Aetheria/tests/Aetheria.Shared.Tests/IffAndCombatTests.cs
Meta Vens 49423b61fe EW 3: allegiance is the observer's belief; telemetry with the track, grudges from acts, one stance writer
Cuts WatchForGrudge, PerceivedStanceOf, the recursive IsHostileTo and the inline compare-and-write; adds _telemetry (ReceiveTelemetry at track entry), Provoke (Track paint, committed shot), RefreshStance, BelievesTrespassing. Not yet verified: unbuilt, tests unrun.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 06:45:51 +02:00

430 lines
18 KiB
C#

using System;
using System.IO;
using System.Linq;
using CultMath;
using GameCult.Caching;
using UniRx;
using Xunit;
using static CultMath.math;
// Hand-testing combat needs entities to target and mark. This pins the IFF override rules on Entity
// (SetIff/IsHostileTo), grudges from acts (a lock), belief from telemetry received with the track,
// the shooter-stance weapon fire gate, and the neutral-wanderer faction pool in
// ZoneGenerator. No Zone/Galaxy save-load is exercised here; RunSaveTests covers that separately.
public sealed class IffAndCombatTests : IDisposable
{
private readonly string _root = Path.Combine(Path.GetTempPath(), "aetheria-iff-" + Guid.NewGuid().ToString("N"));
private string Catalog => Path.Combine(_root, "Aetheria.cc");
private static readonly int2 HardpointCell = new int2(0, 0);
public IffAndCombatTests()
{
Directory.CreateDirectory(_root);
using var cache = AetheriaStores.Open(Catalog, catalogWritable: true);
cache.Upsert(new VerseGrammar { Revision = 1 });
var hullShape = new Shape(3, 3);
foreach (var cell in hullShape.AllCoordinates) hullShape[cell] = true;
cache.Upsert(new HullData
{
Name = "Skiff", HullType = HullType.Ship, Shape = hullShape, Durability = 1,
Hardpoints = { new HardpointData { Type = HardpointType.Sensors, Position = HardpointCell, Shape = new Shape() } }
});
cache.Upsert(new GearData
{
Name = "Gun", Hardpoint = HardpointType.Sensors, Shape = new Shape(), Durability = 1,
Behaviors = { new InstantWeaponData { Count = new PerformanceStat { Min = 1, Max = 1 }, Cooldown = new PerformanceStat { Min = 1, Max = 1 } } }
});
cache.FlushAsync().Wait();
}
private CultCache _openCache;
public void Dispose()
{
_openCache?.Dispose();
Directory.Delete(_root, true);
}
// A world with one empty zone (no faction/security machinery engaged: GalaxyZone.Owner is null and
// every test ship is non-player, so PresencePermitted stays at its default true and derived hostility
// between non-owner factions is always false). Individual tests layer overrides/factions on top.
internal (ItemManager items, Zone zone) BuildWorld()
{
_openCache = AetheriaStores.Open(Catalog, catalogWritable: true);
var ledger = new ProvenanceLedger();
ledger.Lots[1] = new Lot { Origin = new Attributed(), Quality = 1 }; // hull
ledger.Lots[2] = new Lot { Origin = new Attributed(), Quality = 1 }; // gun
var items = new ItemManager(_openCache, ledger, TestSettings(), _ => { });
var zone = new Zone(items, new PlanetSettings(), new ZonePack(), new GalaxyZone { Name = "Test Zone", Owner = null }, null);
return (items, zone);
}
// As RunSaveTests.TestSettings, plus a real detection threshold: 0 would never cross (0 < 0 is
// false), so the Detect() helper's 0 -> 1 EntityInfoGathered jump would silently do nothing.
private static GameplaySettings TestSettings() => new GameplaySettings
{
DefaultEntitySettings = new EntitySettings(),
Tiers = new[] { new RarityTier { Name = "Common", Quality = .5f, Rarity = 0, Color = new float3(1, 1, 1) } },
QualityPriceModifier = new ExponentialLerp(),
TargetDetectionInfoThreshold = .5f
};
internal Ship NewShip(ItemManager items, Zone zone, Faction faction = null, bool isPlayerShip = false, bool equipGun = false, bool piloted = false)
{
var hullRef = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<HullData>("Skiff"));
var hull = new EquippableItem { Data = hullRef, Durability = 1, Lot = 1 };
var ship = new Ship(items, zone, hull, new EntitySettings()) { Faction = faction, IsPlayerShip = isPlayerShip };
if (equipGun)
{
var gunRef = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<GearData>("Gun"));
var gun = new EquippableItem { Data = gunRef, Durability = 1, Lot = 2 };
Assert.True(ship.TryEquip(gun, HardpointCell));
}
zone.Admit(ship, piloted);
return ship;
}
// Marks entity `observer` as having detected `target`, the same way Sensor ramps EntityInfoGathered
// past TargetDetectionInfoThreshold in the real game.
