Aetheria/tests/Aetheria.Shared.Tests/LoadoutTests.cs
Meta Vens aaab561f98 Consumable host: initialise at activation, dispose at expiry, instantiate consumables
ActivateConsumable runs Initialize on the effect's behaviours; expiry disposes
them before Resolver.Forget, so a consumable's modifiers exist exactly while
its effect is active. ItemManager.CreateInstance returns a ConsumableItem for a
consumable design. StatResolver.DetachModifier drops an entry left with
nothing attached, so ModifierEntryCount returns to baseline. LoadoutTests'
hand-built ConsumableItem goes through CreateInstance. Builds.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 20:19:22 +02:00

935 lines
49 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Security.Cryptography;
using CultMath;
using GameCult.Caching;
using GameCult.Caching.MessagePack;
using Xunit;
using Random = CultMath.Random;
// Loadouts are ship presets: item designs only, authored into the catalog, materialized all-or-nothing against it.
// The fixture hull is 3x3: InteriorCells is Shape.Shrink(), so a 2x2 hull has no interior cell a cargo bay could use.
public sealed class LoadoutTests : IDisposable
{
private readonly string _root = Path.Combine(Path.GetTempPath(), "aetheria-loadout-" + Guid.NewGuid().ToString("N"));
private string Catalog => Path.Combine(_root, "Aetheria.cc");
private string Run => Path.Combine(_root, "run.cc");
private string Player => Path.Combine(_root, "player.cc");
private static readonly int2 HardpointCell = new int2(0, 0);
private static readonly int2 InteriorCell = new int2(1, 1);
public LoadoutTests()
{
Directory.CreateDirectory(_root);
using var cache = AetheriaStores.Open(Catalog, catalogWritable: true);
cache.Upsert(new TestCatalogGlobal { Name = "Temperament" });
var maker = cache.Upsert(new Faction { Name = "Maker", ShortName = "MKR" });
var hullShape = new Shape(3, 3);
foreach (var cell in hullShape.AllCoordinates) hullShape[cell] = true;
var hull = cache.Upsert(new HullData
{
Name = "Skiff", HullType = HullType.Ship, Shape = hullShape, Price = 100,
Hardpoints = { new HardpointData { Type = HardpointType.Sensors, Position = HardpointCell, Shape = new Shape() } }
});
var gear = cache.Upsert(new GearData { Name = "Lamp", Hardpoint = HardpointType.Sensors, Shape = new Shape(), Price = 10 });
var cargo = cache.Upsert(new CargoBayData { Name = "Crate", Shape = new Shape(), InteriorShape = new Shape(), Price = 5 });
var gun = cache.Upsert(new GearData { Name = "Gun", Hardpoint = HardpointType.Sensors, Shape = new Shape(), Price = 1, Behaviors = { new InstantWeaponData() } });
cache.Upsert(new GearData { Name = "Orphan", Hardpoint = HardpointType.Sensors, Shape = new Shape(), Price = 1 });
// Cut 2 (docs/fire-control-cut.md, Q4): required equipment for any entity with a weapon
// (LoadoutGenerator.FillInterior). "Gun" carries a weapon behaviour and shares this catalog's one
// Sensors hardpoint type with "Lamp"/"Orphan", so any generated loadout that happens to draw Gun
// needs a targeting-system product available or FillInterior throws.
var targeting = cache.Upsert(new GearData { Name = "Scope", Hardpoint = HardpointType.Tool, Shape = new Shape(), Price = 1, Behaviors = { new TargetingSystemData() } });
foreach (var (name, design) in new[] { ("Skiff by Maker", hull.Key), ("Lamp by Maker", gear.Key), ("Crate by Maker", cargo.Key), ("Gun by Maker", gun.Key), ("Scope by Maker", targeting.Key) })
cache.Upsert(new FactionProductData { Name = name, Design = new CultRecordRef<CraftedItemData>(design), Manufacturer = maker });
cache.FlushAsync().Wait();
}
public void Dispose() => Directory.Delete(_root, true);
// The game's shape in every build, the editor included: a read-only catalog with the run and player stores.
private CultCache Open() => AetheriaStores.Open(Catalog, Run, Player);
// Gear on the hull's hardpoint cell, cargo on an interior cell, and two empty weapon groups (fewer than the game's six).
private static Loadout HandBuilt(CultCache cache, string name = "Skiff build") => new Loadout
{
Name = name,
Hull = cache.RefOf(cache.GetByName<HullData>("Skiff")),
Slots =
{
new LoadoutSlot { Position = HardpointCell, Design = cache.RefOf<EquippableItemData>(cache.GetByName<GearData>("Lamp")) },
new LoadoutSlot { Position = InteriorCell, Design = cache.RefOf<EquippableItemData>(cache.GetByName<CargoBayData>("Crate")) }
},
WeaponGroups = new[] { new int[0], new int[0] }
};
// HandBuilt with the Gun on the hardpoint, alone in the first of the game's six weapon groups.
private static Loadout Armed(CultCache cache, string name = "Armed build")
{
var armed = HandBuilt(cache, name);
armed.Slots[0].Design = cache.RefOf<EquippableItemData>(cache.GetByName<GearData>("Gun"));
armed.WeaponGroups = Enumerable.Range(0, 6).Select(g => g == 0 ? new[] { 0 } : new int[0]).ToArray();
return armed;
}
private static Loadout WithDesign(Loadout loadout, int slot, CultCache cache, string gear)
{
loadout.Slots[slot].Design = cache.RefOf<EquippableItemData>(cache.GetByName<GearData>(gear));
return loadout;
}
// Capture from a built ship, commit to the catalog, reopen fresh read-only: the preset and the ship it builds match.
