Aetheria/tests/Aetheria.Shared.Tests/FireControlCut124Tests.cs
Meta Vens bf17314765 Move every LonginusX consumer to the Longinus: scenarios, tests, tools, the starting hull
Duel, Arcs, Launcher Angles and Starved Reactor fit and place the Longinus
(thrusters, Core Power or MoveOnPro at (2,4), radiators relaid); the modes start
a Longinus (Settings.asset StartingHullName; the Aether multipliers leave it).
The drive's tests, its Steering Axis probe and its Brownout fixtures go with their
subject; ship_cc.py and the live-game checklist drop the drive and the hull.
The drive itself and the catalog records are deleted in the following commits.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-08 13:44:48 +02:00

2661 lines
137 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 GameCult.Caching.MessagePack;
using UniRx;
using Xunit;
using static CultMath.math;
using float2 = CultMath.float2;
using float3 = CultMath.float3;
using int2 = CultMath.int2;
// Cut 12.4(b) (docs/fire-control-cut.md, "The detonation primitive"): behavioural tests for Detonate -- the
// blast-as-area owner that replaces FireControl.Splash and Entity.Absorb -- and for Apply's switch on the
// frozen Fuse (null/Proximity/Contact/Delayed). Builds its own fixtures, the convention every cut's test file
// follows, with the rules this cut's own tests must obey: SchematicCellSize 2 throughout (the 12.3 fixture's
// cell size of 1 would hide a missing `/ SchematicCellSize`), the target off the origin, and a hull whose
// centre of mass is not an integer cell.
public sealed class FireControlCut124Tests : IDisposable
{
private readonly string _root = Path.Combine(Path.GetTempPath(), "aetheria-firecontrolcut124-" + Guid.NewGuid().ToString("N"));
private string Catalog => Path.Combine(_root, "Aetheria.cc");
public FireControlCut124Tests() => Directory.CreateDirectory(_root);
private readonly List<CultCache> _openCaches = new List<CultCache>();
public void Dispose()
{
foreach (var c in _openCaches) c.Dispose();
Directory.Delete(_root, true);
}
private static GameplaySettings TestSettings(float commitHorizon = .5f) => 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 = commitHorizon,
SchematicCellSize = 2f,
UnaidedAccuracy = .05f,
UnaidedTracking = 10f,
UnaidedPrecision = 1000f,
AgentMinHitProbability = 0f,
BeamResolveInterval = .1f
};
private static PerformanceStat Constant(float v) => new PerformanceStat { Min = v, Max = v };
// 5 wide x 4 tall: centre of mass (2, 1.5) -- not an integer cell, the fixture rule this whole file obeys.
private static Shape SolidShape(int w, int h)
{
var shape = new Shape(w, h);
foreach (var cell in shape.AllCoordinates) shape[cell] = true;
return shape;
}
// The interior cell (1,1) of a 3x3 solid hull, ringed by its 8 border cells -- Shape.Shrink needs all 8
// neighbours present, which only the centre of a 3x3 has (the same fixture 12.3's BuriedCockpitNeedsPenetration
// and PenetratorBurrowsBeforeItBursts both need: an item reachable only by penetrating the ring).
private sealed class Engagement
{
public ItemManager Items;
public Zone Zone;
public Ship Shooter;
public Ship Target;
public EquippedItem WeaponItem;
public InstantWeapon Weapon;
public HullData HullData;
public EquippedItem Cockpit;
public Dictionary<string, EquippedItem> Custom = new Dictionary<string, EquippedItem>();
}
// The gun's behaviour data: a plain InstantWeaponData, or a LockWeaponData whose lock either grows to full
// (LockAngle 180 admits any bearing) or never grows (LockAngle 0 admits none, so it only decays). A stat
// term on Range lets a test scale it below its authored value through the power supply.