internal static void Detect(Entity observer, Entity target) => observer.EntityInfoGathered[target] = 1;
[Fact]
public void OverrideDecidesOutrightOverDerivedRule()
{
var (items, zone) = BuildWorld();
var a = NewShip(items, zone, new Faction { Name = "A" });
var b = NewShip(items, zone, new Faction { Name = "B" });
Assert.False(a.IsHostileTo(b)); // baseline: neither owns the zone, so derived hostility is false
a.SetIff(b, true);
Assert.True(a.IsHostileTo(b));
Assert.True(a.EntityHostility[b]); // updated immediately, no Update() tick required
}
[Fact]
public void ClearingOverrideRestoresDerivedRule()
{
var (items, zone) = BuildWorld();
var a = NewShip(items, zone, new Faction { Name = "A" });
var b = NewShip(items, zone, new Faction { Name = "B" });
a.SetIff(b, true);
Assert.True(a.IsHostileTo(b));
a.SetIff(b, null);
Assert.False(a.IsHostileTo(b));
Assert.False(a.EntityHostility[b]);
}
[Fact]
public void LeavingZoneClearsOverrides()
{
var (items, zone) = BuildWorld();
var a = NewShip(items, zone, new Faction { Name = "A" });
var b = NewShip(items, zone, new Faction { Name = "B" });
a.SetIff(b, true);
Assert.True(a.EntityHostility[b]);
zone.Remove(b); // b leaves the zone: a's override on b must be cleared
b.Deactivate();
zone.Admit(b, piloted: false); // b returns as a "new" contact from a's perspective
Assert.False(a.EntityHostility[b]); // recomputed fresh from the derived (non-hostile) rule
Assert.False(a.IsHostileTo(b));
}
[Fact]
public void DerivedReciprocityDoesNotMirrorAnotherEntitysOverride()
{
var (items, zone) = BuildWorld();
var a = NewShip(items, zone, new Faction { Name = "A" });
var b = NewShip(items, zone, new Faction { Name = "B" });
// B declares hostile toward A via override. Rule (b) (reciprocity-on-marked-hostile) is deleted:
// A's own derived hostility toward B must not mirror B's override through the recursive
// "other.IsHostileTo(this, true)" reciprocity check baked into the derived rule.
b.SetIff(a, true);
Assert.True(b.IsHostileTo(a)); // B's own stance: override decides
Assert.False(a.IsHostileTo(b)); // A's derived stance is untouched by B's override
Assert.False(a.EntityHostility[b]);
}
// A lock: the locker paints the victim in Track mode and the victim's inbox is published, the production path a lock takes.
private static void Lock(Entity locker, Entity victim)
{
victim.ReceivePaint(locker, null, PaintMode.Track, 1f);
victim.PublishInbox();
}
[Fact]
public void ALockProvokesASearchPingDoesNot()
{
var (items, zone) = BuildWorld();
var locker = NewShip(items, zone, new Faction { Name = "Locker" });
var pinger = NewShip(items, zone, new Faction { Name = "Pinger" });
var npc = NewShip(items, zone, new Faction { Name = "Npc" });
npc.ReceivePaint(pinger, null, PaintMode.Search, 1f);
npc.PublishInbox();
Assert.Null(npc.IffOverride(pinger));
Lock(locker, npc);
Assert.True(npc.IffOverride(locker));
Assert.True(npc.IsHostileTo(locker));
Assert.True(npc.EntityHostility[locker]); // the cache follows at once
}
[Fact]
public void NoActNoGrudge()
{
var (items, zone) = BuildWorld();
var player = NewShip(items, zone, new Faction { Name = "Player" }, isPlayerShip: true);
var npc = NewShip(items, zone, new Faction { Name = "Npc" });
player.SetIff(npc, true); // the player's own stance toward the npc
Detect(npc, player);
for (var i = 0; i < 5; i++) zone.Update(.1f);
Assert.Null(npc.IffOverride(player));
Assert.False(npc.IsHostileTo(player));
}
[Fact]
public void AGrudgeIsStickyAndDoesNotForgive()
{
var (items, zone) = BuildWorld();
var locker = NewShip(items, zone, new Faction { Name = "Locker" });
var npc = NewShip(items, zone, new Faction { Name = "Npc" });
Lock(locker, npc);
for (var i = 0; i < 5; i++) zone.Update(.1f); // the lock is over: no more paints
Assert.True(npc.IffOverride(locker));
Assert.True(npc.IsHostileTo(locker));
}
[Fact]
public void PlayerControlledEntitiesNeverAutoGrudge()
{
var (items, zone) = BuildWorld();