[Fact]
public void CapturedPresetRoundTripsThroughTheCatalog()
{
Loadout hand;
using (var cache = Open())
{
var items = new ItemManager(cache, new ProvenanceLedger(), RunSaveTests.TestSettings(), _ => { });
hand = Armed(cache);
var failures = new List<string>();
var ship = Build(items, hand, failures);
Assert.Empty(failures);
Assert.NotNull(ship);
Assert.True(Loadouts.Commit(Catalog, Loadouts.Capture(items, ship, hand.Name), replace: false));
}
using (var cache = Open())
{
var loaded = Assert.Single(cache.GetAll<Loadout>());
Assert.Equal(Loadouts.KeyOf(hand.Name), cache.RefOf(loaded).Key);
Assert.Equal(hand.Name, loaded.Name);
Assert.Equal(hand.Hull.Key, loaded.Hull.Key);
Assert.Equal(hand.Slots.Select(Describe), loaded.Slots.Select(Describe));
Assert.Equal(hand.WeaponGroups, loaded.WeaponGroups);
var items = new ItemManager(cache, new ProvenanceLedger(), RunSaveTests.TestSettings(), _ => { });
var failures = new List<string>();
var ship = Build(items, loaded, failures);
Assert.Empty(failures);
Assert.Equal(hand.Slots.Select(slot => (slot.Position, slot.Design.Key)),
ship.Equipment.Concat<EquippedItem>(ship.CargoBays)
.Where(item => item != ship.EquippedHull)
.Select(item => (item.Position, cache.RefOf(items.GetData(item.EquippableItem)).Key)));
}
Assert.Single(SchemaNames(Catalog), name => name == "aetheria.loadout");
Assert.True(!File.Exists(Player) || !SchemaNames(Player).Contains("aetheria.loadout"));
}
// The shipped catalog never references a mod: a mod may be uninstalled, and a preset naming one would dangle. The
// refusal is at the only writer, so no caller (the editor command included) can get one into the file.
[Theory]
[InlineData("hull", "mod-hull:mod.skiff")]
[InlineData("slot", "mod-hull:mod.skiff")]
[InlineData("slot", "mod-ship:mod.skiff")]
public void APresetNamingAModDesignIsRefusedAndNothingIsWritten(string where, string key)
{
var mod = new CultRecordRef<EquippableItemData>(new CultRecordKey(key));
using var cache = Open();
var loadout = HandBuilt(cache);
if (where == "hull") loadout.Hull = new CultRecordRef<HullData>(new CultRecordKey(key));
else loadout.Slots[1].Design = mod;
var before = Hash(Catalog);
var error = Assert.Throws<InvalidOperationException>(() => Loadouts.Commit(Catalog, loadout, replace: false));
Assert.Contains("names mod designs", error.Message);
Assert.Contains(key, error.Message);
Assert.Equal(before, Hash(Catalog));
Assert.True(Loadouts.Commit(Catalog, HandBuilt(cache), replace: false));
}
// Recapturing a name refuses without replace and leaves the file untouched; with replace it replaces, never duplicates.
[Fact]
public void SameNameCaptureReplacesOnlyWhenAsked()
{
using (var cache = Open())
{
Assert.True(Loadouts.Commit(Catalog, HandBuilt(cache), replace: false));
var before = Hash(Catalog);
var error = Assert.Throws<InvalidOperationException>(() => Loadouts.Commit(Catalog, Armed(cache, "Skiff build"), replace: false));
Assert.Contains("Skiff build", error.Message);
Assert.Equal(before, Hash(Catalog));
Assert.True(Loadouts.Commit(Catalog, Armed(cache, "Skiff build"), replace: true));
}
using (var cache = Open())
Assert.Equal(6, Assert.Single(cache.GetAll<Loadout>()).WeaponGroups.Length);
}
// Play mutates live catalog instances; a preset commit must land only itself.
[Fact]
public void PresetCommitWritesNoOtherInMemoryCatalogState()
{
using (var cache = Open())
{
cache.GetByName<Faction>("Maker").ShortName = "XXX";
Assert.True(Loadouts.Commit(Catalog, HandBuilt(cache), replace: false));
cache.FlushAsync().Wait();
}
using (var cache = Open())
{
Assert.Equal("MKR", cache.GetByName<Faction>("Maker").ShortName);
Assert.Single(cache.GetAll<Loadout>());
}
}
// The process cache holds the catalog read-only while capture writes through its own cache: the capture lands, and
// the process cache keeps its instances, gains nothing and stays clean until it reloads.
[Fact]
public void CaptureWhileTheCatalogIsHeldReadOnlyLeavesTheProcessCacheUnchanged()
{
using (var cache = Open())
{
var maker = cache.GetByName<Faction>("Maker");
Assert.True(Loadouts.Commit(Catalog, HandBuilt(cache), replace: false));
Assert.Empty(cache.GetAll<Loadout>());
Assert.Same(maker, cache.GetByName<Faction>("Maker"));
Assert.False(cache.IsDirty);
Assert.Throws<InvalidOperationException>(() => cache.Upsert(new Faction { Name = "Usurper" }));
}
using (var cache = Open())
Assert.Equal("Skiff build", Assert.Single(cache.GetAll<Loadout>()).Name);
}
// Capture never creates a catalog: a missing file refuses, and no file or directory appears.
[Fact]
public void CaptureWithAMissingCatalogRefusesAndCreatesNothing()
{
var absent = Path.Combine(_root, "absent", "Aetheria.cc");
using var cache = Open();
var error = Assert.Throws<InvalidOperationException>(() => Loadouts.Commit(absent, HandBuilt(cache), replace: false));
Assert.Contains("does not exist", error.Message);
Assert.False(Directory.Exists(Path.GetDirectoryName(absent)));
}
// A preset authored in Studio has a minted key; capturing its name refuses, replace or not, and names that key.
