215 lines
9.5 KiB
C#
215 lines
9.5 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using System.Reflection;
|
|
using CultMath;
|
|
using Xunit;
|
|
using static CultMath.math;
|
|
using float3 = CultMath.float3;
|
|
using int2 = CultMath.int2;
|
|
|
|
// Cut sim-rate (ruling lower-game-sim-rate, map docs/aetheria-arena-sim-rate-map.md): the game's tick has one owner,
|
|
// and content authored in seconds means the same at every tick, because a restarted timer keeps what the last step
|
|
// overshot and passive sensing decays exactly.
|
|
public sealed class SimRateClockTests
|
|
{
|
|
[Fact]
|
|
public void OneTickOwner()
|
|
{
|
|
var clock = SimClock.ForGame();
|
|
Assert.Equal(1f / SimClock.TickRate, SimClock.GameStep);
|
|
Assert.Equal(SimClock.GameStep, clock.Step);
|
|
Assert.Equal(SimClock.TickRate, clock.StepsPerRealSecond);
|
|
|
|
// Ten real seconds of irregular frames pay ten seconds of steps, so the game runs at real time.
|
|
var frames = new[] { .004f, .031f, .016f, .0083f, .05f, .022f, .0125f, .027f };
|
|
var real = 0f;
|
|
for (var i = 0; real < 10f; i++)
|
|
{
|
|
var frame = Math.Min(frames[i % frames.Length], 10f - real);
|
|
real += frame;
|
|
clock.Advance(frame, _ => { });
|
|
}
|
|
Assert.InRange(clock.Steps, 10 * SimClock.TickRate - 1, 10 * SimClock.TickRate + 1);
|
|
}
|
|
}
|
|
|
|
public sealed partial class ContactRevealTests
|
|
{
|
|
private static readonly float[] CadenceSteps = { 1f / 60f, 1f / 30f, 1f / 20f, 1f / 15f };
|
|
private static readonly float[] Cooldowns = { .25f, .13f };
|
|
|
|
// A gun of its own cooldown, bottomless magazine, so only the cooldown paces it. Upserted by name into the open catalog.
|
|
private string GunWithCooldown(float cooldown)
|
|
{
|
|
var name = $"Gun@{cooldown:R}";
|
|
if (_openCache.GetByName<ItemData>(name) != null) return name;
|
|
var gun = Armed(new InstantWeaponData { Count = Const(1), BurstTime = Const(0), Cooldown = Const(cooldown) }, 0);
|
|
_openCache.Upsert(new WeaponItemData
|
|
{
|
|
Name = name, Hardpoint = HardpointType.Sensors, Shape = new Shape(), Durability = 1,
|
|
MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000,
|
|
Fuse = WeaponFuse.Proximity, BlastRadius = 30f,
|
|
Behaviors = { gun }
|
|
});
|
|
return name;
|
|
}
|
|
|
|
// Holds the trigger for `seconds`, topping up the capacitor so only the cooldown paces the gun. Returns the zone
|
|
// time of each round.
|
|
private List<float> HoldTrigger(Ship ship, EquippedItem item, float dt, float seconds)
|
|
{
|
|
var gun = (InstantWeapon) item.Behaviors.Single(b => b is InstantWeapon);
|
|
var capacitor = (InputCapacitor) typeof(InstantWeapon).GetField("_capacitor", BindingFlags.Instance | BindingFlags.NonPublic).GetValue(gun);
|
|
var rounds = new List<float>();
|
|
gun.OnFire += _ => rounds.Add(_zone.Time);
|
|
ship.SetTarget(TargetRef.None);
|
|
for (var step = 0; step < (int) MathF.Round(seconds / dt); step++)
|
|
{
|
|
capacitor.AddCharge(1000f);
|
|
gun.Activate();
|
|
Tick(dt);
|
|
}
|
|
return rounds;
|
|
}
|
|
|
|
[Fact]
|
|
public void CooldownCadenceIsPerSecond()
|
|
{
|
|
foreach (var cooldown in Cooldowns)
|
|
foreach (var dt in CadenceSteps)
|
|
{
|
|
var ship = Add(float3(0, 0, 0), new[] { GunWithCooldown(cooldown) }, new[] { "Targeting", "Reactor" });
|
|
var rounds = HoldTrigger(ship, Guns(ship)[0], dt, 30f);
|
|
var expected = 30f / cooldown;
|
|
Assert.True(abs(rounds.Count - expected) <= 1.01f, $"cooldown {cooldown} at dt {dt}: {rounds.Count} rounds, expected {expected} +-1");
|
|
}
|
|
}
|
|
|
|
[Fact]
|
|
public void CooldownNeverFastFires()
|
|
{
|
|
foreach (var cooldown in Cooldowns)
|
|
foreach (var dt in CadenceSteps)
|
|
{
|
|
var ship = Add(float3(0, 0, 0), new[] { GunWithCooldown(cooldown) }, new[] { "Targeting", "Reactor" });
|
|
var item = Guns(ship)[0];
|
|
for (var i = 0; i < 20; i++) Tick(dt); // idle: the finished timer banks at most one step
|
|
var rounds = HoldTrigger(ship, item, dt, 10f);
|
|
Assert.True(rounds.Count > 3);
|
|
for (var i = 1; i < rounds.Count; i++)
|
|
Assert.True(rounds[i] - rounds[i - 1] >= cooldown - dt - 1e-4f, $"cooldown {cooldown} at dt {dt}: rounds {rounds[i - 1]} and {rounds[i]}");
|
|
}
|
|
}
|
|
|
|
private int PingsHeld(float pingCooldown, float dt, float seconds)