var attacker = NewShip(items, zone, new Faction { Name = "Attacker" });
var player = NewShip(items, zone, new Faction { Name = "Player" }, isPlayerShip: true);
Lock(attacker, player);
Assert.Null(player.IffOverride(attacker)); // a player's stance is the operator's call
Assert.False(player.IsHostileTo(attacker));
}
[Fact]
public void ProvocationReachesTheSide()
{
var (items, zone) = BuildWorld();
var side = new Faction { Name = "Side" };
var locker = NewShip(items, zone, new Faction { Name = "Locker" });
var victim = NewShip(items, zone, side);
var mate = NewShip(items, zone, side);
var friend = NewShip(items, zone, side);
var player = NewShip(items, zone, side, isPlayerShip: true);
var stranger = NewShip(items, zone, new Faction { Name = "Stranger" });
friend.SetIff(locker, false);
Lock(locker, victim);
Assert.True(victim.IffOverride(locker));
Assert.True(mate.IffOverride(locker));
Assert.False(friend.IffOverride(locker)); // an override already held stands
Assert.Null(player.IffOverride(locker));
Assert.Null(stranger.IffOverride(locker));
}
// A zone owned by `owner`, a patrol of the owner, and a stranger of another faction the owner does not permit.
private (ItemManager items, Zone zone, Ship patrol, Ship stranger) Owned(Faction strangerFaction)
{
var (items, zone) = BuildWorld();
var owner = new Faction { Name = "Owner" };
zone.GalaxyZone.Owner = owner;
var patrol = NewShip(items, zone, owner);
var stranger = NewShip(items, zone, strangerFaction);
stranger.PresencePermitted = UniRx.Observable.Return(false).ToReadOnlyReactiveProperty();
return (items, zone, patrol, stranger);
}
[Fact]
public void TelemetryIsReceivedWithTheTrack()
{
var x = new Faction { Name = "X" };
var (items, zone, patrol, stranger) = Owned(x);
var unaffiliated = NewShip(items, zone, null);
unaffiliated.PresencePermitted = UniRx.Observable.Return(false).ToReadOnlyReactiveProperty();
zone.Update(.1f);
Assert.False(patrol.TryGetTelemetry(stranger, out _), "unknown before the track");
Assert.False(patrol.IsHostileTo(stranger), "unknown is never hostile");
Assert.Empty(patrol.VisibleEnemies);
Detect(patrol, stranger);
Detect(patrol, unaffiliated);
Assert.True(patrol.TryGetTelemetry(stranger, out var claimed));
Assert.Same(x, claimed);
Assert.True(patrol.TryGetTelemetry(unaffiliated, out var none));
Assert.Null(none); // received, and it claims no faction
Assert.True(patrol.IsHostileTo(stranger));
Assert.Equal(1, patrol.VisibleEnemies.Count(e => e == stranger)); // filed hostile at once, listed once
Assert.DoesNotContain(stranger, patrol.VisibleFriendlies);
}
[Fact]
public void AlliesAreKnownAsTruth()
{
var (items, zone, patrol, _) = Owned(new Faction { Name = "X" });
var ally = NewShip(items, zone, patrol.Faction);
ally.PresencePermitted = UniRx.Observable.Return(false).ToReadOnlyReactiveProperty();
Detect(patrol, ally); // telemetry would read a trespasser
Assert.False(patrol.IsHostileTo(ally));
Assert.Contains(ally, patrol.VisibleFriendlies);
}
[Fact]
public void TelemetryEndsWithTheContact()
{
var (items, zone, patrol, stranger) = Owned(new Faction { Name = "X" });
Detect(patrol, stranger);
Assert.True(patrol.IsHostileTo(stranger), "fixture");
patrol.EntityInfoGathered[stranger] = 0; // the track is lost and no reveal remembers it
zone.Update(.1f);
Assert.False(patrol.TryGetTelemetry(stranger, out _));
Assert.False(patrol.IsHostileTo(stranger));
Detect(patrol, stranger);
Assert.True(patrol.TryGetTelemetry(stranger, out _), "fixture: received again at the next track");
patrol.Deactivate();
Assert.False(patrol.TryGetTelemetry(stranger, out _));
}
[Fact]
public void WeaponDoesNotFireWhenShooterIsNotHostileToItsTarget()
{
var (items, zone) = BuildWorld();
var shooter = NewShip(items, zone, new Faction { Name = "Shooter" }, equipGun: true);
var target = NewShip(items, zone, new Faction { Name = "Target" });
var weapon = (InstantWeapon) shooter.Equipment.Single(e => e.Behaviors.Any(b => b is Weapon)).Behaviors.Single(b => b is Weapon);