[Fact]
public void SameNameUnderAnotherKeyRefuses()
{
using (var writer = AetheriaStores.Open(Catalog, catalogWritable: true))
{
writer.Upsert(HandBuilt(writer));
writer.FlushAsync().Wait();
}
var before = Hash(Catalog);
using (var cache = Open())
{
var studioKey = cache.RefOf(Assert.Single(cache.GetAll<Loadout>())).Key;
Assert.NotEqual(Loadouts.KeyOf("Skiff build"), studioKey);
foreach (var replace in new[] { false, true })
{
var error = Assert.Throws<InvalidOperationException>(() => Loadouts.Commit(Catalog, Armed(cache, "Skiff build"), replace));
Assert.Contains(studioKey.Value, error.Message);
}
}
Assert.Equal(before, Hash(Catalog));
}
[Fact]
public void LoadoutHoldsNoRunOrGalaxyRefs()
{
var forbidden = new[] { typeof(ItemInstance), typeof(EntityPack), typeof(FactionProductData), typeof(Faction) }
.Concat(AetheriaStores.RunTypes)
.ToArray();
var seen = new HashSet<Type>();
var pending = new Queue<Type>(new[] { typeof(Loadout) });
while (pending.Count > 0)
{
var type = pending.Dequeue();
if (!seen.Add(type)) continue;
Assert.DoesNotContain(forbidden, bad => bad.IsAssignableFrom(type));
if (type.IsGenericType && type.GetGenericTypeDefinition() == typeof(CultRecordRef<>))
{
Assert.True(typeof(EquippableItemData).IsAssignableFrom(type.GetGenericArguments()[0]), $"{type} names a non-design record");
continue;
}
if (type.IsArray) pending.Enqueue(type.GetElementType());
foreach (var argument in type.IsGenericType ? type.GetGenericArguments() : Type.EmptyTypes) pending.Enqueue(argument);
if (type.Assembly == typeof(Loadout).Assembly)
foreach (var field in type.GetFields(System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.NonPublic))
pending.Enqueue(field.FieldType);
}
using (var cache = Open())
Assert.True(Loadouts.Commit(Catalog, HandBuilt(cache), replace: false));
Assert.Contains("aetheria.loadout", SchemaNames(Catalog));
Assert.True(!File.Exists(Run) || SchemaNames(Run).Length == 0);
Assert.True(!File.Exists(Player) || SchemaNames(Player).Length == 0);
}
[Fact]
public void MissingDesignReports()
{
using (var cache = Open())
cache.Commit(batch => batch.Upsert(new PlayerSettings()));
var before = new[] { Catalog, Run, Player }.Select(Hash).ToArray();
using (var cache = Open())
{
var items = new ItemManager(cache, new ProvenanceLedger(), RunSaveTests.TestSettings(), _ => { });
var missing = HandBuilt(cache);
missing.Slots[1].Design = new CultRecordRef<EquippableItemData>(new CultRecordKey("absent-design"));
var failures = new List<string>();
Assert.Null(Build(items, missing, failures));
var failure = Assert.Single(failures);
Assert.Contains("1,1", failure);
Assert.Contains("absent-design", failure);
missing.Slots.Add(new LoadoutSlot { Position = new int2(2, 2), Design = new CultRecordRef<EquippableItemData>(new CultRecordKey("another-absent-design")) });
failures.Clear();
Assert.Null(Build(items, missing, failures));
Assert.Equal(2, failures.Count);
Assert.Contains("slot 1,1", failures[0]);
Assert.Contains("slot 2,2", failures[1]);
Assert.Contains("another-absent-design", failures[1]);
}
Assert.Equal(before, new[] { Catalog, Run, Player }.Select(Hash).ToArray());
}
[Fact]
public void FailedFitBuildsNothing()
{
using var cache = Open();
var items = new ItemManager(cache, new ProvenanceLedger(), RunSaveTests.TestSettings(), _ => { });
var clash = HandBuilt(cache);
clash.Slots[1].Position = HardpointCell;
var failures = new List<string>();
Assert.Null(Build(items, clash, failures));
var failure = Assert.Single(failures);
Assert.Contains("slot 0,0: Crate does not fit", failure);
}
// Two new makers, each with one Lamp product, upserted into the live cache so its enumeration order (z before a)
// disagrees with record-key order; a reopened snapshot could already hand them back sorted. Each gets its own
// maker rather than sharing "Maker".
[Fact]
public void FirstAvailableProductInKeyOrderBuildsTheSlot()
{
using var cache = AetheriaStores.Open(Catalog, catalogWritable: true);
var lamp = new CultRecordRef<CraftedItemData>(cache.RefOf(cache.GetByName<GearData>("Lamp")).Key);
var zMaker = cache.Upsert(new Faction { Name = "Zeta", ShortName = "ZET" });
var aMaker = cache.Upsert(new Faction { Name = "Alpha", ShortName = "ALP" });
cache.Commit(batch => batch.Upsert(typeof(FactionProductData), new FactionProductData { Name = "lamp-z", Design = lamp, Manufacturer = zMaker }, new CultRecordKey("lamp-z")));
cache.Commit(batch => batch.Upsert(typeof(FactionProductData), new FactionProductData { Name = "lamp-a", Design = lamp, Manufacturer = aMaker }, new CultRecordKey("lamp-a")));
Assert.Equal(new[] { "lamp-z", "lamp-a" }, cache.GetAll<FactionProductData>().Select(p => p.Name).Where(name => name.StartsWith("lamp-")));
var items = new ItemManager(cache, new ProvenanceLedger(), RunSaveTests.TestSettings(), _ => { });
var hand = HandBuilt(cache);
string LampProduct(Predicate<FactionProductData> available, List<string> failures)
{
var ship = Loadouts.Materialize(items, null, hand, available, failures);
if (ship == null) return null;
var unit = ship.Equipment.Single(item => item.EquippableItem != ship.Hull && item.Position.Equals(HardpointCell)).EquippableItem;
return items.Brand(unit).Product.Name;
}
var failures = new List<string>();
Assert.Equal("lamp-a", LampProduct(p => p.Name != "Lamp by Maker", failures));
Assert.Equal("lamp-z", LampProduct(p => p.Name != "Lamp by Maker" && p.Name != "lamp-a", failures));
Assert.Empty(failures);
Assert.Null(LampProduct(p => !p.Name.StartsWith("Lamp") && !p.Name.StartsWith("lamp"), failures));
Assert.Contains("slot 0,0: no available product of Lamp", Assert.Single(failures));
}
// Scenarios Q3 (docs/scenarios-cut.md): a design no product makes is outside the economy, and a preset builds it
// unbranded -- no maker -- at the one named quality. "Orphan" has no product in this catalog.
[Fact]
public void ADesignWithNoProductBuildsUnbranded()
{
using var cache = Open();
var items = new ItemManager(cache, new ProvenanceLedger(), RunSaveTests.TestSettings(), _ => { });
var failures = new List<string>();
var ship = Build(items, WithDesign(HandBuilt(cache), 0, cache, "Orphan"), failures);
Assert.Empty(failures);
var unit = ship.Equipment.Single(item => item.EquippableItem != ship.Hull && item.Position.Equals(HardpointCell)).EquippableItem;
Assert.Equal("Orphan", items.GetData(unit).Name);
Assert.Null(items.Brand(unit).Maker);
Assert.Equal(Loadouts.UnbrandedQuality, items.GetLot(unit).Quality);
}
// The existing contract Q3 does not loosen: a design that has a product, none of them available, is not built,
// unbranded or otherwise.
