R7 (operator ruling): the panel's emitters hold its edge, so the rim is no
longer a free surface. Deletes the openW ghost term end to end -- its only
consumer in ShieldSim.compute's Laplacian, and the accumulation loop in
TilingBuilder that built it -- rather than zeroing it at runtime. A broken
cell's own faces are untouched (KWaveStep's per-edge `solid` check already
treats a broken/ungrown neighbour as free), so the dicing cascade survives.
D9: v was unclamped while u was, so a hard hit drove v far past what one
substep's u-clamp could absorb, pinning u in compression indefinitely (the
measured collapse above energy ~60). Added `_VelClamp` and clamp v to it
every substep in KWaveStep, exposed as ShieldPanel.velocityClamp (100).
D10: KFracture dispatched once per frame but read `_Dt` still holding the
substep dt from the wave loop, so damage and temper erosion accrued at
1/substeps of the intended rate. Fracture's clock is the frame it settles
once per, not the substep, so it now gets the frame dt -- one line, not the
five-extra-dispatches-per-panel alternative (dispatch count is the measured
per-panel cost at up to 12 live panels).
D15: zero-init BuildLine's output struct so the compute compiler's dataflow
analysis stops flagging every branch as a potential non-initializer.
Tuning (ShieldPanel.cs Material header): tensileStrength 0.9->0.2,
temperErosion 2.2->12, damageGain 6->100, breakAt 0.75->0.08,
storedEnergyGain 0.8->1 -- makes a solid hit dice a local cluster around
impact, a weak hit leave nothing, and repeated weak hits erode temper
substantially without breaking anything outright.
Adds ShieldPanelCut5Verify (batchmode probe, same pattern as Cuts 1-3):
pins monotonic peak tension against energy (no D9-style collapse), solid
vs. weak hit outcomes, temper erosion under repeated sub-critical hits,
breaks clustering at the impact rather than the rim (R7), and a broken
cell's neighbours breaking more often than distant cells (the cascade).
D9 and D10 mutations were manually reverted and confirmed to fail their
respective checks; R7's reintroduced-rim mutation did not reliably fail
the cluster check within this probe's energy/step budget -- noted as a
known gap rather than papered over.
The map's own operator-level check ("repeated hits on the same spot break
through on a later hit than the first") is left to play: a closing hit
landed after several prior weak hits on one live panel instance measured
a materially lower peak tension than the same energy against a fresh
panel, a reproducible multi-hit interaction this cut did not chase to
ground.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
463 lines
24 KiB
C#
463 lines
24 KiB
C#
using System.Linq;
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using System.Reflection;
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using ShieldField;
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using UnityEditor;
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using UnityEngine;
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namespace Aetheria.EditorTools
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{
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/// <summary>
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/// Batchmode probe for the shield-panel Cut 5 landing (docs/shield-panel-cut.md): R7 (the rim
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/// is held, not free — the `openW` ghost term is gone), D9 (v was unclamped and pinned u in
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/// compression above ~energy 60), D10 (KFracture ran once per frame but integrated with the
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/// substep dt), and the tuning pass that makes the design's targets reachable.
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///
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/// Pins BEHAVIOUR RULES, not today's numbers, per the brief: monotonic peak tension against
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/// energy, a solid hit breaks / a weak hit does not, repeated weak hits erode temper into an
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/// eventual break, breaks cluster near the impact rather than the rim (R7's whole point), and
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/// a broken cell's neighbours are more likely to break than distant cells (the dicing cascade).
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///
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/// Same reason as Cut 3's probe: this drives ShieldPanel's actual compute dispatches, so it
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/// needs a real graphics device -- run WITHOUT -nographics, or every kernel lookup fails with
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/// "Kernel 'KInit' not found", which reads like a broken shader and is not one.
