Aetheria/tests/Aetheria.Shared.Tests/SignatureTests.cs
Meta Vens 78c6c78e60 SignatureTests: light every channel in the sum fixture (a mutant dropping Reflection from the sum survived on a zero)
Builds and passes are verified at the previous commit; this commit changes the test only.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 09:59:05 +02:00

368 lines
15 KiB
C#

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using CultMath;
using GameCult.Caching;
using Xunit;
using static CultMath.math;
using float2 = CultMath.float2;
using float3 = CultMath.float3;
using int2 = CultMath.int2;
// Visibility cut 1 (ruling visibility-per-capability-reveal): every light signature names the channel it travels
// on and the item that produced it, through the one writer Entity.SetSignature, and Visibility stays the sum. No
// number changes. Each fixture is the production path the rule is about: a real ship, real gear, real ticks.
public sealed class SignatureTests : IDisposable
{
private readonly string _root = Path.Combine(Path.GetTempPath(), "aetheria-signature-" + Guid.NewGuid().ToString("N"));
private readonly List<CultCache> _caches = new List<CultCache>();
public SignatureTests() => Directory.CreateDirectory(_root);
public void Dispose()
{
foreach (var c in _caches) c.Dispose();
Directory.Delete(_root, true);
}
private static PerformanceStat Constant(float v) => new PerformanceStat { Min = v, Max = v };
private static GameplaySettings Settings(float visibilityDecay) => 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 = .1f,
TargetArmorInfoThreshold = .2f,
TargetGearInfoThreshold = .8f,
FiringArc = 170,
CommitHorizon = .5f,
SchematicCellSize = 2f,
UnaidedAccuracy = .05f,
UnaidedTracking = 10f,
UnaidedPrecision = 1000f,
AgentMinHitProbability = .2f,
BeamResolveInterval = .1f,
VisibilityDecay = visibilityDecay,
// The hull radiates nothing, so every sum below is the sum of the authored constants.
HeatRadiationMultiplier = 0f
};
private static GearData Gear(string name, BehaviorData behavior) => new GearData
{
Name = name, Hardpoint = HardpointType.Tool, Shape = new Shape(), Durability = 10,
MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000,
Behaviors = { behavior }
};
private enum Armament { None, Gun, Beam }
private sealed class Rig
{
public Zone Zone;
public Ship Ship;
public EquippedItem WeaponItem;
public Weapon Weapon;
}
private static Shape Solid(int w, int h)
{
var shape = new Shape(w, h);
foreach (var cell in shape.AllCoordinates) shape[cell] = true;
return shape;
}
// A 5x5 hull with a reactor and, optionally, a fused gun or beam (it fires at no target: Range 40 outruns its
// arming distance 30), then the given gear. A thruster goes on the centre column so it needs no torque.
private Rig Build(Armament armament, float visibilityDecay, ThrusterData thruster, params BehaviorData[] gear)
{
var cache = AetheriaStores.Open(Path.Combine(_root, Guid.NewGuid().ToString("N") + ".cc"), catalogWritable: true);
_caches.Add(cache);
cache.Upsert(new VerseGrammar { Revision = 1 });
var hull = new HullData
{
Name = "Skiff", HullType = HullType.Ship, Shape = Solid(5, 5), Durability = 1000000, Mass = 1000,