[Fact]
public void ADesignWhoseOnlyProductIsUnavailableStillFails()
{
using var cache = Open();
var items = new ItemManager(cache, new ProvenanceLedger(), RunSaveTests.TestSettings(), _ => { });
var failures = new List<string>();
Assert.Null(Loadouts.Materialize(items, null, HandBuilt(cache), p => p.Name != "Lamp by Maker", failures));
Assert.Equal("slot 0,0: no available product of Lamp", Assert.Single(failures));
}
// F2: this test must not enumerate reloaded instances through EntitySerializer.Items, the GC root walk under
// test. It hand-mints one real lot per EntityPack root (Hull, Equipment, CargoBays, DockingBays, CargoContents,
// Children, DockingBayContents) so the expected lot ids are known independently of any enumerator, and reads
// the reloaded pack's own fields directly. Skipping any one root in Items/Reachable drops that root's lot from
// the stored ledger, which RunSave.Lots' indexer throws loudly on.
[Fact]
public void MaterializedLotsSurviveSaveAndReload()
{
CultRecordKey maker;
int[] expectedLots;
using (var cache = AetheriaStores.Open(Catalog, Run, Player, catalogWritable: true))
{
maker = cache.RefOf(cache.GetByName<Faction>("Maker")).Key;
var dockingBay = cache.Upsert(new DockingBayData { Name = "Bay", Shape = new Shape(), InteriorShape = new Shape(), Price = 20 });
cache.Upsert(new FactionProductData { Name = "Bay by Maker", Design = new CultRecordRef<CraftedItemData>(dockingBay.Key), Manufacturer = cache.RefOf(cache.GetByName<Faction>("Maker")) });
cache.FlushAsync().Wait();
var skiff = cache.GetAll<FactionProductData>().Single(p => p.Name == "Skiff by Maker");
var lamp = cache.GetAll<FactionProductData>().Single(p => p.Name == "Lamp by Maker");
var crate = cache.GetAll<FactionProductData>().Single(p => p.Name == "Crate by Maker");
var gun = cache.GetAll<FactionProductData>().Single(p => p.Name == "Gun by Maker");
var bay = cache.GetAll<FactionProductData>().Single(p => p.Name == "Bay by Maker");
var items = new ItemManager(cache, new ProvenanceLedger(), RunSaveTests.TestSettings(), _ => { });
EquippableItem Mint(FactionProductData product) => (EquippableItem) items.CreateInstance(product);
var hull = Mint(skiff);
var equipment = Mint(lamp);
var cargoBay = Mint(crate);
var dockingBayUnit = Mint(bay);
var cargoContent = Mint(gun);
var dockingBayContent = Mint(lamp);
var childHull = Mint(skiff);
var childPack = new ShipPack
{
Name = "child", Hull = childHull,
Equipment = Array.Empty<(int2, EquippableItem)>(), CargoBays = Array.Empty<(int2, EquippableItem)>(),
DockingBays = Array.Empty<(int2, EquippableItem)>(), CargoContents = Array.Empty<(int2, ItemInstance)[]>(),
DockingBayContents = Array.Empty<(int2, ItemInstance)[]>(), Children = Array.Empty<EntityPack>(),
Temperature = new float[0, 0],
Armor = new float[0, 0], Conductivity = new bool2[0, 0], DockingBayAssignments = Array.Empty<int>(),
Settings = new EntitySettings(), WeaponGroups = Array.Empty<int[]>()
};
var rootPack = new ShipPack
{
Name = "root", Hull = hull,
Equipment = new[] { (default(int2), equipment) },
CargoBays = new[] { (default(int2), cargoBay) },
DockingBays = new[] { (default(int2), dockingBayUnit) },
CargoContents = new[] { new[] { (default(int2), (ItemInstance) cargoContent) } },
DockingBayContents = new[] { new[] { (default(int2), (ItemInstance) dockingBayContent) } },
Children = new EntityPack[] { childPack },
DockingBayAssignments = new[] { 0 },
Temperature = new float[0, 0],
Armor = new float[0, 0], Conductivity = new bool2[0, 0],
Settings = new EntitySettings(), WeaponGroups = Array.Empty<int[]>()
};
expectedLots = new[]
{
hull.Lot, equipment.Lot, cargoBay.Lot, dockingBayUnit.Lot, cargoContent.Lot, dockingBayContent.Lot, childHull.Lot
};
var game = new SavedGame
{
Factions = Array.Empty<CultRecordRef<Faction>>(),
Relationships = Array.Empty<FactionRelationship>(),
HomeZones = new Dictionary<int, int>(),
BossZones = new Dictionary<int, int>(),
DiscoveredZones = new[] { 0 },
ActionBarBindings = new SavedActionBarBinding[0],
Exit = -1
};
var zones = new[]
{
new SavedZone
{
Name = "Zone 0", AdjacentZones = Array.Empty<int>(), Factions = Array.Empty<int>(), Owner = -1,
Contents = new ZonePack { Entities = new List<EntityPack> { rootPack } }
}
};
RunSave.Commit(cache, game, zones, items.Lots);
}
using (var cache = Open())
{
var run = cache.GetGlobal<SavedGame>();
var zone = cache.Get(run.Zones[0]);
var reloaded = (ShipPack) zone.Contents.Entities[0];
var reloadedChild = (ShipPack) reloaded.Children[0];
var lots = RunSave.Lots(cache);
Assert.Equal(expectedLots.OrderBy(l => l), new[]
{
reloaded.Hull.Lot, reloaded.Equipment[0].item.Lot, reloaded.CargoBays[0].item.Lot,
reloaded.DockingBays[0].item.Lot, ((CraftedItemInstance) reloaded.CargoContents[0][0].item).Lot,
((CraftedItemInstance) reloaded.DockingBayContents[0][0].item).Lot, reloadedChild.Hull.Lot
}.OrderBy(l => l));
foreach (var lotId in expectedLots)
{
var lot = lots[lotId];
var attributed = Assert.IsType<Attributed>(lot.Origin);
Assert.Equal(maker, attributed.Faction.Key);
}
}
}
// FillInterior requires a capacitor product; this fixture hull adds one alongside a 4x4 hull with two identical
// Sensors hardpoints.