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///
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/// Run via: Unity -batchmode -projectPath <repo> -executeMethod
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/// Aetheria.EditorTools.ShieldPanelCut5Verify.Run -quit -logFile <path>
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/// </summary>
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public static class ShieldPanelCut5Verify
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{
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const string Tag = "[ShieldPanelCut5Verify]";
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static readonly MethodInfo PanelUpdate =
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typeof(ShieldPanel).GetMethod("Update", BindingFlags.NonPublic | BindingFlags.Instance);
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public static void Run()
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{
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if (SystemInfo.graphicsDeviceType == UnityEngine.Rendering.GraphicsDeviceType.Null)
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{
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Debug.LogError($"{Tag} FAIL: no graphics device in this session. Rerun batchmode " +
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"without -nographics (see ShieldPanelCut3Verify's note).");
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EditorApplication.Exit(1);
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return;
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}
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bool ok = true;
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ok &= CheckMonotonicTensionSweep();
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ok &= CheckSolidHitBreaksWeakDoesNot();
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ok &= CheckRepeatedWeakHitsErodeIntoBreak();
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ok &= CheckBreaksClusterNearImpactNotRim();
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ok &= CheckNeighboursMoreLikelyToBreak();
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Debug.Log(ok ? $"{Tag} PASS" : $"{Tag} FAIL — see errors above");
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EditorApplication.Exit(ok ? 0 : 1);
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}
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// ==============================================================
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static (GameObject go, ShieldPanel panel) BuildPanel(float panelRadius = 3f, float cellSize = 0.4f)
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{
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var sim = AssetDatabase.LoadAssetAtPath<ComputeShader>(
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"Assets/Shaders/Compute/ShieldField/ShieldSim.compute");
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var shader = AssetDatabase.LoadAssetAtPath<Shader>(
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"Assets/Shaders/Compute/ShieldField/ShieldPanel.shader");
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var go = new GameObject("Cut5Probe_Panel");
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var panel = go.AddComponent<ShieldPanel>();
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panel.tiling = TilingKind.Hex;
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panel.panelRadius = panelRadius;
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panel.cellSize = cellSize;
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panel.sim = sim;
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panel.panelShader = shader;
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panel.Rebuild();
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return (go, panel);
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}
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static void Step(ShieldPanel panel, int n = 1)
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{
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for (int i = 0; i < n; i++) PanelUpdate.Invoke(panel, null);
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}
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static void Strike(ShieldPanel panel, Vector2 localPos, float energy) =>
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panel.Hit(panel.transform.position + new Vector3(localPos.x, localPos.y, 0),
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Vector3.back, energy);
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// Mirrors ShieldField.CellState's layout, kept local exactly as Cut 3's probe does (a
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// future field reorder in the production struct is this probe's business to catch).
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[System.Runtime.InteropServices.StructLayout(System.Runtime.InteropServices.LayoutKind.Sequential)]
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struct CellStateRaw
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{
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public Vector3 vel; public float spin; public Vector3 pos; public float rot;
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public float damage; public float breakTime; public float glow; public float growth;
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public float temper; public float released; public float peakTension; public float pad2;
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}
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static CellStateRaw[] ReadState(ShieldPanel panel)
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{
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var raw = new CellStateRaw[panel.DebugCellCount];
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panel.DebugStateBuffer.GetData(raw);
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return raw;
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}
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static Vector2[] Centers(ShieldPanel panel)
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{
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var c = new Vector2[panel.DebugCellCount];
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for (int i = 0; i < c.Length; i++) c[i] = panel.DebugCellCenter(i);
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return c;
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}
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// ==============================================================
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// D9: peak tension must rise monotonically (within noise) with energy over the authored
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// range, never collapse the way the unclamped-v defect measured past ~energy 60.
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// ==============================================================
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static bool CheckMonotonicTensionSweep()
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{
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float[] energies = { 5f, 10f, 20f, 30f, 45f, 60f, 80f, 100f, 140f, 180f, 240f };
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float[] peak = new float[energies.Length];
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for (int i = 0; i < energies.Length; i++)
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{
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var (go, panel) = BuildPanel();
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try
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{
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// Isolate D9 (the wave's velocity clamp) from the fracture cascade: once cells
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// start breaking, KFracture's neighbour feedback injects extra tension that has
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// nothing to do with the wave integrator, which would confound this specific
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// check. breakAt = 2 (above damage's [0,1] range) means nothing can ever cross
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// it, so this measures pure elastic peak tension against energy.
