing != null) target.Direction = normalize(targetFacing.Value);
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shooter.Target.Value = target;
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shooter.EntityInfoGathered[target] = 1f;
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shooter.SetIff(target, true);
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if (equipShield) target.Shield.Item.Enabled.Value = shieldActive;
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zone.Update(1f); // fire times nonzero, same convention 12.3's fixture uses
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return new Engagement
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{
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Items = items, Zone = zone, Shooter = shooter, Target = target, WeaponItem = weaponItem, Weapon = weapon,
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HullData = hullData, Cockpit = cockpit, Custom = customItems
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};
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}
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// Numeric cross-check, independent of FireControl's own exact-overlap implementation: the area of a disc
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// (centred at world point (cx,cy), radius r) that lies inside the axis-aligned rectangle [xlo,xhi]x[ylo,yhi],
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// by fine grid sampling. Used only to compute an EXPECTED value from first principles; the tests that need
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// exact values instead (conservation, exact half-splits) get them from geometry, not sampling.
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private static double DiscAreaInRect(double cx, double cy, double r, double xlo, double xhi, double ylo, double yhi, int samples = 1000)
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{
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var bxlo = Math.Max(xlo, cx - r);
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var bxhi = Math.Min(xhi, cx + r);
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var bylo = Math.Max(ylo, cy - r);
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var byhi = Math.Min(yhi, cy + r);
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if (bxhi <= bxlo || byhi <= bylo) return 0;
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long inside = 0;
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var dx = (bxhi - bxlo) / samples;
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var dy = (byhi - bylo) / samples;
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for (var i = 0; i < samples; i++)
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{
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var x = bxlo + (i + .5) * dx;
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var dxc = x - cx;
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for (var j = 0; j < samples; j++)
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{
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var y = bylo + (j + .5) * dy;
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var dyc = y - cy;
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if (dxc * dxc + dyc * dyc <= r * r) inside++;
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}
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}
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return inside * dx * dy;
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}
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private static double DiscAreaInCell(double cx, double cy, double r, int2 cell, int samples = 1000) =>
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DiscAreaInRect(cx, cy, r, cell.x - .5, cell.x + .5, cell.y - .5, cell.y + .5, samples);
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// ==== Geometry ====
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// TheDiscIsConservedOverTheGrid: on a large solid, armourless, itemless hull that contains the disc
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// entirely, the total hull damage delivered equals `damage`, at three different disc placements.
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// Kills: sampling in place of the exact overlap; the normaliser (2r)^2 in place of pi*r^2; a bounding box
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// that clips the rim cells; a dropped chord breakpoint -- any of these would move the total away from
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// `damage` even though the whole disc lies on metal.
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[Theory]
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[InlineData(0f, 0f, 0.3f)] // radius under one cell, centred on a cell's own integer coordinate
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[InlineData(.5f, .5f, 1.7f)] // centred on a cell corner
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[InlineData(.37f, -.21f, 1.2f)] // an arbitrary off-grid centre
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public void TheDiscIsConservedOverTheGrid(float ox, float oy, float radius)
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{
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var e = Build(TestSettings(), SolidShape(21, 21));
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var centreCell = new int2(10, 10); // well inside the 21x21 grid at any of the radii above
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var worldCentre = e.Target.Position.xz + float2(ox, oy) * e.Items.GameplaySettings.SchematicCellSize;
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// Shift so the schematic centre lands at centreCell + (ox,oy): CenterOfMass is (10,10) for a 21x21
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// solid hull, so the untranslated target position already maps there.
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var before = e.Target.Hull.Durability;
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FireControl.Detonate(e.Zone, worldCentre, radius * e.Items.GameplaySettings.SchematicCellSize, 100f, DamageType.Kinetic);
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var delivered = before - e.Target.Hull.Durability;
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Assert.Equal(100f, delivered, 2);
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}
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// EachCellTakesItsShareOfTheDisc: a solid hull with no items, and per-cell armour large enough that
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// ArmorAbsorb never depletes it -- so the ArmorDamage event for a cell reports that cell's raw share.
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// Pass: the named cell's reported share matches damage * overlap/(pi r^2), overlap integrated numerically
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// by the test. Kills: an even split over the covered cells (Splash's rule), and a share decided by the
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// cell's distance from the centre rather than its overlap area.
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[Fact]
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public void EachCellTakesItsShareOfTheDisc()
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{
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var e = Build(TestSettings(), SolidShape(9, 9));
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foreach (var c in e.HullData.Shape.Coordinates) { e.Target.Armor[c.x, c.y] = 1e6f; e.Target.MaxArmor[c.x, c.y] = 1e6f; }
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var cellSize = e.Items.GameplaySettings.SchematicCellSize;
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var com = e.HullData.Shape.CenterOfMass; // (4,4) for a 9x9 solid hull
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var namedCell = new int2(5, 4); // one cell off-centre laterally
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var radius = 2.3; // world units under cellSize*4, comfortably covering several cells
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var deposits = new Dictionary<int2, float>();
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using (e.Target.ArmorDamage.Subscribe(x => deposits[x.pos] = x.damage))
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{
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FireControl.Detonate(e.Zone, e.Target.Position.xz, (float) radius, 1000f, DamageType.Kinetic);
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}
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var expectedOverlap = DiscAreaInCell(com.x, com.y, radius / cellSize, namedCell);
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var expectedShare = 1000.0 * expectedOverlap / (Math.PI * (radius / cellSize) * (radius / cellSize));
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Assert.True(deposits.TryGetValue(namedCell, out var actual), "named cell took no share at all");
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Assert.Equal(expectedShare, actual, 1);
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}
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// TheShareOffTheHullIsLost (was ExternalBlastWastesMostOfItsEnergy): the disc is centred exactly on the
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// hull's own edge, so exactly half its area sits off the grid by construction (no numeric integration
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// needed -- a disc split by a straight line through its centre halves exactly). Pass: the delivered total
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// is half the blast's damage. Kills: renormalising the shares over the occupied cells (which would deliver
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// the full damage).
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[Fact]
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public void TheShareOffTheHullIsLost()
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{
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var e = Build(TestSettings(), SolidShape(5, 4)); // x: 0..4 (CoM.x = 2), left edge at schematic x = -0.5
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var cellSize = e.Items.GameplaySettings.SchematicCellSize;
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// World point at schematic (-0.5, 1.5): CoM.y = 1.5 (the fixture's own non-integer centre), 2.5 cells
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// to port of CoM.x -- exactly the hull's left edge, with default facing (0,1) so world x is schematic x.
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var worldCentre = e.Target.Position.xz + float2(-2.5f * cellSize, 0);
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var before = e.Target.Hull.Durability;
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// Radius 0.5 cells: the on-hull half never reaches the next cell boundary at schematic x = 0.5.
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FireControl.Detonate(e.Zone, worldCentre, .5f * cellSize, 100f, DamageType.Kinetic);
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var delivered = before - e.Target.Hull.Durability;
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Assert.Equal(50f, delivered, 1);
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}
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// CandidatesIncludeHullsWhoseCentreIsOutsideTheRadius: a long thin hull whose centre of mass lies well
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// beyond the blast radius, while its near end lies inside. Kills: Splash's own centre-distance cull.
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[Fact]
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public void CandidatesIncludeHullsWhoseCentreIsOutsideTheRadius()
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{
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var e = Build(TestSettings(), SolidShape(1, 20)); // CoM at schematic (0, 9.5)
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var cellSize = e.Items.GameplaySettings.SchematicCellSize;
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// The near end (schematic y = 0) is `9.5 * cellSize` world units from CoM; the blast sits right there,
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// far outside a radius that would ever reach the centre.
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var nearEndWorld = e.Target.Position.xz + float2(0, -9.5f * cellSize);
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var before = e.Target.Hull.Durability;
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FireControl.Detonate(e.Zone, nearEndWorld, cellSize, 100f, DamageType.Kinetic);
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Assert.True(e.Target.Hull.Durability < before, "the near end of a long hull must take damage even though its centre is far outside the radius");
|
|
}
|
|
|
|
// Per-cell armour large enough that ArmorAbsorb never depletes it: every ArmorDamage event then reports its
|
|
// cell's raw share, whether or not an item sits on the cell.
|
|
private static void ArmourEverything(Engagement e)
|
|
{
|
|
foreach (var c in e.HullData.Shape.Coordinates) { e.Target.Armor[c.x, c.y] = 1e6f; e.Target.MaxArmor[c.x, c.y] = 1e6f; }
|
|
}
|
|
|
|
// The independent expectation: `damage` shared over a disc of radius rCells centred at schematic (cx,cy) in
|
|
// proportion to numeric overlap with each occupied cell.
|
|
private static double ExpectedDelivered(Shape shape, double cx, double cy, double rCells, double damage)
|
|
{
|
|
var overlap = 0.0;
|
|
foreach (var c in shape.Coordinates) overlap += DiscAreaInCell(cx, cy, rCells, c);
|
|
return damage * overlap / (Math.PI * rCells * rCells);
|
|
}
|
|
|
|
// ==== 12.4 fix batch F1: a disc tangent to a cell edge must not count the whole square ====
|
|
|
|
// A cell edge exactly r from the centre, with the piece's midpoint at 0, used to fall through
|
|
// `h < yhi` / `-h > ylo` into the "whole rectangle" branch, so the square counted in full. BlastRadius 1
|
|
// world unit is half a cell (edges at +-.5 from an integer centre of mass), 3 is one and a half (edges at
|
|
// +-.5 and +-1.5): both are tangent to cell edges. Measured through Fire before the fix: 127.32 and 100.80
|
|
// delivered of 100.