[Fact]
public void MatchingHardpointsShareALot()
{
using var cache = AetheriaStores.Open(Catalog, catalogWritable: true);
var maker = cache.RefOf(cache.GetByName<Faction>("Maker"));
var hullShape = new Shape(4, 4);
foreach (var cell in hullShape.AllCoordinates) hullShape[cell] = true;
var hull = cache.Upsert(new HullData
{
Name = "Twin", HullType = HullType.Ship, Shape = hullShape, Price = 100,
Hardpoints =
{
new HardpointData { Type = HardpointType.Sensors, Position = new int2(0, 0), Shape = new Shape() },
new HardpointData { Type = HardpointType.Sensors, Position = new int2(1, 0), Shape = new Shape() }
}
});
var capacitor = cache.Upsert(new GearData { Name = "Cap", Hardpoint = HardpointType.Tool, Shape = new Shape(), Price = 1, Behaviors = { new CapacitorData() } });
foreach (var (name, design) in new[] { ("Twin by Maker", hull.Key), ("Cap by Maker", capacitor.Key) })
cache.Upsert(new FactionProductData { Name = name, Design = new CultRecordRef<CraftedItemData>(design), Manufacturer = maker });
cache.FlushAsync().Wait();
var random = new Random(1);
var items = new ItemManager(cache, new ProvenanceLedger(), RunSaveTests.TestSettings(), _ => { });
var generator = new LoadoutGenerator(ref random, items, null, null, null, .5f);
var pack = generator.GenerateShipLoadout(candidate => candidate.Name == "Twin");
Assert.NotNull(pack);
var hardpointItems = pack.Equipment
.Where(e => (cache.Get(e.item.Data) as GearData)?.Hardpoint == HardpointType.Sensors)
.ToArray();
Assert.Equal(2, hardpointItems.Length);
Assert.Equal(hardpointItems[0].item.Lot, hardpointItems[1].item.Lot);
}
// A Lamp lot with Quality .2 and one role fill (lens .9): a stat reading that role gets .9, one reading none
// gets .2, and GetTier reads .2.
[Fact]
public void StatsReadTheLot()
{
using var cache = Open();
var settings = RunSaveTests.TestSettings();
// Two tiers with distinct quality thresholds: a single-tier fixture cannot fail "GetTier ignores lot
// quality", since every lot would resolve to the only tier regardless of its own Quality.
settings.Tiers = new[]
{
new RarityTier { Name = "Common", Quality = .2f, Rarity = 0, Color = new float3(1, 1, 1) },
new RarityTier { Name = "Rare", Quality = .5f, Rarity = 1, Color = new float3(1, 1, 1) }
};
var items = new ItemManager(cache, new ProvenanceLedger(), settings, _ => { });
var lamp = cache.GetByName<GearData>("Lamp");
var commonLot = items.Lots.Add(new Lot
{
Design = cache.RefOf<ItemData>(lamp),
Origin = new Attributed(),
Quality = .2f,
Roles = new List<RoleFill> { new RoleFill { Role = "lens", Quality = .9f } }
});
var rareLot = items.Lots.Add(new Lot
{
Design = cache.RefOf<ItemData>(lamp),
Origin = new Attributed(),
Quality = .6f,
Roles = new List<RoleFill>()
});
var instance = (EquippableItem) items.CreateInstance(commonLot);
var rareInstance = (EquippableItem) items.CreateInstance(rareLot);
var withRole = new PerformanceStat { Min = 0, Max = 1, Terms = { new StatTerm { Source = StatSource.Quality, Exponent = 1, Role = "lens" } } };
var noRole = new PerformanceStat { Min = 0, Max = 1, Terms = { new StatTerm { Source = StatSource.Quality, Exponent = 1 } } };
Assert.Equal(.9f, items.Evaluate(withRole, instance), 3);
Assert.Equal(.2f, items.Evaluate(noRole, instance), 3);
Assert.Equal(.2f, items.GetTier(instance).tier.Quality, 3);
Assert.Equal(.5f, items.GetTier(rareInstance).tier.Quality, 3);
// Minting a second instance from an existing lot must not re-roll the lot's quality.
var secondInstance = (EquippableItem) items.CreateInstance(commonLot);
Assert.Equal(.2f, items.Lots[commonLot].Quality, 3);
Assert.Equal(.2f, items.GetTier(secondInstance).tier.Quality, 3);
}
// S7 (docs/stats-and-power-cut.md Cut 1 findings): a Quality term must raise the lot's quality to its own
// declared Exponent, not always to 1. StatsReadTheLot uses Exponent = 1 throughout, which cannot distinguish
// "read the term's exponent" from "always use 1" -- pow(x, 1) == x either way. Exponent = 2 here can: a
// mutation that drops the term's own exponent (using 1f regardless of what is declared) reads .5 instead of
// the correct .25.
[Fact]
public void QualityTermAppliesItsOwnExponent()
{
using var cache = Open();
var items = new ItemManager(cache, new ProvenanceLedger(), RunSaveTests.TestSettings(), _ => { });
var lamp = cache.GetByName<GearData>("Lamp");
var lotId = items.Lots.Add(new Lot { Design = cache.RefOf<ItemData>(lamp), Origin = new Attributed(), Quality = .5f, Roles = new List<RoleFill>() });
var instance = (EquippableItem) items.CreateInstance(lotId);
var squared = new PerformanceStat { Min = 0, Max = 1, Terms = { new StatTerm { Source = StatSource.Quality, Exponent = 2 } } };
Assert.Equal(.25f, items.Evaluate(squared, instance), 3);
}
// F4: GetPrice reads the lot's quality through GameplaySettings.QualityPriceModifier.
[Fact]
public void GetPriceReadsLotQuality()
{
using var cache = Open();
var settings = RunSaveTests.TestSettings();
settings.QualityPriceModifier = new ExponentialLerp { Minimum = 0, Maximum = 1, Exponent = 1 };
var items = new ItemManager(cache, new ProvenanceLedger(), settings, _ => { });
var lamp = cache.GetByName<GearData>("Lamp");
var lowLot = items.Lots.Add(new Lot { Design = cache.RefOf<ItemData>(lamp), Origin = new Attributed(), Quality = .2f, Roles = new List<RoleFill>() });
var highLot = items.Lots.Add(new Lot { Design = cache.RefOf<ItemData>(lamp), Origin = new Attributed(), Quality = .8f, Roles = new List<RoleFill>() });
var low = (EquippableItem) items.CreateInstance(lowLot);
var high = (EquippableItem) items.CreateInstance(highLot);
Assert.True(items.GetPrice(high) > items.GetPrice(low));
}
// F4: the durability exponent path in ItemManager.Evaluate reads the lot's quality (GameplaySettings.