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panel.breakAt = 2f;
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Strike(panel, Vector2.zero, energies[i]);
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Step(panel, 150);
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var st = ReadState(panel);
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peak[i] = st.Max(s => s.peakTension);
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int brokenDbg = st.Count(s => s.breakTime >= 0f);
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if (brokenDbg > 0)
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Debug.LogWarning($"{Tag} DIAG sweep E={energies[i]}: {brokenDbg} broken despite breakAt override!");
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}
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finally { UnityEngine.Object.DestroyImmediate(go); }
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}
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string trace = string.Join(", ", energies.Zip(peak, (e, p) => $"E={e:F0}->{p:F3}"));
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Debug.Log($"{Tag} tension sweep: {trace}");
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// This is a clamped nonlinear wave PDE sampled after a fixed settling window, not a
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// strictly monotone function -- point-to-point wobble of a few tens of percent is
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// expected numerical texture, not the defect. The defect this guards against has a
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// specific, much larger shape: the map measured tension COLLAPSING above energy ~60,
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// i.e. falling back toward the low-energy baseline once v pinned the field in
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// compression. So the rule is a running-max floor: no sample may fall below half of
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// the best result seen at any lower energy so far. That tolerates ordinary wobble
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// (worst observed in tuning: ~55% of the running max) while still catching a real
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// collapse (which drops toward the near-zero baseline, not to 50-99% of it).
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bool ok = true;
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float runningMax = 0f;
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for (int i = 0; i < peak.Length; i++)
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{
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if (i > 0 && peak[i] < runningMax * 0.5f)
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{
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Debug.LogError($"{Tag} D9 not fixed: tension collapsed at energy {energies[i]:F0} " +
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$"(peak {peak[i]:F3} vs running max {runningMax:F3}).");
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ok = false;
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}
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runningMax = Mathf.Max(runningMax, peak[i]);
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}
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float overallMax = runningMax;
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// Negative signature from the map: no energy in range may leave the field completely
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// flat (maxPeakTension == 0), which would mean nothing is reaching the material at all.
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if (overallMax <= 1e-4f)
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{
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Debug.LogError($"{Tag} D9 negative check failed: no energy in the sweep produced any " +
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"measurable peak tension (the saturation-to-zero signature).");
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ok = false;
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}
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if (ok) Debug.Log($"{Tag} D9 OK: tension never falls below half its running max across the " +
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$"sweep (peak {overallMax:F3}) -- no collapse.");
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return ok;
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}
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// ==============================================================
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static bool CheckSolidHitBreaksWeakDoesNot()
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{
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bool ok = true;
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var (weakGo, weakPanel) = BuildPanel();
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try
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{
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Strike(weakPanel, Vector2.zero, 8f);
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Step(weakPanel, 150);
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int broken = ReadState(weakPanel).Count(s => s.breakTime >= 0f);
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if (broken != 0)
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{
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Debug.LogError($"{Tag} weak hit broke {broken} cells; expected 0.");
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ok = false;
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}
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else Debug.Log($"{Tag} weak hit OK: 0 cells broken.");
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}
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finally { UnityEngine.Object.DestroyImmediate(weakGo); }
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var (strongGo, strongPanel) = BuildPanel();
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try
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{
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int total = strongPanel.DebugCellCount;
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Strike(strongPanel, Vector2.zero, 300f);
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Step(strongPanel, 200);
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int broken = ReadState(strongPanel).Count(s => s.breakTime >= 0f);
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float frac = (float)broken / total;
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if (broken < 2)
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{
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Debug.LogError($"{Tag} solid hit broke {broken} of {total} cells; expected a local " +
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"cluster (>=2), not a single cell or nothing.");
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ok = false;
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}
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else if (frac > 0.6f)
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{
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Debug.LogError($"{Tag} solid hit broke {broken}/{total} ({frac:P0}) — that's the whole panel, " +
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"not a local shatter; tuning has overshot.");
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ok = false;
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}
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else Debug.Log($"{Tag} solid hit OK: broke {broken}/{total} ({frac:P0}).");
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}
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finally { UnityEngine.Object.DestroyImmediate(strongGo); }
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return ok;
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}
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// ==============================================================
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// Temper erosion: repeated sub-critical hits must measurably wear the temper down toward
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// the material's critical margin ("this is the multi-hit budget" -- ShieldSim.compute).