|
|
[Theory]
|
|
[InlineData(1f)]
|
|
[InlineData(3f)]
|
|
public void ATangentDiscDeliversExactlyItsDamageThroughFire(float blastRadius)
|
|
{
|
|
var e = Build(TestSettings(), SolidShape(5, 5), velocity: 0, fuse: WeaponFuse.Proximity, blastRadius: blastRadius, damage: 100f);
|
|
ArmourEverything(e);
|
|
var total = 0f;
|
|
using (e.Target.ArmorDamage.Subscribe(x => total += x.damage))
|
|
{
|
|
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
|
|
e.Zone.Update(.01f);
|
|
}
|
|
Assert.Equal(100f, total, 2);
|
|
}
|
|
|
|
[Theory]
|
|
[InlineData(1f)]
|
|
[InlineData(3f)]
|
|
public void ATangentDiscDeliversExactlyItsDamageThroughDetonate(float radius)
|
|
{
|
|
var e = Build(TestSettings(), SolidShape(5, 5));
|
|
ArmourEverything(e);
|
|
var total = 0f;
|
|
using (e.Target.ArmorDamage.Subscribe(x => total += x.damage))
|
|
FireControl.Detonate(e.Zone, e.Target.Position.xz, radius, 100f, DamageType.Kinetic);
|
|
Assert.Equal(100f, total, 2);
|
|
}
|
|
|
|
// ==== 12.4 fix batch F2: the exact overlap is the only decider of "the disc touches the hull" ====
|
|
|
|
// An L-shaped hull whose centre of mass sits far from the far end of its long arm. The blast lands on that
|
|
// arm's end, 14 world units from the centre of mass -- beyond radius + half the bounding box's diagonal
|
|
// measured from it, which the old candidate cull used, so the cull threw away a blast that overlaps a
|
|
// cell. Expected value: a numeric overlap of the cells, not the code under test.
|
|
[Fact]
|
|
public void ABlastAtTheFarEndOfAnLShapedHullLands()
|
|
{
|
|
var s = new Shape(10, 4);
|
|
foreach (var c in s.AllCoordinates) s[c] = c.x < 4 || c.y == 0;
|
|
var e = Build(TestSettings(), s);
|
|
ArmourEverything(e);
|
|
var com = e.HullData.Shape.CenterOfMass;
|
|
var p = float2(9.9f, 0f);
|
|
var expected = ExpectedDelivered(e.HullData.Shape, p.x, p.y, 1.0, 100.0);
|
|
Assert.True(expected > 10.0, $"fixture: the blast must overlap the hull, expected {expected}");
|
|
|
|
var total = 0f;
|
|
using (e.Target.ArmorDamage.Subscribe(x => total += x.damage))
|
|
FireControl.Detonate(e.Zone, e.Target.Position.xz + (p - com) * 2f, 2f, 100f, DamageType.Kinetic);
|
|
|
|
Assert.Equal(expected, total, 1);
|
|
}
|
|
|
|
// The same rule on the shipped hulls: a blast just grazing the corner farthest from the centre of mass. The
|
|
// corners of the shipped Longinus and LonginusX reach past the old cull's box-half-diagonal bound.
|
|
[Theory]
|
|
[InlineData("Longinus")]
|
|
[InlineData("LonginusX")]
|
|
public void AGrazingBlastAtAShippedHullsFarthestCornerLands(string hullName)
|
|
{
|
|
Shape shape;
|
|
var cache = OpenReadOnlyRealCatalog(Path.Combine(FindRepoRoot(), "GameData", "Aetheria.cc"), out _);
|
|
try { shape = cache.GetByName<HullData>(hullName).Shape; }
|
|
finally { cache.Dispose(); }
|
|
|
|
var com = shape.CenterOfMass;
|
|
var far = float2.zero;
|
|
var best = -1f;
|
|
foreach (var c in shape.Coordinates)
|
|
foreach (var (dx, dy) in new[] { (-.5f, -.5f), (.5f, -.5f), (-.5f, .5f), (.5f, .5f) })
|
|
{
|
|
var corner = float2(c.x + dx, c.y + dy);
|
|
var d = length(corner - com);
|
|
if (d > best) { best = d; far = corner; }
|
|
}
|
|
// One cell of radius, centred .9 cell outward of the corner: the disc reaches the corner by .1 cell.
|
|
var centre = far + normalize(far - com) * .9f;
|
|
|
|
var e = Build(TestSettings(), shape, gunCell: shape.Coordinates[0]);
|
|
ArmourEverything(e);
|
|
var expected = ExpectedDelivered(shape, centre.x, centre.y, 1.0, 100.0);
|
|
Assert.True(expected > .05, $"fixture: the blast must graze the hull, expected {expected}");
|
|
|
|
var total = 0f;
|
|
using (e.Target.ArmorDamage.Subscribe(x => total += x.damage))
|
|
FireControl.Detonate(e.Zone, e.Target.Position.xz + (centre - com) * 2f, 2f, 100f, DamageType.Kinetic);
|
|
|
|
Assert.Equal(expected, total, 1);
|
|
}
|
|
|
|
// ==== 12.4 fix batch F3: a lethal blast must not break the entity enumeration ====
|
|
|
|
private Ship AddShip(Engagement e, float3 position, float hullDurability, int lot)
|
|
{
|
|
var hullRef = e.Items.ItemData.RefOf<ItemData>(e.Items.ItemData.GetByName<HullData>("Hull"));
|
|
var ship = new Ship(e.Items, e.Zone, new EquippableItem { Data = hullRef, Durability = hullDurability, Lot = lot }, new EntitySettings());
|
|
var marker = new EquippableItem
|
|
{
|
|
Data = e.Items.ItemData.RefOf<ItemData>(e.Items.ItemData.GetByName<GearData>("Marker")), Durability = 1000000, Lot = lot + 1
|
|
};
|
|
Assert.True(ship.TryEquip(marker, new int2(1, 1)));
|
|
e.Zone.Entities.Add(ship);
|
|
ship.Activate();
|
|
ship.Position = position;
|
|
return ship;
|
|
}
|
|
|
|
// A blast that kills an entity mid-pass: death removes it from Zone.Entities, and the next MoveNext of the
|
|
// live enumeration threw. The shot was never removed, so it detonated again the next tick (the probe saw
|
|
// 2.69 then 5.38 on the target). Pass: nothing throws, the shot resolves and leaves exactly once, and the
|
|
// target is damaged exactly once.
|
|
[Fact]
|
|
public void ALethalBlastResolvesOnceAndBreaksNothing()
|
|
{
|
|
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 0, fuse: WeaponFuse.Proximity, blastRadius: 30f, damage: 100f);
|
|
var near = AddShip(e, e.Target.Position + float3(8, 0, 0), 1f, 300);
|
|
var far = AddShip(e, e.Shooter.Position + float3(-5000, 0, 0), 1f, 302);
|
|
|
|
var resolved = 0;
|
|
var targetDamage = 0f;
|
|
using var r = e.Zone.ShotResolved.Subscribe(_ => resolved++);
|
|
using var a = e.Target.ArmorDamage.Subscribe(x => targetDamage += x.damage);
|
|
using var h = e.Target.HullDamage.Subscribe(x => targetDamage += x);
|
|
using var i = e.Target.ItemDamage.Subscribe(x => targetDamage += x.damage);
|
|
|
|
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
|
|
e.Zone.Update(.01f);
|
|
|
|
Assert.Empty(e.Zone.PendingShots);
|
|
Assert.Equal(1, resolved);
|
|
Assert.DoesNotContain(near, e.Zone.Entities); // fixture: the blast really was lethal to a ship mid-pass
|
|
Assert.Contains(far, e.Zone.Entities);
|
|
Assert.True(targetDamage > 0f, "fixture: the target must be inside the blast");
|
|
var afterFirstTick = targetDamage;
|
|
|
|
e.Zone.Update(.01f);
|
|
|
|
Assert.Equal(1, resolved);
|
|
Assert.Equal(afterFirstTick, targetDamage, 4);
|
|
}
|
|
|
|
// AOneBlastKillsEveryShipInsideIt: three ships, each dead to one hit, inside one blast. Each takes hull
|
|
// damage exactly once and dies exactly once, and the shot leaves the queue once. Kills: the snapshot loop
|
|
// breaking after the first kill (the other two would never be touched).
|
|
[Fact]
|
|
public void AOneBlastKillsEveryShipInsideIt()
|
|
{
|
|
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 0, fuse: WeaponFuse.Proximity, blastRadius: 30f, damage: 100f);
|
|
var ships = new[]
|
|
{
|
|
AddShip(e, e.Target.Position + float3(8, 0, 0), 1f, 300),
|
|
AddShip(e, e.Target.Position + float3(-8, 0, 0), 1f, 302),
|
|
AddShip(e, e.Target.Position + float3(0, 0, 8), 1f, 304),
|
|
};
|
|
var hullHits = new int[3];
|
|
var deaths = new int[3];
|
|
var subs = new List<IDisposable>();
|
|
for (var n = 0; n < 3; n++)
|
|
{
|
|
var k = n;
|
|
subs.Add(ships[k].HullDamage.Subscribe(_ => hullHits[k]++));
|
|
subs.Add(ships[k].Death.Subscribe(_ => deaths[k]++));
|
|
}
|
|
var resolved = 0;
|
|
subs.Add(e.Zone.ShotResolved.Subscribe(_ => resolved++));
|
|
|
|
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
|
|
e.Zone.Update(.01f);
|
|
foreach (var s in subs) s.Dispose();
|
|
|
|
Assert.Equal(new[] { 1, 1, 1 }, hullHits);
|
|
Assert.Equal(new[] { 1, 1, 1 }, deaths);
|
|
foreach (var s in ships) Assert.DoesNotContain(s, e.Zone.Entities);
|
|
Assert.Empty(e.Zone.PendingShots);
|
|
Assert.Equal(1, resolved);
|
|
}
|
|
|
|
// AShieldlessShipOutsideTheDiscIsNotTouched: nothing of any kind reaches an entity the disc does not
|
|
// overlap. Kills: an uncovered entity falling through to the damage call (`covered ??= new List`).