// DurabilityQuality{Min,Max,Exponent}), independently of the quality-for-role term (absent here -- the
// stat declares only a Durability term).
[Fact]
public void EvaluateDurabilityExponentReadsLotQuality()
{
using var cache = AetheriaStores.Open(Catalog, catalogWritable: true);
var durable = cache.Upsert(new GearData { Name = "Durable", Hardpoint = HardpointType.Sensors, Shape = new Shape(), Price = 10, Durability = 100 });
cache.FlushAsync().Wait();
var items = new ItemManager(cache, new ProvenanceLedger(), RunSaveTests.TestSettings(), _ => { });
var lowLot = items.Lots.Add(new Lot { Design = new CultRecordRef<ItemData>(durable.Key), Origin = new Attributed(), Quality = .1f, Roles = new List<RoleFill>() });
var highLot = items.Lots.Add(new Lot { Design = new CultRecordRef<ItemData>(durable.Key), Origin = new Attributed(), Quality = .9f, Roles = new List<RoleFill>() });
var low = (EquippableItem) items.CreateInstance(lowLot);
var high = (EquippableItem) items.CreateInstance(highLot);
low.Durability = items.GetData(low).Durability / 2;
high.Durability = items.GetData(high).Durability / 2;
var stat = new PerformanceStat { Min = 0, Max = 1, Terms = { new StatTerm { Source = StatSource.Durability, Exponent = 1 } } };
Assert.NotEqual(items.Evaluate(stat, low), items.Evaluate(stat, high));
}
// F4: EquippedItem's thermal exponent (Entity.cs's EquippedItem constructor) reads the lot's quality
// (GameplaySettings.ThermalQuality{Min,Max,Exponent}), through a real equip on a live entity.
[Fact]
public void EquippedItemThermalExponentReadsLotQuality()
{
using var cache = Open();
var items = new ItemManager(cache, new ProvenanceLedger(), RunSaveTests.TestSettings(), _ => { });
var maker = cache.RefOf(cache.GetByName<Faction>("Maker"));
var hullData = cache.GetByName<HullData>("Skiff");
var lampData = cache.GetByName<GearData>("Lamp");
// TestSettings has one tier, so materializing through a Loadout always rolls the same quality; mint the
// gear's lot directly at a chosen quality and equip it onto a bare ship instead.
Ship BuildWithGearQuality(float quality)
{
var hullItem = (EquippableItem) items.CreateInstance(items.CreateLot(hullData, maker, .5f));
var ship = new Ship(items, null, hullItem, new EntitySettings());
var gearItem = (EquippableItem) items.CreateInstance(items.CreateLot(lampData, maker, quality));
Assert.True(ship.TryEquip(gearItem, HardpointCell));
return ship;
}
var lowEquipped = BuildWithGearQuality(.1f).Equipment.Single(e => e.Data is GearData);
var highEquipped = BuildWithGearQuality(.9f).Equipment.Single(e => e.Data is GearData);
Assert.NotEqual(lowEquipped.ThermalExponent, highEquipped.ThermalExponent);
}
// Cut 0 (docs/stats-and-power-cut.md): the collapsed evaluation path (PerformanceStat.Evaluate(IStatContext))
// gives the unequipped and the equipped-at-full-health-and-optimal-temperature cases the same number, for a
// design whose heat curve genuinely reaches full performance at its plateau. Before the cut this equality was
// not even expressible: the two paths were separate hand-written formulas (ItemManager.Evaluate and
// EquippedItem.Evaluate) with no shared entry point to assert against. It is expressible now because both
// resolve through the one function via an IStatContext, which is the structural point of the cut.
//
// Cut 1 (docs/stats-and-power-cut.md), R-heat: the authored shape is minimum, maximum, optimum and plateau
// width, with linear falloffs -- no curve. This fixture authors a plateau (40-60 out of a 0-100 range) that
// reaches exactly 1.0 across it, the R-heat equivalent of the old flat-topped bezier fixture, so the
// equality this test pins (unequipped agrees with equipped-at-optimum) is expressible the same way Cut 0
// left it.
[Fact]
public void UnequippedAgreesWithEquippedAtFullHealthAndOptimalTemperature()
{
using var cache = AetheriaStores.Open(Catalog, catalogWritable: true);
var maker = cache.RefOf(cache.GetByName<Faction>("Maker"));
var hullData = cache.GetByName<HullData>("Skiff");
var thermalGear = cache.Upsert(new GearData
{
Name = "Thermal", Hardpoint = HardpointType.Sensors, Shape = new Shape(), Price = 10,
Durability = 100, MinimumTemperature = 0, MaximumTemperature = 100,
OptimalTemperature = 50, PlateauWidth = 20
});
cache.FlushAsync().Wait();
var thermalData = cache.Get(thermalGear);
var items = new ItemManager(cache, new ProvenanceLedger(), RunSaveTests.TestSettings(), _ => { });
var hullItem = (EquippableItem) items.CreateInstance(items.CreateLot(hullData, maker, .5f));
var ship = new Ship(items, null, hullItem, new EntitySettings());
var gearItem = (EquippableItem) items.CreateInstance(items.CreateLot(thermalData, maker, .5f));
Assert.True(ship.TryEquip(gearItem, HardpointCell));
var equipped = ship.Equipment.Single(e => e.Data is GearData);
// Drive the entity's temperature to the design's optimal, at full durability (CreateInstance's default).
foreach (var cell in equipped.InsetShape.Coordinates)
ship.Temperature[cell.x, cell.y] = thermalData.OptimalTemperature;
equipped.UpdatePerformance();
Assert.Equal(1f, equipped.ThermalPerformance, 4);
Assert.Equal(1f, equipped.DurabilityPerformance, 4);
var stat = new PerformanceStat
{
Min = 0, Max = 1,
Terms = { new StatTerm { Source = StatSource.Heat, Exponent = 1 }, new StatTerm { Source = StatSource.Durability, Exponent = 1 } }
};
var equippedResult = equipped.Evaluate(stat);
var unequippedResult = items.Evaluate(stat, gearItem);
Assert.Equal(unequippedResult, equippedResult, 5);
}
// Cut 0: the unequipped context has no heat, by name (UnequippedStatContext.HeatFactor is a fixed 1),
// regardless of the item's actual temperature or the term's exponent. This is one of the two named
// disagreements the cut preserves rather than resolves -- the trade menu shows the un-discounted value on
// purpose. Mutation: have HeatFactor read a real thermal performance instead of the constant 1; this goes
// red because the item is equipped far off its optimal temperature while unequipped stays unchanged.