shooter.SetTarget(target);
shooter.SetIff(target, false); // explicitly neutral
weapon.Execute(.01f); // resolves the gun's stats: a burst has no rounds before the first tick
weapon.Activate();
weapon.Execute(.01f);
Assert.True(weapon.CanFire); // Trigger() was safed: no burst fired, so no cooldown
}
[Fact]
public void WeaponFiresWhenShooterIsHostileToItsTarget()
{
var (items, zone) = BuildWorld();
var shooter = NewShip(items, zone, new Faction { Name = "Shooter" }, equipGun: true);
var target = NewShip(items, zone, new Faction { Name = "Target" });
var weapon = (InstantWeapon) shooter.Equipment.Single(e => e.Behaviors.Any(b => b is Weapon)).Behaviors.Single(b => b is Weapon);
shooter.SetTarget(target);
shooter.SetIff(target, true);
weapon.Execute(.01f); // resolves the gun's stats: a burst has no rounds before the first tick
weapon.Activate();
weapon.Execute(.01f);
Assert.False(weapon.CanFire); // Trigger() ran: the burst fired and the cooldown runs
}
[Fact]
public void WeaponFiresWithNoTargetSet()
{
// Behaviour with no target is unchanged: StanceAllowsFire is vacuously true.
var (items, zone) = BuildWorld();
var shooter = NewShip(items, zone, new Faction { Name = "Shooter" }, equipGun: true);
var weapon = (InstantWeapon) shooter.Equipment.Single(e => e.Behaviors.Any(b => b is Weapon)).Behaviors.Single(b => b is Weapon);
weapon.Execute(.01f); // resolves the gun's stats: a burst has no rounds before the first tick
weapon.Activate();
weapon.Execute(.01f);
Assert.False(weapon.CanFire); // Trigger() ran: the burst fired and the cooldown runs
}
[Fact]
public void LockWeaponBuildsLockOnTheShootersOwnStanceNotTheTargets()
{
var (items, zone) = BuildWorld();
// Player-controlled so detecting the target below cannot grudge shooter into hostility itself
// (grudges are non-player-only) -- this test is isolated to the direction of the IsHostileTo call.
var shooter = NewShip(items, zone, new Faction { Name = "Shooter" }, isPlayerShip: true, equipGun: true);
var target = NewShip(items, zone, new Faction { Name = "Target" });
// Target is hostile to shooter, but shooter itself is NOT hostile to target: with the corrected
// direction (Entity.IsHostileTo(Entity.Target.Value)) no lock should build.
target.SetIff(shooter, true);
Assert.False(shooter.IsHostileTo(target));
// Geometry and detection that WOULD build a full lock in one second if the hostility gate were
// satisfied: target sits directly along the shooter's look direction, dead on angle, and fully
// detected (EntityInfoGathered=1 saturates the sensor-impact term). This makes the assertion
// below actually depend on the gate, instead of a coincidental zero from unset geometry.
shooter.Position = float3(0, 0, 0);
shooter.Aim = float3(0, 0, 1);
target.Position = float3(0, 0, 10);
shooter.EntityInfoGathered[target] = 1;
var lockWeaponData = new LockWeaponData
{
LockSpeed = new PerformanceStat { Min = 1, Max = 1 },
LockAngle = new PerformanceStat { Min = 180, Max = 180 },
DirectionImpact = new PerformanceStat { Min = 1, Max = 1 }
};
var gunItem = shooter.Equipment.Single(e => e.Behaviors.Any(b => b is Weapon));
var lockWeapon = new LockWeapon(lockWeaponData, gunItem);
shooter.SetTarget(target);
lockWeapon.Execute(1f);
Assert.Equal(0f, lockWeapon.Lock);
}
[Fact]
public void EligibleWandererFactionsExcludesOwnerAndNearest()
{
var owner = new Faction { Name = "Owner" };
var nearest = new Faction { Name = "Nearest" };
var third = new Faction { Name = "Third" };
var eligible = ZoneGenerator.EligibleWandererFactions(new[] { owner, nearest, third }, owner, nearest);
Assert.Equal(new[] { third }, eligible);
}
[Fact]
public void EligibleWandererFactionsIsEmptyWhenNoFactionQualifies()
{
var owner = new Faction { Name = "Owner" };
var nearest = new Faction { Name = "Nearest" };
var eligible = ZoneGenerator.EligibleWandererFactions(new[] { owner, nearest }, owner, nearest);
Assert.Empty(eligible);
}
}