|
|
[Fact]
|
|
public void AShieldlessShipOutsideTheDiscIsNotTouched()
|
|
{
|
|
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 0, fuse: WeaponFuse.Proximity, blastRadius: 3f, damage: 100f);
|
|
var outside = AddShip(e, e.Target.Position + float3(60, 0, 0), 1f, 300);
|
|
var touched = 0;
|
|
using var a = outside.ArmorDamage.Subscribe(_ => touched++);
|
|
using var h = outside.HullDamage.Subscribe(_ => touched++);
|
|
using var i = outside.ItemDamage.Subscribe(_ => touched++);
|
|
var targetHit = 0f;
|
|
using var t = e.Target.HullDamage.Subscribe(x => targetHit += x);
|
|
var armourHit = 0f;
|
|
using var ta = e.Target.ArmorDamage.Subscribe(x => armourHit += x.damage);
|
|
|
|
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
|
|
e.Zone.Update(.01f);
|
|
|
|
Assert.Equal(0, touched);
|
|
Assert.Equal(1f, outside.Hull.Durability);
|
|
Assert.Contains(outside, e.Zone.Entities);
|
|
Assert.True(targetHit + armourHit > 0f, "fixture: the blast must land on the target");
|
|
}
|
|
|
|
// ADestroyedCockpitRaisesDeathOnce: the blast destroys the cockpit, Death removes and deactivates the
|
|
// entity, and the blast's own DamageHull then still runs; no subscriber sees a second Death.
|
|
[Fact]
|
|
public void ADestroyedCockpitRaisesDeathOnce()
|
|
{
|
|
var e = Build(TestSettings(), SolidShape(3, 3), cockpitCell: new int2(1, 1), cockpitDurability: 10f);
|
|
var deaths = new List<CauseOfDeath>();
|
|
using var d = e.Target.Death.Subscribe(deaths.Add);
|
|
var hullEvents = 0;
|
|
using var h = e.Target.HullDamage.Subscribe(_ => hullEvents++);
|
|
|
|
FireControl.Detonate(e.Zone, e.Target.Position.xz, .6f, 5000f, DamageType.Kinetic);
|
|
|
|
Assert.Equal(new[] { CauseOfDeath.CockpitDestroyed }, deaths);
|
|
Assert.DoesNotContain(e.Target, e.Zone.Entities);
|
|
Assert.True(hullEvents >= 1, "fixture: the blast's hull damage still lands after the cockpit dies");
|
|
}
|
|
|
|
// ADirectHullKillRaisesDeathOnce: the non-blast path (Entity.DamageHull straight, as a projectile hit does)
|
|
// raises Death once, and further damage to the corpse does not raise it again.
|
|
[Fact]
|
|
public void ADirectHullKillRaisesDeathOnce()
|
|
{
|
|
var e = Build(TestSettings(), SolidShape(3, 3));
|
|
var deaths = 0;
|
|
using var d = e.Target.Death.Subscribe(_ => deaths++);
|
|
|
|
e.Target.DamageHull(2000000f);
|
|
e.Target.DamageHull(5f);
|
|
|
|
Assert.Equal(1, deaths);
|
|
}
|
|
|
|
// ==== Absorption order ====
|
|
|
|
// ABlastIsAbsorbedThroughArmourFirstPerCell (replaces AbsorbSpendsArmourBeforeTheItemOnTheSameCell): a disc
|
|
// wholly inside one armoured item cell, so its share is the whole damage -- the three damage levels of the
|
|
// superseded test. Kills: the item absorbing before the armour, and armour being skipped.
|
|
[Fact]
|
|
public void ABlastIsAbsorbedThroughArmourFirstPerCell()
|
|
{
|
|
var cell = new int2(1, 1);
|
|
Engagement Fresh() => Build(TestSettings(), SolidShape(3, 3), custom: new[] { ("Marker", new Shape(), cell, 50f) });
|
|
|
|
void Reset(Engagement e) { e.Target.Armor[cell.x, cell.y] = 10f; e.Target.MaxArmor[cell.x, cell.y] = 10f; e.Custom["Marker"].EquippableItem.Durability = 50f; }
|
|
var cellSize = 2f;
|
|
var worldCentre = Fresh().Target.Position.xz; // recomputed fresh below per case (CoM == cell (1,1) for a 3x3 hull)
|
|
|
|
{
|
|
var e = Fresh(); Reset(e);
|
|
FireControl.Detonate(e.Zone, e.Target.Position.xz, .3f * cellSize, 5f, DamageType.Kinetic); // below armour
|
|
Assert.Equal(5f, e.Target.Armor[cell.x, cell.y], 2);
|
|
Assert.Equal(50f, e.Custom["Marker"].EquippableItem.Durability, 2);
|
|
Assert.Equal(1000000f, e.Target.Hull.Durability, 1);
|
|
}
|
|
{
|
|
var e = Fresh(); Reset(e);
|
|
FireControl.Detonate(e.Zone, e.Target.Position.xz, .3f * cellSize, 25f, DamageType.Kinetic); // between armour and armour+durability
|
|
Assert.Equal(0f, e.Target.Armor[cell.x, cell.y], 2);
|
|
Assert.Equal(35f, e.Custom["Marker"].EquippableItem.Durability, 2); // 25 - 10 armour = 15 excess
|
|
Assert.Equal(1000000f, e.Target.Hull.Durability, 1);
|
|
}
|
|
{
|
|
var e = Fresh(); Reset(e);
|
|
FireControl.Detonate(e.Zone, e.Target.Position.xz, .3f * cellSize, 80f, DamageType.Kinetic); // above both
|
|
Assert.Equal(0f, e.Target.Armor[cell.x, cell.y], 2);
|
|
Assert.Equal(0f, e.Custom["Marker"].EquippableItem.Durability, 2);
|
|
Assert.Equal(1000000f - 20f, e.Target.Hull.Durability, 1); // 80 - 10 armour - 50 item = 20
|
|
}
|
|
}
|
|
|
|
// ArmourProtectsOnlyItsOwnCellsShare: a 2x1 item with armour on one cell only, and a disc symmetric about
|
|
// the seam so both cells take the same share. Pass: the item takes (shareA - armourA)+ + shareB. Kills:
|
|
// pooling the raw shares and then applying armour to the pool (which would let cell A's plate eat cell B's
|
|
// share).
|
|
[Fact]
|
|
public void ArmourProtectsOnlyItsOwnCellsShare()
|
|
{
|
|
var cellA = new int2(1, 1);
|
|
var cellB = new int2(2, 1); // Bar occupies (1,1)-(2,1)
|
|
var e = Build(TestSettings(), SolidShape(4, 3), custom: new[] { ("Bar", BarShape(), cellA, 1000f) });
|
|
var cellSize = e.Items.GameplaySettings.SchematicCellSize;
|
|
var com = e.HullData.Shape.CenterOfMass;
|
|
|
|
e.Target.Armor[cellA.x, cellA.y] = 100f; e.Target.MaxArmor[cellA.x, cellA.y] = 100f;
|
|
e.Target.Armor[cellB.x, cellB.y] = 0f; e.Target.MaxArmor[cellB.x, cellB.y] = 0f;
|
|
|
|
// Centred exactly on the seam between the two cells (schematic x = 1.5), same y as both cells: by
|
|
// symmetry shareA == shareB exactly, no numeric integration needed.
|
|
var worldCentre = e.Target.Position.xz + (float2(1.5f, cellA.y) - com) * cellSize;
|
|
var radius = 1f; // world units -- stays within the seam's own pair of cells (each 1 cell wide)
|
|
|
|
// Armour (100) exceeds a symmetric share (damage/2), so pick damage large enough that shareA - armourA
|
|
// is positive: shareA ~= damage/2 (by symmetry, exactly, regardless of the exact overlap fraction --
|
|
// both cells see the identical geometry mirrored across the seam).
|
|
FireControl.Detonate(e.Zone, worldCentre, radius, 400f, DamageType.Kinetic);
|
|
|
|
var shareEach = 200f; // damage/2, by the seam symmetry
|
|
var expectedItemLoss = Math.Max(0f, shareEach - 100f) + shareEach; // (shareA - armourA)+ + shareB
|
|
Assert.Equal(1000f - expectedItemLoss, e.Custom["Bar"].EquippableItem.Durability, 1);
|
|
Assert.Equal(0f, e.Target.Armor[cellA.x, cellA.y], 1); // cell A's own plate is spent by its own share (200 > 100), same as any single-cell absorb
|
|
}
|
|
|
|
private static Shape BarShape()
|
|
{
|
|
var shape = new Shape(2, 1);
|
|
foreach (var v in shape.AllCoordinates) shape[v] = true;
|
|
return shape;
|
|
}
|
|
|
|
// AMultiCellItemAbsorbsItsCoveredCellsAsOnePool (the ProbeC2 geometry): a 2x1 item with no armour, and a
|
|
// disc straddling its seam that puts less than .1 on each cell but more than .1 on the two together. Pass:
|
|
// the item absorbs the sum. Kills: resolving the item per cell in any form -- Absorb resurrected, ItemAbsorb
|
|
// called per deposit, or a pool that resolves before every covered cell has deposited.