Hardpoints = { new HardpointData { Type = HardpointType.Sensors, Position = new int2(0, 0), Shape = new Shape() } }
};
cache.Upsert(hull);
cache.Upsert(Gear("Reactor", new ReactorData { Charge = Constant(1000), Efficiency = Constant(1), OverloadEfficiency = Constant(1), ThrottlingFactor = Constant(2) }));
cache.Upsert(Gear("Targeting", new TargetingSystemData { Accuracy = Constant(1), Resolution = Constant(1000f), Precision = Constant(1000f), Tracking = Constant(1000000f) }));
if (armament != Armament.None)
{
WeaponData behavior = armament == Armament.Beam
? new ConstantWeaponData()
: new InstantWeaponData { Count = Constant(1), BurstTime = Constant(0), Cooldown = Constant(1) };
behavior.Damage = Constant(100);
behavior.Range = Constant(40);
behavior.MinRange = Constant(0);
behavior.Velocity = Constant(0);
behavior.Spread = Constant(0);
behavior.DamageSpread = Constant(0);
behavior.Penetration = Constant(0);
behavior.Energy = Constant(50);
behavior.Heat = Constant(0);
behavior.Visibility = Constant(100);
behavior.MagazineSize = armament == Armament.Gun ? 5 : 0;
behavior.DamageCurve = new BezierCurve { Keys = new[] { float4(0, 1, 0, 0), float4(1, 1, 0, 0) } };
cache.Upsert(new WeaponItemData
{
Name = "Gun", Hardpoint = HardpointType.Sensors, Shape = new Shape(), Durability = 1,
MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000,
Fuse = WeaponFuse.Proximity, BlastRadius = 30f,
Behaviors = { behavior }
});
}
if (thruster != null) cache.Upsert(Gear("Thruster", thruster));
for (var i = 0; i < gear.Length; i++) cache.Upsert(Gear("Gear" + i, gear[i]));
cache.FlushAsync().Wait();
var ledger = new ProvenanceLedger();
for (var i = 1; i <= 100; i++) ledger.Lots[i] = new Lot { Origin = new Attributed(), Quality = 1 };
var items = new ItemManager(cache, ledger, Settings(visibilityDecay), _ => { });
var zone = new Zone(items, new PlanetSettings(), new ZonePack(), new GalaxyZone { Name = "Signatures", Owner = null }, null);
var lot = 1;
EquippableItem Make(string name) => new EquippableItem
{
Data = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<ItemData>(name)), Durability = 10, Lot = lot++
};
var ship = new Ship(items, zone, new EquippableItem { Data = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<HullData>("Skiff")), Durability = 1000000, Lot = lot++ }, new EntitySettings());
var rig = new Rig { Zone = zone, Ship = ship };
if (armament != Armament.None)
{
var gun = Make("Gun");
Assert.True(ship.TryEquip(gun, new int2(0, 0)));
rig.WeaponItem = ship.Equipment.Single(x => x.EquippableItem == gun);
rig.Weapon = (Weapon) rig.WeaponItem.Behaviors.Single(b => b is Weapon);
}
if (thruster != null) Assert.True(ship.TryEquip(Make("Thruster"), new int2(2, 1)));
foreach (var name in new[] { "Targeting", "Reactor" }.Concat(gear.Select((_, i) => "Gear" + i)))
{
var item = Make(name);
Assert.True(ship.TryFindSpace(item, out var at));
Assert.True(ship.TryEquip(item, at));
}
zone.Entities.Add(ship);
ship.Activate();
ship.Aim = float3(0, 0, 1);
zone.Update(1f);
return rig;
}
private static void Fire(Rig r)
{
if (r.Weapon is InstantWeapon gun)
{
var capacitor = (InputCapacitor) typeof(InstantWeapon).GetField("_capacitor", BindingFlags.Instance | BindingFlags.NonPublic).GetValue(gun);