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//
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// NOTE ON SCOPE: the map's own text frames "a later hit breaks through where the first
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// didn't" as an OPERATOR check (Cut 5's own Verification list marks it "operator:", not
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// "test:"), and this probe tried to also pin it as an automated rule. It could not: a
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// closing hit landed AFTER several prior weak hits on the SAME live panel instance
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// measured a materially lower peak tension than the identical energy landed on a FRESH
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// panel (e.g. energy 20 broke a fresh panel's control only one increment away at energy
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// 21, yet produced no measurable rise over the weak hits' own peak when landed after three
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// prior weak hits on one panel) -- a real, reproducible interaction between repeated
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// strikes on one live instance that this cut did not chase to ground. Flagged for the
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// operator's own repeated-hit play check and for a follow-up investigation; not silently
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// asserted as passing. What IS pinned here, reliably: erosion itself measurably progresses.
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// ==============================================================
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static bool CheckRepeatedWeakHitsErodeIntoBreak()
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{
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const int erosionHits = 6;
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const float weakEnergy = 8f; // confirmed elsewhere: never breaks a fresh panel alone
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var (go, panel) = BuildPanel();
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try
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{
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float temperInit = panel.temperInit;
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float temperAfterOne = float.NaN;
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for (int hit = 1; hit <= erosionHits; hit++)
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{
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Strike(panel, Vector2.zero, weakEnergy);
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Step(panel, 120); // let each weak hit's wave settle before the next
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if (hit == 1) temperAfterOne = ReadState(panel).Min(s => s.temper);
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}
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var raw = ReadState(panel);
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int broken = raw.Count(s => s.breakTime >= 0f);
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float temperFinal = raw.Min(s => s.temper);
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Debug.Log($"{Tag} temper erosion: min temper {temperInit:F3} -> {temperAfterOne:F3} " +
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$"(after 1 hit) -> {temperFinal:F3} (after {erosionHits} hits); {broken} cells " +
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"broken along the way (not required by this rule -- see the scope note above).");
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if (broken > 0)
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{
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Debug.LogError($"{Tag} temper erosion: {broken} cells broke from weak hits alone -- " +
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"energy 8 is not actually sub-critical at the current tuning.");
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return false;
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}
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// The erosion rule itself: repeated sub-critical hits must cut temper by more than
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// half of its starting budget -- a real, substantial erosion, not numerical noise.
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if (temperFinal > temperInit * 0.5f)
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{
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Debug.LogError($"{Tag} temper erosion not evident: {erosionHits} weak hits only " +
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$"eroded temper from {temperInit:F3} to {temperFinal:F3}.");
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return false;
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}
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// And it must be MONOTONE progress, not a one-shot drop that then does nothing --
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// hit 1 alone must not already have done everything hit 6 achieves.
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if (temperFinal >= temperAfterOne - 1e-4f)
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{
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Debug.LogError($"{Tag} temper erosion not evident: temper after 1 hit ({temperAfterOne:F3}) " +
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$"is not measurably above temper after {erosionHits} hits ({temperFinal:F3}) -- " +
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"erosion isn't accumulating across repeated hits.");
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return false;
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}
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Debug.Log($"{Tag} temper erosion OK: {erosionHits} weak hits eroded temper " +
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$"{temperInit:F3} -> {temperFinal:F3} without breaking anything.");
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return true;
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}
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finally { UnityEngine.Object.DestroyImmediate(go); }
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}
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// ==============================================================
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// R7: strike an interior point that is neither the panel centre nor the rim, and confirm
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// breaks cluster tightly around THAT point rather than smearing toward the boundary. Under
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// the old free-rim term, a strong hit's compressive wave reflects off the whole boundary as
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// tension, which (given enough travel time) preferentially loads the rim rather than the
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// impact -- exactly the "shatters only near the rim" symptom the operator reported.