[Fact]
public void UnequippedIgnoresHeatRegardlessOfTemperature()
{
using var cache = AetheriaStores.Open(Catalog, catalogWritable: true);
var maker = cache.RefOf(cache.GetByName<Faction>("Maker"));
var hullData = cache.GetByName<HullData>("Skiff");
// A peak with zero plateau width: performance reaches 1.0 only exactly at the optimum, matching the old
// curve fixture's single-point peak at .5 of its range.
var thermalGear = cache.Upsert(new GearData
{
Name = "ColdThermal", Hardpoint = HardpointType.Sensors, Shape = new Shape(), Price = 10,
Durability = 100, MinimumTemperature = 0, MaximumTemperature = 100,
OptimalTemperature = 50, PlateauWidth = 0
});
cache.FlushAsync().Wait();
var thermalData = cache.Get(thermalGear);
var items = new ItemManager(cache, new ProvenanceLedger(), RunSaveTests.TestSettings(), _ => { });
var hullItem = (EquippableItem) items.CreateInstance(items.CreateLot(hullData, maker, .5f));
var ship = new Ship(items, null, hullItem, new EntitySettings());
var gearItem = (EquippableItem) items.CreateInstance(items.CreateLot(thermalData, maker, .5f));
Assert.True(ship.TryEquip(gearItem, HardpointCell));
var equipped = ship.Equipment.Single(e => e.Data is GearData);
// Drive the item to the coldest end of its range -- far from optimal, ThermalPerformance -> 0.
foreach (var cell in equipped.InsetShape.Coordinates)
ship.Temperature[cell.x, cell.y] = thermalData.MinimumTemperature;
equipped.UpdatePerformance();
Assert.True(equipped.ThermalPerformance < 0.01f);
var stat = new PerformanceStat { Min = 0, Max = 1, Terms = { new StatTerm { Source = StatSource.Heat, Exponent = 1 } } };
var equippedResult = equipped.Evaluate(stat);
var unequippedResult = items.Evaluate(stat, gearItem);
Assert.True(equippedResult < 0.01f); // heat tanks the equipped read
Assert.Equal(1f, unequippedResult, 3); // unequipped never reads heat at all
}
// Cut 1: ConsumableItemEffect's progress-through-duration is now its own declared term (ConsumableProgress)
// rather than a hard override of "heat" applied to every stat regardless of what it declares. A stat that
// declares the term reads progress; one that does not is unaffected by it, the same as any other source a
// context has no reader for. Mutation: apply ConsumableProgressFactor unconditionally instead of gating it
// on a declared term; the "undeclared" assertion goes red because Undeclared would then also read .5.
[Fact]
public void ConsumableProgressAppliesOnlyWhenDeclared()
{
using var cache = AetheriaStores.Open(Catalog, catalogWritable: true);
var maker = cache.RefOf(cache.GetByName<Faction>("Maker"));
var hullData = cache.GetByName<HullData>("Skiff");
var ramp = new BezierCurve { Keys = new[] { new float4(0f, 0f, 0f, 0f), new float4(1f, 1f, 0f, 0f) } };
var consumableRef = cache.Upsert(new ConsumableItemData { Name = "Booster", Duration = 10, Effectiveness = ramp });
cache.FlushAsync().Wait();
var consumableData = cache.Get(consumableRef);
var items = new ItemManager(cache, new ProvenanceLedger(), RunSaveTests.TestSettings(), _ => { });
var hullItem = (EquippableItem) items.CreateInstance(items.CreateLot(hullData, maker, .5f));
var ship = new Ship(items, null, hullItem, new EntitySettings());
var consumableItem = (ConsumableItem) items.CreateInstance(items.CreateLot(consumableData, maker, .5f));
var effect = new ConsumableItemEffect(consumableItem, ship);
effect.Update(5f); // half the duration elapsed -> progress .5 -> effectiveness .5 on a linear ramp
// Exponent 2, not 1: pow(.5, 2) == .25 differs from the raw progress .5, so a mutation that dropped the
// term's own exponent (using the raw effectiveness value unexponentiated) is distinguishable from this.
var declared = new PerformanceStat { Min = 0, Max = 1, Terms = { new StatTerm { Source = StatSource.ConsumableProgress, Exponent = 2 } } };
var undeclared = new PerformanceStat { Min = 0, Max = 1 };
Assert.Equal(.25f, effect.Evaluate(declared), 3);
Assert.Equal(1f, effect.Evaluate(undeclared), 3);
}
// F4: CreateLot(product) fills each of the design's roles from the product's own per-role spread
// (FactionProductData.Roles), not the design-wide default.
[Fact]
public void CreateLotFillsRolesFromProductSpread()
{
using var cache = AetheriaStores.Open(Catalog, catalogWritable: true);
var maker = cache.RefOf(cache.GetByName<Faction>("Maker"));
var lensGear = cache.Upsert(new GearData
{
Name = "Lensed", Hardpoint = HardpointType.Sensors, Shape = new Shape(), Price = 10,
Roles = { new ItemRole { Name = "lens" } }
});
cache.Upsert(new FactionProductData
{
Name = "Lensed by Maker", Design = new CultRecordRef<CraftedItemData>(lensGear.Key), Manufacturer = maker,
Roles = { new ProductRole { Role = "lens", Mean = .9f, StandardDeviation = 0 } }
});
cache.FlushAsync().Wait();
var product = cache.GetAll<FactionProductData>().Single(p => p.Name == "Lensed by Maker");
var items = new ItemManager(cache, new ProvenanceLedger(), RunSaveTests.TestSettings(), _ => { });
var lotId = items.CreateLot(product);
var roleFill = items.Lots[lotId].Roles.Single(r => r.Role == "lens");
Assert.Equal(.9f, roleFill.Quality, 3);
}
// F4: Brand reads the maker faction off a Produced origin, not only Attributed.