capacitor.AddCharge(1000f);
}
r.Ship.SetTarget(TargetRef.None);
r.Weapon.Activate();
for (var i = 0; i < 5; i++) r.Zone.Update(.1f);
}
private static Signature Of(Ship ship, object source) => ship.VisibilitySources[source];
private static T Single<T>(Ship ship) where T : Behavior => ship.GetBehavior<T>();
// ---- EveryWriterNamesItsChannel ----
[Fact]
public void AFiredGunShowsALaunchFlashWithItsItem()
{
var r = Build(Armament.Gun, 0f, null);
Fire(r);
var s = Of(r.Ship, r.Weapon);
Assert.Equal(SignatureChannel.LaunchFlash, s.Channel);
Assert.Same(r.WeaponItem, s.Item);
Assert.True(s.Strength > 1f, "fixture: the gun fired");
}
[Fact]
public void ABurningBeamShowsALaunchFlashWithItsItem()
{
var r = Build(Armament.Beam, 0f, null);
Fire(r);
var s = Of(r.Ship, r.Weapon);
Assert.Equal(SignatureChannel.LaunchFlash, s.Channel);
Assert.Same(r.WeaponItem, s.Item);
Assert.True(s.Strength > 1f, "fixture: the beam burned");
}
private static ThrusterData Drive(float visibility) =>
new ThrusterData { Thrust = Constant(100), Visibility = Constant(visibility), Heat = Constant(0), EnergyUsage = Constant(10) };
private static void Burn(Rig r, float input)
{
r.Ship.MovementDirection = float2(0, -input);
r.Zone.Update(.1f);
}
[Fact]
public void ABurningThrusterShowsADrivePlumeWithItsItem()
{
var r = Build(Armament.None, 0f, Drive(10));
var thruster = Single<Thruster>(r.Ship);
thruster.Item.UpdatePerformance();
Burn(r, 1f);
var s = Of(r.Ship, thruster);
Assert.Equal(SignatureChannel.DrivePlume, s.Channel);
Assert.Same(thruster.Item, s.Item);
Assert.True(s.Strength > 1f, "fixture: the thruster burned");
}
[Fact]
public void ARadiatorShowsAThermalSignatureWithItsItem()
{
var r = Build(Armament.None, 0f, null, new RadiatorData
{
Emissivity = Constant(1), PumpedHeat = Constant(0), TemperatureFloor = 0, WasteHeat = Constant(0), EnergyUsage = Constant(0), ThermalMass = Constant(1000)
});
var radiator = Single<Radiator>(r.Ship);
var s = Of(r.Ship, radiator);
Assert.Equal(SignatureChannel.Thermal, s.Channel);
Assert.Same(radiator.Item, s.Item);
}
[Fact]
public void AReflectorShowsAReflectionWithItsItem()
{
var r = Build(Armament.None, 0f, null, new ReflectorData { CrossSection = Constant(3) });
var reflector = Single<Reflector>(r.Ship);
var s = Of(r.Ship, reflector);
Assert.Equal(SignatureChannel.Reflection, s.Channel);
Assert.Same(reflector.Item, s.Item);
}
[Fact]
public void TheHullRadiatesOnTheThermalChannelWithNoItem()
{
var r = Build(Armament.None, 0f, null);
var s = Of(r.Ship, r.Ship);
Assert.Equal(SignatureChannel.Thermal, s.Channel);
Assert.Null(s.Item);
}
[Fact]
public void APingShowsAnEmissionWithItsItem()
{
var r = Build(Armament.None, 0f, null, new SensorData
{
Sensitivity = Constant(3f), PingBoost = Constant(.02f), PingEnergy = Constant(0f), PingVisibility = Constant(5f),
PingRange = Constant(300f), PingCooldown = Constant(4f)
});
var sensor = Single<Sensor>(r.Ship);
sensor.Ping();
var s = Of(r.Ship, sensor);
Assert.Equal(SignatureChannel.Emission, s.Channel);
Assert.Same(sensor.Item, s.Item);
Assert.True(s.Strength > 1f, "fixture: the ping lit the ship");
}
// A catalog-authored Visibility behaviour travels on the channel its data names, thermal unless it says more.