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// ==============================================================
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static bool CheckBreaksClusterNearImpactNotRim()
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{
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// Same panelRadius/cellSize as the solid-hit check, which is the configuration this
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// cut's tuning was actually calibrated against (a bigger panel at the same cellSize
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// pushes the growth wavefront's spawnDelay timing out for cells far from centre and
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// starves the cascade of frames to work with inside this probe's fixed step budget).
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const float panelRadius = 3f;
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var impact = new Vector2(0.9f, 0.2f); // interior, well off both centre and rim (|impact| ~= 0.92 vs rim 3)
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var (go, panel) = BuildPanel(panelRadius: panelRadius, cellSize: 0.4f);
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try
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{
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Strike(panel, impact, 300f);
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Step(panel, 200);
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var state = ReadState(panel);
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var centers = Centers(panel);
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int total = state.Length;
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var brokenDist = new System.Collections.Generic.List<float>();
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for (int i = 0; i < total; i++)
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if (state[i].breakTime >= 0f) brokenDist.Add(Vector2.Distance(centers[i], impact));
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if (brokenDist.Count == 0)
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{
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Debug.LogError($"{Tag} R7 cluster check: the strong off-centre hit broke nothing; " +
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"cannot evaluate clustering.");
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return false;
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}
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float meanAll = 0f;
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for (int i = 0; i < total; i++) meanAll += Vector2.Distance(centers[i], impact);
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meanAll /= total;
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float meanBroken = brokenDist.Average();
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float maxBroken = brokenDist.Max();
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Debug.Log($"{Tag} R7 cluster: {brokenDist.Count}/{total} broken, meanDistToImpact(broken)=" +
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$"{meanBroken:F3}, meanDistToImpact(all)={meanAll:F3}, maxDistToImpact(broken)=" +
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$"{maxBroken:F3}, panelRadius={panelRadius}.");
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bool ok = true;
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if (meanBroken > meanAll * 0.35f)
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{
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Debug.LogError($"{Tag} R7 not held: broken cells' mean distance to impact ({meanBroken:F3}) " +
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$"is not tightly clustered against the panel-wide mean ({meanAll:F3}) — " +
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"breaks are spreading rather than localising at the hit.");
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ok = false;
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}
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// Distance from impact to the nearest rim point is panelRadius - |impact|; breaks
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// reaching anywhere near that distance means the rim, not the impact, is spalling.
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float distToRim = panelRadius - impact.magnitude;
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if (maxBroken > distToRim * 0.6f)
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{
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Debug.LogError($"{Tag} R7 not held: a broken cell sits {maxBroken:F3} from the impact, " +
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$"{maxBroken / distToRim:P0} of the way to the rim ({distToRim:F3} away) — " +
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"the rim is still acting as a stress source.");
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ok = false;
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}
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if (ok) Debug.Log($"{Tag} R7 OK: breaks cluster at the impact, not the rim.");
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return ok;
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}
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finally { UnityEngine.Object.DestroyImmediate(go); }
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}
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// ==============================================================
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// Dicing cascade: a broken cell dumps its released energy into its dual-graph neighbours
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// (KFracture's feedback loop), so a neighbour of a broken cell should be measurably more
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// likely to also be broken than a cell far from any break. Approximate "dual-graph
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// neighbour" geometrically (nearest cell centres) since the probe has no access to the
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// private edge list -- for a hex tiling that is the same adjacency the sim actually uses.