|
|
[Fact]
|
|
public void AMultiCellItemAbsorbsItsCoveredCellsAsOnePool()
|
|
{
|
|
var cellA = new int2(1, 1);
|
|
var cellB = new int2(2, 1);
|
|
var e = Build(TestSettings(), SolidShape(4, 3), custom: new[] { ("Bar", BarShape(), cellA, 50f) });
|
|
var cellSize = e.Items.GameplaySettings.SchematicCellSize;
|
|
|
|
// Centred exactly on the seam, radius small enough that the whole disc is contained within the two
|
|
// cells combined (radius 0.4 cells < 0.5 cells' worth of margin either side of the seam).
|
|
var worldCentre = e.Target.Position.xz + (float2(1.5f, cellA.y) - e.HullData.Shape.CenterOfMass) * cellSize;
|
|
var radiusCells = .4f;
|
|
// Full disc retained (contained within the pair of cells), split evenly by the seam symmetry: total
|
|
// share = damage exactly, .08 on each side when damage = .16.
|
|
FireControl.Detonate(e.Zone, worldCentre, radiusCells * cellSize, .16f, DamageType.Kinetic);
|
|
|
|
Assert.Equal(50f - .16f, e.Custom["Bar"].EquippableItem.Durability, 3);
|
|
}
|
|
|
|
// ItemDamageFiresOncePerCoveredCell: the same pooled geometry as above. Pass: the number of ItemDamage
|
|
// events equals the number of covered cells with a positive post-armour deposit (two), each carrying that
|
|
// cell's own deposit. Kills: one event per item, and events for zero-deposit cells.
|
|
[Fact]
|
|
public void ItemDamageFiresOncePerCoveredCell()
|
|
{
|
|
var cellA = new int2(1, 1);
|
|
var e = Build(TestSettings(), SolidShape(4, 3), custom: new[] { ("Bar", BarShape(), cellA, 50f) });
|
|
var cellSize = e.Items.GameplaySettings.SchematicCellSize;
|
|
var worldCentre = e.Target.Position.xz + (float2(1.5f, cellA.y) - e.HullData.Shape.CenterOfMass) * cellSize;
|
|
|
|
var events = new List<float>();
|
|
using (e.Target.ItemDamage.Subscribe(x => events.Add(x.damage)))
|
|
{
|
|
FireControl.Detonate(e.Zone, worldCentre, .4f * cellSize, .16f, DamageType.Kinetic);
|
|
}
|
|
|
|
Assert.Equal(2, events.Count);
|
|
Assert.All(events, amt => Assert.Equal(.08f, amt, 2));
|
|
}
|
|
|
|
// ==== Symmetry and frame ====
|
|
|
|
// MirroredBlastsDoMirroredDamage: a hull, its armour and its items all mirror-symmetric about the bow
|
|
// axis, facing (2,1)/sqrt(5). Two independent engagements, blasted at world points mirrored across the
|
|
// target's own bow axis -- the mirror computed here from the facing, not through ToSchematic. Pass:
|
|
// per-cell armour and item durability mirror. Kills: the +.5 cell convention returning in the overlap, a
|
|
// missing or wrong CenterOfMass anchor, and any scheduling rule that depends on enumeration order.
|
|
[Fact]
|
|
public void MirroredBlastsDoMirroredDamage()
|
|
{
|
|
var facing = normalize(float2(2, 1));
|
|
var markerLeft = new int2(1, 1);
|
|
var markerRight = new int2(3, 1); // mirror pair about x = 2 on a 5-wide hull
|
|
|
|
Engagement Fresh()
|
|
{
|
|
var e = Build(TestSettings(), SolidShape(5, 3), targetFacing: facing,
|
|
custom: new[] { ("MarkerL", new Shape(), markerLeft, 200f), ("MarkerR", new Shape(), markerRight, 200f) });
|
|
foreach (var c in e.HullData.Shape.Coordinates) { e.Target.Armor[c.x, c.y] = 40f; e.Target.MaxArmor[c.x, c.y] = 40f; }
|
|
return e;
|
|
}
|
|
|
|
// Reflect a world-space offset across the target's own bow axis (its forward direction), computed here
|
|
// independently of Entity.ToSchematic: reflecting across the line through the origin along `forward`
|
|
// negates the lateral (starboard) component and keeps the along-bow component.
|
|
float2 Mirror(float2 offset, float2 forward)
|
|
{
|
|
var along = dot(offset, forward) * forward;
|
|
var lateral = offset - along;
|
|
return along - lateral;
|
|
}
|
|
|
|
var e1 = Fresh();
|
|
var e2 = Fresh();
|
|
var cellSize = e1.Items.GameplaySettings.SchematicCellSize;
|
|
var offset = float2(6f, 3f); // an arbitrary world offset from the target, not aligned to any axis
|
|
var mirroredOffset = Mirror(offset, facing);
|
|
|
|
FireControl.Detonate(e1.Zone, e1.Target.Position.xz + offset, 3f * cellSize, 300f, DamageType.Kinetic);
|
|
FireControl.Detonate(e2.Zone, e2.Target.Position.xz + mirroredOffset, 3f * cellSize, 300f, DamageType.Kinetic);
|
|
|
|
foreach (var c in e1.HullData.Shape.Coordinates)
|
|
{
|
|
var mirroredCell = new int2(4 - c.x, c.y);
|
|
Assert.Equal(e1.Target.Armor[c.x, c.y], e2.Target.Armor[mirroredCell.x, mirroredCell.y], 1);
|
|
}
|
|
Assert.Equal(e1.Custom["MarkerL"].EquippableItem.Durability, e2.Custom["MarkerR"].EquippableItem.Durability, 1);
|
|
Assert.Equal(e1.Custom["MarkerR"].EquippableItem.Durability, e2.Custom["MarkerL"].EquippableItem.Durability, 1);
|
|
Assert.Equal(e1.Target.Hull.Durability, e2.Target.Hull.Durability, 1);
|
|
}
|
|
|
|
// ABlastDamagesTheCellsNearestIt. This succeeds SplashDamagesTheSideTheBlastCameFrom
|
|
// (FireControlCut11Tests.cs) and SplashIsDirectional (FireControlCut4Tests.cs). Kills: a flip of
|
|
// ToSchematicPoint's right axis, an x/y swap, and a missing `/ SchematicCellSize`.
|
|
[Theory]
|
|
[InlineData(0f, 1f)]
|
|
[InlineData(1f, 0f)]
|
|
[InlineData(2f, 1f)]
|
|
[InlineData(-.6f, .8f)]
|
|
public void ABlastDamagesTheCellsNearestIt(float fx, float fy)
|
|
{
|
|
var facing = normalize(float2(fx, fy));
|
|
var e = Build(TestSettings(), SolidShape(5, 4), targetFacing: facing);
|
|
foreach (var c in e.HullData.Shape.Coordinates) { e.Target.Armor[c.x, c.y] = 1000f; e.Target.MaxArmor[c.x, c.y] = 1000f; }
|
|
|
|
// Starboard computed here independently of FireControl -- the facing rotated clockwise.
|
|
var starboard = float2(facing.y, -facing.x);
|
|
var port = -starboard;
|
|
var cellSize = e.Items.GameplaySettings.SchematicCellSize;
|
|
var blastWorld = e.Target.Position.xz + float3(port.x, 0, port.y).xz * 10f;
|
|
|
|
var damaged = new HashSet<int2>();
|
|
using (e.Target.ArmorDamage.Subscribe(x => damaged.Add(x.pos)))
|
|
{
|
|
FireControl.Detonate(e.Zone, blastWorld, 7f, 500f, DamageType.Kinetic);
|
|
}
|
|
|
|
// Port cells (schematic x < CoM.x) must take damage; starboard cells (schematic x > CoM.x) must not.
|
|
// The centre column (x == CoM.x, only when CoM.x is an integer) is excluded from the assertion since
|
|
// it can legitimately fall on either side depending on float rounding.
|
|
var com = e.HullData.Shape.CenterOfMass;
|
|
var portDamaged = false;
|
|
foreach (var c in e.HullData.Shape.Coordinates)
|
|
{
|
|
if (c.x < com.x - .5f) { if (damaged.Contains(c)) portDamaged = true; }
|
|
if (c.x > com.x + .5f) Assert.False(damaged.Contains(c), $"facing ({fx},{fy}): starboard cell {c} took damage from a port blast");
|
|
}
|
|
Assert.True(portDamaged, $"facing ({fx},{fy}): no port cell took damage");
|
|
}
|
|
|
|
// ==== Shields (Q12-9 = A) ====
|
|
|
|
// ShieldPaysForWhatReachesIt: the reserve drops by the entity's covered share, not by the whole blast. The
|
|
// disc is centred exactly on the hull's edge (as in TheShareOffTheHullIsLost), so exactly half the raw
|
|
// damage is the covered share -- a shield capacity between the covered share and the raw damage tells the
|
|
// two apart cleanly. Kills: charging the full damage.