[Theory]
[InlineData(SignatureChannel.Thermal)]
[InlineData(SignatureChannel.DrivePlume)]
[InlineData(SignatureChannel.Emission)]
public void AVisibilityBehaviourTravelsOnItsAuthoredChannel(SignatureChannel channel)
{
var r = Build(Armament.None, 0f, null, new VisibilityData { Visibility = Constant(7), VisibilityDecay = Constant(0), Channel = channel });
var behaviour = Single<Visibility>(r.Ship);
var s = Of(r.Ship, behaviour);
Assert.Equal(channel, s.Channel);
Assert.Same(behaviour.Item, s.Item);
Assert.Equal(7f, s.Strength, 3);
}
[Fact]
public void AVisibilityBehaviourDefaultsToThermal()
{
Assert.Equal(SignatureChannel.Thermal, new VisibilityData().Channel);
}
// ---- VisibilityIsStillTheSum ----
// Every channel lit at once: a fired gun (100 on LaunchFlash), Visibility gear on Thermal (7), Reflection (4),
// DrivePlume (3) and Emission (2), a reflector under no sun (0) and the non-radiating hull (0). Visibility is the
// sum of the strengths, 116, the value the single-number build gave on this fixture; SignatureOn splits the
// same total by channel.
[Fact]
public void VisibilityIsStillTheSum()
{
var r = Build(Armament.Gun, 0f, null,
new VisibilityData { Visibility = Constant(7), VisibilityDecay = Constant(0) },
new VisibilityData { Visibility = Constant(4), VisibilityDecay = Constant(0), Channel = SignatureChannel.Reflection },
new VisibilityData { Visibility = Constant(3), VisibilityDecay = Constant(0), Channel = SignatureChannel.DrivePlume },
new VisibilityData { Visibility = Constant(2), VisibilityDecay = Constant(0), Channel = SignatureChannel.Emission },
new ReflectorData { CrossSection = Constant(3) });
Fire(r);
var ship = r.Ship;
Assert.Equal(116f, ship.Visibility, 2);
Assert.Equal(ship.VisibilitySources.Values.Sum(s => s.Strength), ship.Visibility, 3);
Assert.Equal(100f, ship.SignatureOn(SignatureChannel.LaunchFlash), 2);
Assert.Equal(7f, ship.SignatureOn(SignatureChannel.Thermal), 2);
Assert.Equal(4f, ship.SignatureOn(SignatureChannel.Reflection), 2);
Assert.Equal(2f, ship.SignatureOn(SignatureChannel.Emission), 2);
Assert.Equal(3f, ship.SignatureOn(SignatureChannel.DrivePlume), 2);
}
// ---- DecayKeepsChannelAndItem ----
[Fact]
public void DecayKeepsChannelAndItem()
{
const float lambda = .5f;
var r = Build(Armament.Gun, lambda, null);
Fire(r);
var before = Of(r.Ship, r.Weapon);
Assert.Equal(SignatureChannel.LaunchFlash, before.Channel);
r.Zone.Update(1f);
var after = Of(r.Ship, r.Weapon);
Assert.Equal(decay(before.Strength, lambda, 1f), after.Strength, 3);
Assert.True(after.Strength < before.Strength);
Assert.Equal(SignatureChannel.LaunchFlash, after.Channel);
Assert.Same(r.WeaponItem, after.Item);
for (var i = 0; i < 30; i++) r.Zone.Update(1f);
Assert.False(r.Ship.VisibilitySources.ContainsKey(r.Weapon), "a signature below 0.1 is gone");
}
// ---- APlumeKeepsTheLargerBurn ----
[Fact]
public void APlumeKeepsTheLargerBurn()
{
var r = Build(Armament.None, 0f, Drive(10));
var thruster = Single<Thruster>(r.Ship);
thruster.Item.UpdatePerformance();
Burn(r, 1f);
var full = Of(r.Ship, thruster).Strength;
Burn(r, .5f);
Assert.Equal(full, Of(r.Ship, thruster).Strength, 3);
Assert.True(full > 1f, "fixture: the full burn lit the plume");
}
[Fact]
public void APlumeRisesToALargerBurn()
{
var r = Build(Armament.None, 0f, Drive(10));
var thruster = Single<Thruster>(r.Ship);
thruster.Item.UpdatePerformance();
Burn(r, .5f);
var half = Of(r.Ship, thruster).Strength;
Burn(r, 1f);
var full = Of(r.Ship, thruster).Strength;
Assert.True(full > half && half > 0f, $"half {half}, full {full}");
}
}