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// ==============================================================
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static bool CheckNeighboursMoreLikelyToBreak()
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{
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var (go, panel) = BuildPanel(panelRadius: 3f, cellSize: 0.4f);
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try
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{
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Strike(panel, Vector2.zero, 150f);
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Step(panel, 200);
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var state = ReadState(panel);
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var centers = Centers(panel);
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int n = state.Length;
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bool[] broken = new bool[n];
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for (int i = 0; i < n; i++) broken[i] = state[i].breakTime >= 0f;
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int brokenCount = broken.Count(b => b);
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if (brokenCount == 0 || brokenCount == n)
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{
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Debug.LogError($"{Tag} cascade check: {brokenCount}/{n} broken — need a partial " +
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"break to say anything about neighbours vs. distant cells.");
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return false;
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}
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// Self-calibrate "adjacent" from the tiling's OWN geometry instead of guessing a
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// multiple of cellSize (which does not equal true hex centroid spacing): take the
|
|
// median nearest-OTHER-cell distance across the whole panel as the typical
|
|
// dual-graph edge length, then classify relative to that.
|
|
float[] nearestOther = new float[n];
|
|
for (int i = 0; i < n; i++)
|
|
{
|
|
float best = float.MaxValue;
|
|
for (int j = 0; j < n; j++)
|
|
{
|
|
if (j == i) continue;
|
|
best = Mathf.Min(best, Vector2.Distance(centers[i], centers[j]));
|
|
}
|
|
nearestOther[i] = best;
|
|
}
|
|
float typicalSpacing = nearestOther.OrderBy(d => d).ElementAt(n / 2);
|
|
float nbrRadius = typicalSpacing * 1.2f;
|
|
float farRadius = typicalSpacing * 1.7f;
|
|
Debug.Log($"{Tag} cascade calibration: typical spacing={typicalSpacing:F3}, " +
|
|
$"nbrRadius={nbrRadius:F3}, farRadius={farRadius:F3}, broken={brokenCount}/{n}.");
|
|
|
|
// For every cell, find its distance to the nearest OTHER broken cell, then bucket
|
|
// it as "near a break" or "distant from every break" and see which bucket breaks
|
|
// more often. A cell counts toward its own bucket whether or not it is itself
|
|
// broken -- that's the point: does proximity to a break predict being broken.
|
|
int nbrTotal = 0, nbrBroken = 0, farTotal = 0, farBroken = 0;
|
|
for (int i = 0; i < n; i++)
|
|
{
|
|
float nearestOtherBrokenDist = float.MaxValue;
|
|
for (int j = 0; j < n; j++)
|
|
{
|
|
if (j == i || !broken[j]) continue;
|
|
nearestOtherBrokenDist = Mathf.Min(nearestOtherBrokenDist, Vector2.Distance(centers[i], centers[j]));
|
|
}
|
|
if (nearestOtherBrokenDist <= nbrRadius) { nbrTotal++; if (broken[i]) nbrBroken++; }
|
|
else if (nearestOtherBrokenDist >= farRadius) { farTotal++; if (broken[i]) farBroken++; }
|
|
}
|
|
|
|
if (nbrTotal == 0 || farTotal == 0)
|
|
{
|
|
Debug.LogError($"{Tag} cascade check: not enough cells in one bucket to compare " +
|
|
$"(neighbours={nbrTotal}, distant={farTotal}).");
|
|
return false;
|
|
}
|
|
|
|
float nbrRate = (float)nbrBroken / nbrTotal;
|
|
float farRate = (float)farBroken / farTotal;
|
|
Debug.Log($"{Tag} cascade: neighbour-of-a-break rate {nbrBroken}/{nbrTotal}={nbrRate:P1}, " +
|
|
$"distant rate {farBroken}/{farTotal}={farRate:P1}.");
|
|
|
|
if (nbrRate <= farRate)
|
|
{
|
|
Debug.LogError($"{Tag} cascade not evident: neighbours of a break ({nbrRate:P1}) are not " +
|
|
$"more likely to be broken than distant cells ({farRate:P1}).");
|
|
return false;
|
|
}
|
|
|
|
Debug.Log($"{Tag} cascade OK: neighbours break at {nbrRate:P1} vs {farRate:P1} for distant cells.");
|
|
return true;
|
|
}
|
|
finally { UnityEngine.Object.DestroyImmediate(go); }
|
|
}
|
|
}
|
|
}
|