|
|
[Fact]
|
|
public void ShieldPaysForWhatReachesIt()
|
|
{
|
|
var e = Build(TestSettings(), SolidShape(5, 4), equipShield: true, shieldCapacity: 70f);
|
|
for (var i = 0; i < 30; i++) e.Zone.Update(.1f); // charge the reserve to full
|
|
var cellSize = e.Items.GameplaySettings.SchematicCellSize;
|
|
var worldCentre = e.Target.Position.xz + float2(-2.5f * cellSize, 0);
|
|
|
|
Assert.True(e.Target.Shield.CanTakeHit(DamageType.Kinetic, 70f)); // fixture: the reserve is exactly full
|
|
Assert.False(e.Target.Shield.CanTakeHit(DamageType.Kinetic, 70.5f));
|
|
|
|
// damage 100, half retained (50) -- 50 <= capacity 70, so a correct implementation absorbs it whole and
|
|
// never breaks; a "charge the full 100" mutant would find 100 > 70 and break the shield instead.
|
|
var cellEvents = 0;
|
|
using var a = e.Target.ArmorDamage.Subscribe(_ => cellEvents++);
|
|
FireControl.Detonate(e.Zone, worldCentre, .5f * cellSize, 100f, DamageType.Kinetic);
|
|
|
|
Assert.False(e.Target.Shield.Broken);
|
|
Assert.Equal(0, cellEvents); // the shield took it all, nothing reached a cell
|
|
// The reserve dropped by the covered share and by nothing else: 70 - 50 = 20 left. It is read through the
|
|
// public query as a threshold probe, since no recharge runs between Detonate and here.
|
|
Assert.True(e.Target.Shield.CanTakeHit(DamageType.Kinetic, 19.9f));
|
|
Assert.False(e.Target.Shield.CanTakeHit(DamageType.Kinetic, 20.1f));
|
|
}
|
|
|
|
// An entity the disc does not touch has nothing to decide: it is skipped whole, its active shield is not
|
|
// consulted and nothing is dealt. The blast lands 20 cells away from a shielded hull.
|
|
[Fact]
|
|
public void AnUntouchedEntitysShieldIsNotConsulted()
|
|
{
|
|
var e = Build(TestSettings(), SolidShape(5, 4), equipShield: true, shieldCapacity: 70f);
|
|
for (var i = 0; i < 30; i++) e.Zone.Update(.1f);
|
|
Assert.True(e.Target.Shield.CanTakeHit(DamageType.Kinetic, 70f));
|
|
var events = 0;
|
|
using var a = e.Target.ArmorDamage.Subscribe(_ => events++);
|
|
using var h = e.Target.HullDamage.Subscribe(_ => events++);
|
|
|
|
FireControl.Detonate(e.Zone, e.Target.Position.xz + float2(40f, 0f), 2f, 1000f, DamageType.Kinetic);
|
|
|
|
Assert.Equal(0, events);
|
|
Assert.False(e.Target.Shield.Broken);
|
|
Assert.True(e.Target.Shield.CanTakeHit(DamageType.Kinetic, 70f));
|
|
}
|
|
|
|
// ABlastShotsShieldIsDecidedAtDetonation (Q12-9 = A): Commit decides no shield for a shot that carries a
|
|
// fuse, whatever the shield's own state at commit -- Detonate decides every blast's shield, live. Pinned
|
|
// directly on the field Commit would otherwise set: ShotOutcome.Shielded/ShieldBroken must stay false for a
|
|
// fused shot even when the shield could have absorbed the whole raw damage at commit. Kills: Commit's
|
|
// shield block left ungated for fused shots.
|
|
[Fact]
|
|
public void ABlastShotsShieldIsDecidedAtDetonation()
|
|
{
|
|
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 0, targetRange: 100,
|
|
fuse: WeaponFuse.Contact, blastRadius: 4, damage: 50,
|
|
equipShield: true, shieldCapacity: 1000f); // capacity far exceeds the raw damage
|
|
for (var i = 0; i < 30; i++) e.Zone.Update(.1f);
|
|
Assert.True(e.Target.Shield.CanTakeHit(DamageType.Kinetic, 50f)); // the shield COULD absorb the whole shot
|
|
|
|
ShotOutcome outcome = null;
|
|
using var s = e.Zone.ShotCommitted.Subscribe(o => outcome = o);
|
|
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
|
|
e.Zone.Update(.01f);
|
|
|
|
Assert.NotNull(outcome);
|
|
Assert.True(outcome.Hit);
|
|
Assert.False(outcome.Shielded);
|
|
Assert.False(outcome.ShieldBroken);
|
|
}
|
|
|
|
// The other half of Q12-9 = A: the shield's state at arrival, not at commit, decides. A contact shot in
|
|
// 2 s of flight commits 1.5 s in; the shield is flipped between commit and arrival, and the blast (radius
|
|
// 15 cells, so the whole 20-cell hull lies inside the disc and the covered share is exactly
|
|
// damage * 20 / (pi * 15^2)) must follow the state it finds. The reserve is read through the public
|
|
// CanTakeHit as a threshold probe: nothing recharges between Detonate and the read.
|
|
[Fact]
|
|
public void AShieldRaisedBetweenCommitAndArrivalAbsorbsTheBlast()
|
|
{
|
|
const float capacity = 1000f;
|
|
var share = 50f * 20f / (PI * 15f * 15f);
|
|
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 50, targetRange: 100,
|
|
fuse: WeaponFuse.Contact, blastRadius: 30f, damage: 50f,
|
|
equipShield: true, shieldCapacity: capacity, shieldActive: false);
|
|
ArmourEverything(e);
|
|
var cellDamage = 0f;
|
|
using var a = e.Target.ArmorDamage.Subscribe(x => cellDamage += x.damage);
|
|
using var h = e.Target.HullDamage.Subscribe(x => cellDamage += x);
|
|
ShotOutcome committed = null;
|
|
using var c = e.Zone.ShotCommitted.Subscribe(o => committed = o);
|
|
|
|
var shotId = FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
|
|
while (!e.Zone.PendingShots.Any(s => s.ShotId == shotId && s.Committed)) e.Zone.Update(.05f);
|
|
Assert.True(committed.Hit);
|
|
Assert.False(committed.Shielded);
|
|
Assert.False(committed.ShieldBroken);
|
|
|
|
e.Target.Shield.Item.Enabled.Value = true; // up before arrival, down at commit
|
|
for (var i = 0; i < 4; i++) e.Zone.Update(.05f);
|
|
Assert.True(e.Zone.PendingShots.Any(s => s.ShotId == shotId), "fixture: the shot must still be in flight");
|
|
Assert.True(e.Target.Shield.CanTakeHit(DamageType.Kinetic, capacity - .1f), "fixture: the reserve must be full");
|
|
while (e.Zone.PendingShots.Any(s => s.ShotId == shotId)) e.Zone.Update(.05f);
|
|
|
|
Assert.Equal(0f, cellDamage); // the shield decided at arrival, so no cell took anything
|
|
Assert.False(e.Target.Shield.Broken);
|
|
Assert.True(e.Target.Shield.CanTakeHit(DamageType.Kinetic, capacity - share - .05f));
|
|
Assert.False(e.Target.Shield.CanTakeHit(DamageType.Kinetic, capacity - share + .05f));
|
|
}
|
|
|
|
// And the reverse: up at commit, down at arrival -- the blast finds no shield and lands on the cells, and
|
|
// the reserve is not charged.
|
|
[Fact]
|
|
public void AShieldDroppedBetweenCommitAndArrivalDoesNotAbsorbTheBlast()
|
|
{
|
|
const float capacity = 1000f;
|
|
var share = 50f * 20f / (PI * 15f * 15f);
|
|
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 50, targetRange: 100,
|
|
fuse: WeaponFuse.Contact, blastRadius: 30f, damage: 50f,
|
|
equipShield: true, shieldCapacity: capacity);
|
|
ArmourEverything(e);
|
|
for (var i = 0; i < 30; i++) e.Zone.Update(.1f);
|
|
var armour = 0f;
|
|
using var a = e.Target.ArmorDamage.Subscribe(x => armour += x.damage);
|
|
ShotOutcome committed = null;
|
|
using var c = e.Zone.ShotCommitted.Subscribe(o => committed = o);
|
|
|
|
var shotId = FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
|
|
while (!e.Zone.PendingShots.Any(s => s.ShotId == shotId && s.Committed)) e.Zone.Update(.05f);
|
|
Assert.False(committed.Shielded);
|
|
|
|
e.Target.Shield.Item.Enabled.Value = false;
|
|
while (e.Zone.PendingShots.Any(s => s.ShotId == shotId)) e.Zone.Update(.05f);
|
|
|
|
Assert.Equal(share, armour, 2); // the whole covered share landed on the cells
|
|
Assert.True(e.Target.Shield.CanTakeHit(DamageType.Kinetic, capacity - .1f)); // and the reserve was not charged
|
|
}
|
|
|
|
// ==== Fuses (through Fire, SchematicCellSize 2) ====
|
|
|
|
// PenetratorBurrowsBeforeItBursts, which pins Q12-8 in both halves. A 3x3 solid hull's only interior cell
|
|
// (1,1) carries a Cockpit item, ringed by the hull's own 8 border cells.
|
|
[Fact]
|
|
public void PenetratorBurrowsBeforeItBursts()
|
|
{
|
|
// With a delayed fuse and a radius under half a cell, the cockpit takes the whole damage, and the
|
|
// armour of every ring cell on the lane is unchanged. Nothing is absorbed along the burrow.