[Fact]
public void BrandReadsProducedFaction()
{
using var cache = Open();
var maker = cache.RefOf(cache.GetByName<Faction>("Maker"));
var items = new ItemManager(cache, new ProvenanceLedger(), RunSaveTests.TestSettings(), _ => { });
var lamp = cache.GetByName<GearData>("Lamp");
var lotId = items.Lots.Add(new Lot
{
Design = cache.RefOf<ItemData>(lamp),
Origin = new Produced { Faction = maker, Station = 1, Facility = 2, Inputs = Array.Empty<int>() },
Quality = .5f, Roles = new List<RoleFill>()
});
var instance = (EquippableItem) items.CreateInstance(lotId);
var (brandMaker, _) = items.Brand(instance);
Assert.NotNull(brandMaker);
Assert.Equal(maker.Key, cache.RefOf(brandMaker).Key);
}
[Fact]
public void OutOfRangeWeaponGroupIndexBuildsNothing()
{
using var cache = Open();
var items = new ItemManager(cache, new ProvenanceLedger(), RunSaveTests.TestSettings(), _ => { });
var stale = Armed(cache);
stale.WeaponGroups = new[] { new[] { 0, 2 }, new[] { -1 } };
var failures = new List<string>();
Assert.Null(Build(items, stale, failures));
Assert.Equal(new[] { "weapon group: no slot 2", "weapon group: no slot -1" }, failures);
}
[Fact]
public void UnequippingAGroupedWeaponRemovesItFromItsGroups()
{
using var cache = Open();
var items = new ItemManager(cache, new ProvenanceLedger(), RunSaveTests.TestSettings(), _ => { });
var ship = Build(items, Armed(cache), new List<string>());
var item = Assert.Single(ship.WeaponGroups[0].items);
Assert.NotNull(item.GetBehavior<Weapon>());
Assert.NotNull(ship.TryUnequip(item));
Assert.All(ship.WeaponGroups, group => Assert.Empty(group.items));
Assert.All(ship.WeaponGroups, group => Assert.Empty(group.weapons));
}
// A group index on a non-weapon slot would put a null weapon in the group; it is refused before anything is built.
[Fact]
public void NonWeaponGroupIndexBuildsNothing()
{
using var cache = Open();
var items = new ItemManager(cache, new ProvenanceLedger(), RunSaveTests.TestSettings(), _ => { });
var lampGrouped = WithDesign(Armed(cache), 0, cache, "Lamp");
var failures = new List<string>();
Assert.Null(Build(items, lampGrouped, failures));
Assert.Equal("weapon group: slot 0,0: Lamp is not a weapon", Assert.Single(failures));
}
[Fact]
public void MoreWeaponGroupsThanTheGameHasBuildsNothing()
{
using var cache = Open();
var items = new ItemManager(cache, new ProvenanceLedger(), RunSaveTests.TestSettings(), _ => { });
var wide = Armed(cache);
wide.WeaponGroups = wide.WeaponGroups.Append(new[] { 0 }).ToArray();
var failures = new List<string>();
Assert.Null(Build(items, wide, failures));
Assert.Equal("weapon groups: 7 groups, at most 6", Assert.Single(failures));
}
// Fewer groups, or none, still give the ship exactly WeaponGroupCount groups, so GenerateWeaponGroups and G1-G6
// bindings can index every one.
[Fact]
public void FewerWeaponGroupsArePaddedToTheGameCount()
{
using var cache = Open();
var items = new ItemManager(cache, new ProvenanceLedger(), RunSaveTests.TestSettings(), _ => { });
var armed = Armed(cache);
armed.WeaponGroups = new[] { new[] { 0 } };
foreach (var groups in new[] { armed.WeaponGroups, null })
{
armed.WeaponGroups = groups;
var failures = new List<string>();
var ship = Build(items, armed, failures);
Assert.Empty(failures);
Assert.Equal(6, ship.WeaponGroups.Length);
Assert.All(ship.WeaponGroups.Skip(1), group => Assert.Empty(group.items));
Assert.Equal(groups == null ? 0 : 1, ship.WeaponGroups[0].items.Count);
ship.GenerateWeaponGroups();
}
}
// Cut 0 (settings-globals-cut.md): Entity's ctor must copy the template it is given. No entity may alias
// GameplaySettings.DefaultEntitySettings, or a write through one ship (InventoryMenu's Shutdown Threshold
// edit) would silently move the default for every other ship, and once settings are a catalog global, the
// cached record itself.
[Fact]
public void EntitiesDoNotShareDefaultEntitySettings()
{
using var cache = Open();
var items = new ItemManager(cache, new ProvenanceLedger(), RunSaveTests.TestSettings(), _ => { });
var maker = cache.RefOf(cache.GetByName<Faction>("Maker"));
var hullData = cache.GetByName<HullData>("Skiff");
var template = items.GameplaySettings.DefaultEntitySettings;
var originalThreshold = template.ShutdownPerformance;
Ship BuildShip() => new Ship(items, null, (EquippableItem) items.CreateInstance(items.CreateLot(hullData, maker, .5f)), template);
var shipA = BuildShip();
var shipB = BuildShip();
shipA.Settings.ShutdownPerformance = originalThreshold + 1;
Assert.NotSame(template, shipA.Settings);
Assert.NotSame(shipA.Settings, shipB.Settings);
Assert.Equal(originalThreshold, shipB.Settings.ShutdownPerformance);
Assert.Equal(originalThreshold, template.ShutdownPerformance);
}
// Everything available: for tests about placement and failure lists.
private static Entity Build(ItemManager items, Loadout loadout, List<string> failures) =>
Loadouts.Materialize(items, null, loadout, _ => true, failures);
private static (int2, ItemRotation, CultRecordKey) Describe(LoadoutSlot slot) => (slot.Position, slot.Rotation, slot.Design.Key);
private static string Hash(string path) => File.Exists(path) ? Convert.ToHexString(SHA256.HashData(File.ReadAllBytes(path))) : "absent";
private static string[] SchemaNames(string path)
{
var snapshot = CultDocumentMessagePackSerialization.DeserializeSnapshot(File.ReadAllBytes(path));
return snapshot.Records
.Select(record => snapshot.SchemaCatalog.Single(entry => entry.SchemaId == record.SchemaId).SchemaName)
.ToArray();
}
}