|
|
{
|
|
var name = $"Pinger@{pingCooldown:R}";
|
|
if (_openCache.GetByName<ItemData>(name) == null)
|
|
{
|
|
var sensor = SensorBehavior(sensitivity: 2f);
|
|
sensor.PingCooldown = Const(pingCooldown);
|
|
_openCache.Upsert(new GearData
|
|
{
|
|
Name = name, Hardpoint = HardpointType.Sensors, Shape = new Shape(), Durability = 1,
|
|
MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000,
|
|
Behaviors = { sensor }
|
|
});
|
|
}
|
|
var ship = Add(float3(0, 0, 0), new[] { name });
|
|
var pings = 0;
|
|
SensorOf(ship).OnPingStart += () => pings++;
|
|
for (var step = 0; step < (int) MathF.Round(seconds / dt); step++)
|
|
{
|
|
SensorOf(ship).Ping();
|
|
Tick(dt);
|
|
}
|
|
return pings;
|
|
}
|
|
|
|
[Fact]
|
|
public void PingCooldownCarriesItsOvershoot()
|
|
{
|
|
foreach (var cooldown in new[] { .5f, .26f })
|
|
foreach (var dt in CadenceSteps)
|
|
{
|
|
var pings = PingsHeld(cooldown, dt, 30f);
|
|
Assert.True(abs(pings - 30f / cooldown) <= 1.01f, $"ping cooldown {cooldown} at dt {dt}: {pings} pings, expected {30f / cooldown} +-1");
|
|
}
|
|
}
|
|
|
|
[Fact]
|
|
public void CooldownBehaviourCarriesItsOvershoot()
|
|
{
|
|
foreach (var cooldown in new[] { .5f, .26f })
|
|
foreach (var dt in CadenceSteps)
|
|
{
|
|
var name = $"Metronome@{cooldown:R}";
|
|
if (_openCache.GetByName<ItemData>(name) == null)
|
|
_openCache.Upsert(Tool(name, new CooldownData { Cooldown = Const(cooldown) }));
|
|
var ship = Add(float3(0, 0, 0), null, new[] { name });
|
|
var clock = ship.Equipment.SelectMany(i => i.Behaviors).OfType<Cooldown>().Single();
|
|
var fired = 0;
|
|
for (var step = 0; step < (int) MathF.Round(30f / dt); step++)
|
|
{
|
|
Tick(dt);
|
|
if (clock.Execute(dt)) fired++;
|
|
}
|
|
Assert.True(abs(fired - 30f / cooldown) <= 1.01f, $"cooldown {cooldown} at dt {dt}: {fired} restarts, expected {30f / cooldown} +-1");
|
|
}
|
|
}
|
|
|
|
[Fact]
|
|
public void AmmoIntervalCarriesItsOvershoot()
|
|
{
|
|
_openCache.Upsert(new SimpleCommodityData { Name = "Slug", Shape = new Shape(), Price = 1, MaxStack = 100 });
|
|
foreach (var interval in new[] { .5f, .26f })
|
|
foreach (var dt in CadenceSteps)
|
|
{
|
|
var name = $"Stream@{interval:R}";
|
|
if (_openCache.GetByName<ItemData>(name) == null)
|
|
{
|
|
var beam = (ConstantWeaponData) Armed(new ConstantWeaponData(), 100000);
|
|
beam.AmmoInterval = interval;
|
|
beam.AmmoType = _openCache.RefOf(_openCache.GetByName<SimpleCommodityData>("Slug"));
|
|
_openCache.Upsert(new WeaponItemData
|
|
{
|
|
Name = name, Hardpoint = HardpointType.Sensors, Shape = new Shape(), Durability = 1,
|
|
MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000,
|
|
Fuse = WeaponFuse.Proximity, BlastRadius = 30f,
|
|
Behaviors = { beam }
|
|
});
|
|
}
|
|
var ship = Add(float3(0, 0, 0), new[] { name }, new[] { "Targeting", "Reactor" });
|
|
var weapon = ship.Equipment.SelectMany(i => i.Behaviors).OfType<ConstantWeapon>().Single();
|
|
typeof(ConstantWeapon).GetField("_ammo", BindingFlags.Instance | BindingFlags.NonPublic).SetValue(weapon, 100000);
|
|
ship.SetTarget(TargetRef.None);
|
|
weapon.Activate();
|
|
for (var step = 0; step < (int) MathF.Round(30f / dt); step++) Tick(dt);
|
|
var spent = 100000 - weapon.Ammo;
|
|
Assert.True(abs(spent - 30f / interval) <= 1.01f, $"ammo interval {interval} at dt {dt}: {spent} spent, expected {30f / interval} +-1");
|
|
}
|
|
}
|
|
|
|
// A fixed target under passive sensing settles where Entity.PassiveInfo says (G / k), at any step.
|
|
[Fact]
|
|
public void PassiveInfoSettlesAtTheDocumentedLevel()
|
|
{
|
|
foreach (var dt in new[] { 1f / 60f, 1f / 15f })
|
|
{
|
|
var observer = Add(float3(0, 0, 0), new[] { "Eye" });
|
|
var target = Add(float3(0, 0, 100));
|
|
Tick(.1f); // brings the signatures and sensors up
|
|
var distance = 100f;
|
|
while (observer.PassiveInfo(float2(0, distance), target.Visibility) > .5f)
|
|
{
|
|
distance *= 2;
|
|
target.Position = float3(0, 0, distance);
|
|
}
|
|
var documented = observer.PassiveInfo(target.Position.xz, target.Visibility);
|
|
Assert.InRange(documented, 1e-4f, .5f);
|
|
for (var step = 0; step < (int) MathF.Round(40f / dt); step++) Tick(dt);
|
|
Assert.InRange(Track(observer, target), documented - 1e-3f, documented + 1e-3f);
|
|
}
|
|
}
|
|
}
|