|
|
{
|
|
var e = Build(TestSettings(), SolidShape(3, 3), penetration: 1.5f, fuse: WeaponFuse.Delayed, blastRadius: .3f, damage: 40f,
|
|
cockpitCell: new int2(1, 1), cockpitDurability: 1000f);
|
|
foreach (var c in e.HullData.Shape.Coordinates) { e.Target.Armor[c.x, c.y] = 1000f; e.Target.MaxArmor[c.x, c.y] = 1000f; }
|
|
e.Target.Armor[1, 1] = 0f; e.Target.MaxArmor[1, 1] = 0f; // the cockpit's own cell carries no armour
|
|
|
|
var before = e.Cockpit.EquippableItem.Durability;
|
|
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
|
|
e.Zone.Update(.01f);
|
|
|
|
Assert.Equal(before - 40f, e.Cockpit.EquippableItem.Durability, 1);
|
|
foreach (var c in e.HullData.Shape.Coordinates)
|
|
if (!(c.x == 1 && c.y == 1))
|
|
Assert.Equal(1000f, e.Target.Armor[c.x, c.y], 1);
|
|
}
|
|
|
|
// A contact fuse with the same stats leaves the cockpit untouched (P sits at the impact cell, on the
|
|
// ring, never reaching the buried cockpit).
|
|
{
|
|
var e = Build(TestSettings(), SolidShape(3, 3), penetration: 1.5f, fuse: WeaponFuse.Contact, blastRadius: .3f, damage: 40f,
|
|
cockpitCell: new int2(1, 1), cockpitDurability: 1000f);
|
|
var before = e.Cockpit.EquippableItem.Durability;
|
|
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
|
|
e.Zone.Update(.01f);
|
|
Assert.Equal(before, e.Cockpit.EquippableItem.Durability);
|
|
}
|
|
|
|
// With the fuse removed and everything else held, the shot is a dumb AP round: the lane's armour is
|
|
// spent in order, and the cockpit takes only what the ring left (12.3). Damage in a line.
|
|
{
|
|
var e = Build(TestSettings(), SolidShape(3, 3), penetration: 2f, fuse: null, blastRadius: 0f, damage: 40f,
|
|
cockpitCell: new int2(1, 1), cockpitDurability: 1000f);
|
|
foreach (var c in e.HullData.Shape.Coordinates) { e.Target.Armor[c.x, c.y] = 5f; e.Target.MaxArmor[c.x, c.y] = 5f; }
|
|
e.Target.Armor[1, 1] = 0f; e.Target.MaxArmor[1, 1] = 0f;
|
|
|
|
var before = e.Cockpit.EquippableItem.Durability;
|
|
ShotOutcome outcome = null;
|
|
for (var attempt = 0; attempt < 200 && (outcome == null || !outcome.Hit); attempt++)
|
|
{
|
|
using var s = e.Zone.ShotResolved.Subscribe(o => outcome = o);
|
|
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
|
|
e.Zone.Update(.01f);
|
|
}
|
|
Assert.NotNull(outcome);
|
|
Assert.True(outcome.Hit);
|
|
Assert.Equal(before - 35f, e.Cockpit.EquippableItem.Durability, 1); // 40 - the front ring cell's 5 armour
|
|
}
|
|
}
|
|
|
|
// TheFusePointStaysOnMetal: a delayed fuse with a penetration deeper than the hull clamps to the far edge.
|
|
[Fact]
|
|
public void TheFusePointStaysOnMetal()
|
|
{
|
|
var e = Build(TestSettings(), SolidShape(1, 5), penetration: 100f, fuse: WeaponFuse.Delayed, blastRadius: .3f, damage: 100f);
|
|
// The far edge of a 1x5 hull, straight ahead of the shooter (bearing (0,1)), is schematic y = 4.5 (the
|
|
// exit of cell (0,4)); the fuse point clamps there instead of past the hull. Schematic x is the hull's
|
|
// own CenterOfMass.x (0, the only column).
|
|
var comX = e.HullData.Shape.CenterOfMass.x;
|
|
var rCells = .3 / e.Items.GameplaySettings.SchematicCellSize; // BlastRadius is in world units
|
|
|
|
// Independent expectation, from the test's own area integral centred on the far edge.
|
|
var expected = 0f;
|
|
foreach (var c in e.HullData.Shape.Coordinates)
|
|
expected += (float) (100.0 * DiscAreaInCell(comX, 4.5, rCells, c) / (Math.PI * rCells * rCells));
|
|
|
|
var before = e.Target.Hull.Durability;
|
|
ShotOutcome outcome = null;
|
|
for (var attempt = 0; attempt < 60 && (outcome == null || !outcome.Hit); attempt++)
|
|
{
|
|
using var s = e.Zone.ShotResolved.Subscribe(o => outcome = o);
|
|
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
|
|
e.Zone.Update(.01f);
|
|
}
|
|
Assert.NotNull(outcome);
|
|
Assert.True(outcome.Hit);
|
|
var delivered = before - e.Target.Hull.Durability;
|
|
Assert.Equal(expected, delivered, 0);
|
|
}
|
|
|
|
// TheFusePointStaysOnMetal, the concave half: a 1x5 column with cell (0,2) missing. A lane's walk ends at
|
|
// its first gap, so the reached metal is cells (0,0) and (0,1) whatever the penetration, and the fuse point
|
|
// must clamp to the last reached cell's exit (schematic y 1.5, the metal's edge) rather than sit at
|
|
// entry + penetration inside the gap (y 2.4 at penetration 2.9) or on the far segment the walk never
|
|
// reached (y 2.7 at 3.2). Entries run from -.5, so at penetration 1.5 the point is y 1.0, inside cell (0,1),
|
|
// with the disc wholly on metal.
|
|
[Theory]
|
|
[InlineData(1.5f, 1.0)]
|
|
[InlineData(2.9f, 1.5)]
|
|
[InlineData(3.2f, 1.5)]
|
|
public void TheFusePointStaysOnMetalAcrossAConcaveGap(float penetration, double pointY)
|
|
{
|
|
var shape = SolidShape(1, 5);
|
|
shape[new int2(0, 2)] = false;
|
|
var e = Build(TestSettings(), shape, penetration: penetration, fuse: WeaponFuse.Delayed, blastRadius: .3f, damage: 100f);
|
|
var comX = e.HullData.Shape.CenterOfMass.x;
|
|
var rCells = .3 / e.Items.GameplaySettings.SchematicCellSize;
|
|
var expected = ExpectedDelivered(e.HullData.Shape, comX, pointY, rCells, 100.0);
|
|
|
|
var before = e.Target.Hull.Durability;
|
|
ShotOutcome outcome = null;
|
|
for (var attempt = 0; attempt < 60 && (outcome == null || !outcome.Hit); attempt++)
|
|
{
|
|
using var s = e.Zone.ShotResolved.Subscribe(o => outcome = o);
|
|
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
|
|
e.Zone.Update(.01f);
|
|
}
|
|
Assert.NotNull(outcome);
|
|
Assert.True(outcome.Hit);
|
|
Assert.Equal(expected, before - e.Target.Hull.Durability, 0);
|
|
}
|
|
|
|
// A contact or delayed blast needs a committed hit, exactly like a direct hit's own gate: on a miss nothing
|
|
// happens -- no blast, no IncomingHit. Accuracy 0 pins the roll to a miss. Kills: ApplyBlastHit without its
|
|
// `Outcome.Hit` guard, which would detonate at a point derived from a miss's empty geometry.
|
|
[Theory]
|
|
[InlineData(WeaponFuse.Contact)]
|
|
[InlineData(WeaponFuse.Delayed)]
|
|
public void AContactOrDelayedBlastOnAMissDoesNothing(WeaponFuse fuse)
|
|
{
|
|
var e = Build(TestSettings(), SolidShape(5, 4), fuse: fuse, blastRadius: 30f, penetration: 1f, damage: 500f, accuracy: 0f);
|
|
ArmourEverything(e);
|
|
var before = e.Target.Hull.Durability;
|
|
var events = 0;
|
|
using var a = e.Target.ArmorDamage.Subscribe(_ => events++);
|
|
using var h = e.Target.HullDamage.Subscribe(_ => events++);
|
|
using var i = e.Target.ItemDamage.Subscribe(_ => events++);
|
|
using var hit = e.Target.IncomingHit.Subscribe(_ => events++);
|
|
ShotOutcome outcome = null;
|
|
using var r = e.Zone.ShotResolved.Subscribe(o => outcome = o);
|
|
|
|
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
|
|
e.Zone.Update(.01f);
|
|
|
|
Assert.NotNull(outcome);
|
|
Assert.False(outcome.Hit); // fixture: a guaranteed miss
|
|
Assert.Empty(e.Zone.PendingShots);
|
|
Assert.Equal(0, events);
|
|
Assert.Equal(before, e.Target.Hull.Durability);
|
|
}
|
|
|
|
// ToWorldPoint and ToSchematicPoint are inverses, and ToWorldPoint puts one cell to starboard of the centre
|
|
// of mass two world units along the starboard axis (right = (forward.y, -forward.x), spelled out here). At
|
|
// facing (0,1) a flipped right axis is still masked by a centre-lane point; (2,1) is not.
|
|
[Fact]
|
|
public void ToWorldPointIsTheInverseOfToSchematicPointAtANonAxisFacing()
|
|
{
|
|
var facing = normalize(float2(2, 1));
|
|
var e = Build(TestSettings(), SolidShape(5, 4), targetFacing: facing);
|
|
var t = e.Target;
|
|
var com = e.HullData.Shape.CenterOfMass;
|
|
var starboard = float2(facing.y, -facing.x);
|
|
|
|
var world = t.Position.xz + float2(7f, -3f);
|
|
var back = t.ToWorldPoint(t.ToSchematicPoint(world));
|
|
Assert.Equal(world.x, back.x, 3);
|
|
Assert.Equal(world.y, back.y, 3);
|
|
|
|
var oneToStarboard = t.ToWorldPoint(com + float2(1, 0));
|
|
Assert.Equal(t.Position.x + 2f * starboard.x, oneToStarboard.x, 3);
|
|
Assert.Equal(t.Position.z + 2f * starboard.y, oneToStarboard.y, 3);
|
|
var oneToBow = t.ToWorldPoint(com + float2(0, 1));
|
|
Assert.Equal(t.Position.x + 2f * facing.x, oneToBow.x, 3);
|
|
Assert.Equal(t.Position.z + 2f * facing.y, oneToBow.y, 3);
|
|
}
|
|
|
|
// A contact blast on a hull at facing (2,1): the shot enters over the starboard side, off the hull's own
|
|
// centre line, so the blast point's lateral offset from the centre of mass is not zero and a flipped right
|
|
// axis in ToWorldPoint would mirror it onto the far side. Placement is asserted per cell: the impact cell
|
|
// takes a share, and no cell farther than one from it takes anything (radius .15 cells). Kills: a flip of
|
|
// ToWorldPoint's right axis, which the host's round trip would otherwise hide from every total.
|
|
[Fact]
|
|
public void AContactBlastLandsOnTheCellItHitAtANonAxisFacing()
|
|
{
|
|
var e = Build(TestSettings(), SolidShape(5, 4), targetFacing: float2(2, 1), fuse: WeaponFuse.Contact, blastRadius: .3f, damage: 100f);
|
|
ArmourEverything(e);
|
|
var deposits = new Dictionary<int2, float>();
|
|
using var a = e.Target.ArmorDamage.Subscribe(x => deposits[x.pos] = (deposits.TryGetValue(x.pos, out var d) ? d : 0f) + x.damage);
|
|
ShotOutcome outcome = null;
|
|
for (var attempt = 0; attempt < 60 && (outcome == null || !outcome.Hit); attempt++)
|
|
{
|
|
using var s = e.Zone.ShotResolved.Subscribe(o => outcome = o);
|
|
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
|
|
e.Zone.Update(.01f);
|
|
}
|
|
Assert.NotNull(outcome);
|
|
Assert.True(outcome.Hit);
|
|
|
|
Assert.True(deposits.ContainsKey(outcome.Cell), $"the impact cell {outcome.Cell} took nothing; damaged: {string.Join(",", deposits.Keys)}");
|
|
foreach (var cell in deposits.Keys)
|
|
Assert.True(Math.Abs(cell.x - outcome.Cell.x) <= 1 && Math.Abs(cell.y - outcome.Cell.y) <= 1,
|
|
$"cell {cell} took damage far from the impact cell {outcome.Cell}");
|
|
}
|
|
|
|
// TurningAfterCommitDoesNotMoveTheBlastOnItsHost: a contact-fuse shot. After commit and before arrival, the
|
|
// host turns and moves. Pass: the host's per-cell damage equals that of the same shot with no turn. Kills:
|
|
// taking P from the live bearing, or from Outcome.Cell's centre in place of the lane point.
|
|
[Fact]
|
|
public void TurningAfterCommitDoesNotMoveTheBlastOnItsHost()
|
|
{
|
|
Dictionary<int2, float> ArmorDamageByCell(Action<Engagement> afterCommit)
|
|
{
|
|
var e = Build(TestSettings(commitHorizon: .5f), SolidShape(5, 4), velocity: 50, targetRange: 100,
|
|
fuse: WeaponFuse.Contact, blastRadius: 3f, damage: 100f);
|
|
foreach (var c in e.HullData.Shape.Coordinates) { e.Target.Armor[c.x, c.y] = 1000f; e.Target.MaxArmor[c.x, c.y] = 1000f; }
|
|
|
|
// Per cell, not a total: a blast that lands on the wrong cells deals the same total.
|
|
var perCell = new Dictionary<int2, float>();
|
|
using var a = e.Target.ArmorDamage.Subscribe(x => perCell[x.pos] = (perCell.TryGetValue(x.pos, out var d) ? d : 0f) + x.damage);
|
|
|
|
var shotId = FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
|
|
// Step to just past commit (flight time 2s, commit horizon 0.5s -> commits at t ~= 1.5s).
|
|
while (!e.Zone.PendingShots.Any(s => s.ShotId == shotId && s.Committed))
|
|
e.Zone.Update(.05f);
|
|
|
|
afterCommit?.Invoke(e);
|
|
|
|
while (e.Zone.PendingShots.Any(s => s.ShotId == shotId))
|
|
e.Zone.Update(.05f);
|
|
|
|
return perCell;
|
|
}
|
|
|
|
var noTurn = ArmorDamageByCell(null);
|
|
var turned = ArmorDamageByCell(e =>
|
|
{
|
|
e.Target.Direction = normalize(float2(1, 0));
|
|
e.Target.Position += float3(50, 0, -30);
|
|
});
|
|
|
|
Assert.NotEmpty(noTurn);
|
|
Assert.Equal(noTurn.Keys.OrderBy(k => k.x).ThenBy(k => k.y), turned.Keys.OrderBy(k => k.x).ThenBy(k => k.y));
|
|
foreach (var cell in noTurn.Keys) Assert.Equal(noTurn[cell], turned[cell], 2);
|
|
}
|
|
|
|
// LabelsDoNotDecideBehaviour: a weapon labelled Airburst with no fuse resolves as a direct hit, and a
|
|
// weapon with Fuse = Proximity and no label detonates.
|
|
[Fact]
|
|
public void LabelsDoNotDecideBehaviour()
|
|
{
|
|
{
|
|
var e = Build(TestSettings(), SolidShape(5, 4), fuse: null, blastRadius: 0f, damage: 50f,
|
|
modifiers: WeaponModifiers.Airburst);
|
|
var before = e.Target.Hull.Durability;
|
|
var armorEvents = 0;
|
|
using var a = e.Target.ArmorDamage.Subscribe(_ => armorEvents++);
|
|
ShotOutcome outcome = null;
|
|
for (var attempt = 0; attempt < 60 && (outcome == null || !outcome.Hit); attempt++)
|
|
{
|
|
using var s = e.Zone.ShotResolved.Subscribe(o => outcome = o);
|
|
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
|
|
e.Zone.Update(.01f);
|
|
}
|
|
Assert.NotNull(outcome);
|
|
Assert.True(outcome.Hit);
|
|
Assert.True(armorEvents > 0); // a direct hit -- one lane's cells, never an area
|
|
}
|
|
{
|
|
var e = Build(TestSettings(), SolidShape(5, 4), fuse: WeaponFuse.Proximity, blastRadius: 20f, damage: 500f,
|
|
modifiers: WeaponModifiers.None);
|
|
var before = e.Target.Hull.Durability;
|
|
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
|
|
e.Zone.Update(.01f);
|
|
Assert.True(e.Target.Hull.Durability < before);
|
|
}
|
|
}
|
|
|
|
// AFuseWithoutARadiusIsADirectHit: Fuse = Contact with a null or zero radius does lane damage.
|
|
[Fact]
|
|
public void AFuseWithoutARadiusIsADirectHit()
|
|
{
|
|
var e = Build(TestSettings(), SolidShape(5, 4), fuse: WeaponFuse.Contact, blastRadius: 0f, damage: 50f);
|
|
var armorEvents = 0;
|
|
using var a = e.Target.ArmorDamage.Subscribe(_ => armorEvents++);
|
|
ShotOutcome outcome = null;
|
|
for (var attempt = 0; attempt < 60 && (outcome == null || !outcome.Hit); attempt++)
|
|
{
|
|
using var s = e.Zone.ShotResolved.Subscribe(o => outcome = o);
|
|
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
|
|
e.Zone.Update(.01f);
|
|
}
|
|
Assert.NotNull(outcome);
|
|
Assert.True(outcome.Hit);
|
|
Assert.True(armorEvents > 0);
|
|
var shot = e.Zone.PendingShots.Count == 0 ? null : (PendingShot?) e.Zone.PendingShots[0];
|
|
Assert.Null(shot); // resolved and removed -- confirms it went through Apply's null-fuse path to completion
|
|
}
|
|
|
|
// ARadiusWithoutAFuseIsADirectHit (Soul F1): the symmetric inert half -- BlastRadius > 0 but the catalog
|
|
// record carries no Fuse. Fire freezes Fuse as null regardless of the radius, so this resolves as a direct
|
|
// hit exactly like AFuseWithoutARadiusIsADirectHit above. Kills: Fire freezing "detonates" from BlastRadius
|
|
// alone, without also requiring a Fuse.
|
|
[Fact]
|
|
public void ARadiusWithoutAFuseIsADirectHit()
|
|
{
|
|
var e = Build(TestSettings(), SolidShape(5, 4), fuse: null, blastRadius: 40f, damage: 50f);
|
|
var shotId = FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
|
|
var shot = e.Zone.PendingShots.Single(s => s.ShotId == shotId);
|
|
Assert.Null(shot.Fuse);
|
|
Assert.Equal(40f, shot.BlastRadius);
|
|
|
|
var armorEvents = 0;
|
|
using var a = e.Target.ArmorDamage.Subscribe(_ => armorEvents++);
|
|
ShotOutcome outcome = null;
|
|
for (var attempt = 0; attempt < 60 && (outcome == null || !outcome.Hit); attempt++)
|
|
{
|
|
using var s = e.Zone.ShotResolved.Subscribe(o => outcome = o);
|
|
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
|
|
e.Zone.Update(.01f);
|
|
}
|
|
Assert.NotNull(outcome);
|
|
Assert.True(outcome.Hit);
|
|
Assert.True(armorEvents > 0); // a direct hit -- not spread over a disc
|
|
}
|
|
|
|
// AContactBlastReportsTheHit: IncomingHit fires once, for the host, on a committed contact hit, and never
|
|
// for a proximity burst.
|
|
[Fact]
|
|
public void AContactBlastReportsTheHit()
|
|
{
|
|
{
|
|
var e = Build(TestSettings(), SolidShape(5, 4), fuse: WeaponFuse.Contact, blastRadius: 3f, damage: 50f);
|
|
var hits = 0;
|
|
using var h = e.Target.IncomingHit.Subscribe(_ => hits++);
|
|
ShotOutcome outcome = null;
|
|
for (var attempt = 0; attempt < 60 && (outcome == null || !outcome.Hit); attempt++)
|
|
{
|
|
using var s = e.Zone.ShotResolved.Subscribe(o => outcome = o);
|
|
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
|
|
e.Zone.Update(.01f);
|
|
}
|
|
Assert.NotNull(outcome);
|
|
Assert.True(outcome.Hit);
|
|
Assert.Equal(1, hits);
|
|
}
|
|
{
|
|
var e = Build(TestSettings(), SolidShape(5, 4), fuse: WeaponFuse.Proximity, blastRadius: 20f, damage: 50f);
|
|
var hits = 0;
|
|
using var h = e.Target.IncomingHit.Subscribe(_ => hits++);
|
|
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
|
|
e.Zone.Update(.01f);
|
|
Assert.Equal(0, hits);
|
|
}
|
|
}
|
|
|
|
// Fire freezes a proximity shot's burst point at the predicted intercept of a moving target -- where a shot
|
|
// of the weapon's own velocity, fired now, meets the target -- not at the target's position now. The
|
|
// expectation is solved here from first principles: |d + v t| = s t for the flight time t, planar, the
|
|
// shooter's own motion never fed in. Target 100 ahead, drifting (30,0) against a 50 unit/s shot: t = 2.5 s,
|
|
// so the burst sits 75 units to the side of where the target is at Fire.
|
|
// Kills: BurstPosition frozen at the target's current position (PredictedIntercept never consulted).
|
|
[Fact]
|
|
public void ProximityBurstPositionIsThePredictedInterceptForAMovingTarget()
|
|
{
|
|
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 50, targetRange: 100,
|
|
fuse: WeaponFuse.Proximity, blastRadius: 3f, damage: 50f);
|
|
var v = float2(30f, 0f);
|
|
e.Target.Velocity = v;
|
|
|
|
var s = e.Shooter.Position.xz;
|
|
var d = e.Target.Position.xz - s;
|
|
var a = dot(v, v) - 50f * 50f;
|
|
var b = 2f * dot(d, v);
|
|
var c = dot(d, d);
|
|
var t = (-b - sqrt(b * b - 4f * a * c)) / (2f * a); // a < 0: the positive root
|
|
Assert.Equal(2.5f, t, 3);
|
|
var expected = e.Target.Position.xz + v * t;
|
|
|
|
var shotId = FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
|
|
var shot = e.Zone.PendingShots.Single(x => x.ShotId == shotId);
|
|
|
|
Assert.Equal(expected.x, shot.BurstPosition.x, 2);
|
|
Assert.Equal(expected.y, shot.BurstPosition.z, 2);
|
|
Assert.True(length(shot.BurstPosition.xz - e.Target.Position.xz) > 70f, "the burst must lead the target, not sit on it");
|
|
}
|
|
|
|
// Detonate has no radius guard: a nonpositive radius covers no cell (a disc with no area overlaps nothing),
|
|
// so it delivers nothing and touches no shield.
|
|
[Theory]
|
|
[InlineData(0f)]
|
|
[InlineData(-5f)]
|
|
public void DetonateCannotBeReachedWithANonPositiveRadius(float radius)
|
|
{
|
|
var e = Build(TestSettings(), SolidShape(5, 4));
|
|
foreach (var c in e.HullData.Shape.Coordinates) { e.Target.Armor[c.x, c.y] = 100f; e.Target.MaxArmor[c.x, c.y] = 100f; }
|
|
var before = e.Target.Hull.Durability;
|
|
|
|
FireControl.Detonate(e.Zone, e.Target.Position.xz, radius, 1000f, DamageType.Kinetic);
|
|
|
|
Assert.Equal(before, e.Target.Hull.Durability);
|
|
Assert.Equal(100f, e.Target.Armor[2, 1], 2);
|
|
}
|
|
|
|
// ==== Commit's probes: the shipped catalog is neutral, and the field survives a full write/reopen. ====
|
|
|
|
private static string FindRepoRoot()
|
|
{
|
|
for (var dir = new DirectoryInfo(AppContext.BaseDirectory); dir != null; dir = dir.Parent)
|
|
if (File.Exists(Path.Combine(dir.FullName, "Aetheria.Shared", "Aetheria.Shared.csproj")))
|
|
return dir.FullName;
|
|
throw new DirectoryNotFoundException("Run from inside the Aetheria repository.");
|
|
}
|
|
|
|
private static CultCache OpenReadOnlyRealCatalog(string catalogPath, out SingleFileMessagePackBackingStore store)
|
|
{
|
|
var registry = CultDocumentRegistry.ForTypes(typeof(ItemData).Assembly.GetTypes()
|
|
.Where(t => t is { IsAbstract: false, IsInterface: false })
|
|
.Where(t => t.GetCustomAttribute<CultDocumentAttribute>() != null));
|
|
var cache = new CultCache(registry);
|
|
store = new SingleFileMessagePackBackingStore(catalogPath, true);
|
|
cache.AddBackingStore(store, AetheriaStores.CatalogTypes);
|
|
return cache;
|
|
}
|
|
|
|
// Every WeaponItemData in the shipped catalog has a null BlastRadius and a null Fuse, and the weapon
|
|
// schema's own migration report is CompatibleDrift with only slot 32 defaulted and no other slots touched.
|
|
[Fact]
|
|
public void ShippedCatalogIsNeutralOnBlastRadiusAndFuse()
|
|
{
|
|
var gameData = Path.Combine(FindRepoRoot(), "GameData", "Aetheria.cc");
|
|
var cache = OpenReadOnlyRealCatalog(gameData, out var store);
|
|
try
|
|
{
|
|
var weapons = cache.GetAll<WeaponItemData>().ToList();
|
|
Assert.NotEmpty(weapons);
|
|
foreach (var w in weapons)
|
|
{
|
|
Assert.Null(w.BlastRadius);
|
|
Assert.Null(w.Fuse);
|
|
}
|
|
|
|
var reports = store.LastSchemaMigrationReports.Where(r => r.LocalSchemaName == "aetheria.weaponitemdata").ToList();
|
|
Assert.NotEmpty(reports);
|
|
foreach (var report in reports)
|
|
{
|
|
Assert.Equal(CultSchemaMigrationKind.CompatibleDrift, report.Kind);
|
|
Assert.Equal(new[] { 32 }, report.DefaultedMissingSlots);
|
|
Assert.Empty(report.IgnoredExtraSlots);
|
|
}
|
|
}
|
|
finally
|
|
{
|
|
cache.Dispose();
|
|
}
|
|
}
|
|
|
|
// A WeaponItemData round-trip for each WeaponFuse value and null, crossed with radius null, 0 and
|
|
// positive, through a written and reopened temporary copy of the shipped catalog.
|
|
[Fact]
|
|
public void WeaponFuseAndBlastRadiusRoundTripThroughAWrittenCatalog()
|
|
{
|
|
var src = Path.Combine(FindRepoRoot(), "GameData", "Aetheria.cc");
|
|
var fuseValues = new WeaponFuse?[] { null, WeaponFuse.Contact, WeaponFuse.Proximity, WeaponFuse.Delayed };
|
|
var radiusValues = new float?[] { null, 0f, 12.5f };
|
|
|
|
foreach (var fuse in fuseValues)
|
|
foreach (var radius in radiusValues)
|
|
{
|
|
var tmp = Path.Combine(_root, "roundtrip-" + Guid.NewGuid().ToString("N") + ".cc");
|
|
File.Copy(src, tmp);
|
|
try
|
|
{
|
|
{
|
|
var cache = OpenReadOnlyRealCatalog(tmp, out _);
|
|
cache.Dispose();
|
|
}
|
|
var writeCache = new CultCache(CultDocumentRegistry.ForTypes(typeof(ItemData).Assembly.GetTypes()
|
|
.Where(t => t is { IsAbstract: false, IsInterface: false })
|
|
.Where(t => t.GetCustomAttribute<CultDocumentAttribute>() != null)));
|
|
writeCache.AddBackingStore(new SingleFileMessagePackBackingStore(tmp, false), AetheriaStores.CatalogTypes);
|
|
var w = writeCache.GetAll<WeaponItemData>().OrderBy(x => x.Name).First();
|
|
w.Fuse = fuse;
|
|
w.BlastRadius = radius;
|
|
writeCache.Upsert(w);
|
|
writeCache.FlushAsync().Wait();
|
|
writeCache.Dispose();
|
|
|
|
var readCache = OpenReadOnlyRealCatalog(tmp, out _);
|
|
var reopened = readCache.GetAll<WeaponItemData>().OrderBy(x => x.Name).First();
|
|
Assert.Equal(fuse, reopened.Fuse);
|
|
Assert.Equal(radius, reopened.BlastRadius);
|
|
readCache.Dispose();
|
|
}
|
|
finally
|
|
{
|
|
File.Delete(tmp);
|
|
}
|
|
}
|
|
}
|
|
}
|