private static InstantWeaponData WeaponBehavior(float damage, float range, StatSource? rangeTerm, float velocity, float penetration,
bool lockWeapon, bool lockAcquires)
{
var data = lockWeapon ? new LockWeaponData
{
LockSpeed = Constant(1000), SensorImpact = Constant(1), LockAngle = Constant(lockAcquires ? 180 : 0),
DirectionImpact = Constant(1), Decay = Constant(1)
} : new InstantWeaponData();
data.Damage = Constant(damage);
data.Range = rangeTerm == null ? Constant(range)
: new PerformanceStat { Min = range, Max = range, Terms = { new StatTerm { Source = rangeTerm.Value, Exponent = 1f } } };
data.MinRange = Constant(0);
data.Velocity = Constant(velocity);
data.Spread = Constant(0);
data.DamageSpread = Constant(0);
data.Penetration = Constant(penetration);
data.Count = Constant(1);
data.BurstTime = Constant(0);
data.Cooldown = Constant(1000);
data.DamageCurve = new BezierCurve { Keys = new[] { float4(0, 1, 0, 0), float4(1, 1, 0, 0) } };
return data;
}
private Engagement Build(
GameplaySettings settings, Shape hullShape,
float2? targetFacing = null, float targetRange = 100f, float velocity = 0f,
WeaponFuse? fuse = null, float blastRadius = 0f, float penetration = 0f, float damage = 500f,
WeaponModifiers modifiers = WeaponModifiers.None,
bool equipShield = false, float shieldCapacity = 1000f, bool shieldActive = true,
int2? cockpitCell = null, float cockpitDurability = 1000f,
(string Name, Shape Shape, int2 Cell, float Durability)[] custom = null,
float accuracy = 1f, int2? gunCell = null, float weaponRange = 100000f,
float hardpointArc = 0f, StatSource? rangeTerm = null, bool lockWeapon = false, bool lockAcquires = true)
{
var hullData = new HullData
{
Name = "Hull", HullType = HullType.Ship, Shape = hullShape, Durability = 1000000, Mass = 1000, Armor = 0,
Hardpoints = { new HardpointData { Type = HardpointType.Sensors, Position = gunCell ?? new int2(0, 0), Shape = new Shape() } }
};
var shooterHullData = new HullData
{
Name = "ShooterHull", HullType = HullType.Ship, Shape = SolidShape(5, 5), Durability = 1000000, Mass = 1000,
Hardpoints = { new HardpointData { Type = HardpointType.Sensors, Position = new int2(0, 0), Shape = new Shape(), FiringArc = hardpointArc } }
};
var cache = AetheriaStores.Open(Catalog + Guid.NewGuid().ToString("N"), catalogWritable: true);
_openCaches.Add(cache);
cache.Upsert(new TestCatalogGlobal { Name = "Temperament" });
cache.Upsert(hullData);
cache.Upsert(shooterHullData);
cache.Upsert(new WeaponItemData
{
Name = "Gun", Hardpoint = HardpointType.Sensors, Shape = new Shape(), Durability = 1,
MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000,
Fuse = fuse, BlastRadius = blastRadius, WeaponModifiers = modifiers,
Behaviors = { WeaponBehavior(damage, weaponRange, rangeTerm, velocity, penetration, lockWeapon, lockAcquires) }
});
cache.Upsert(new GearData
{
Name = "Targeting", Hardpoint = HardpointType.Tool, Shape = new Shape(), Durability = 1,
MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000,
Behaviors = { new TargetingSystemData { Accuracy = Constant(accuracy), Resolution = Constant(1000f), Precision = Constant(1000f), Tracking = Constant(1000000f) } }
});
cache.Upsert(new GearData
{
Name = "Cockpit", Hardpoint = HardpointType.Tool, Shape = new Shape(), Durability = 1000000,
MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000,
Behaviors = { new CockpitData() }
});
cache.Upsert(new GearData
{
Name = "Marker", Hardpoint = HardpointType.Tool, Shape = new Shape(), Durability = 1000000,
MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000
});
var barShape = new Shape(2, 1);
foreach (var v in barShape.AllCoordinates) barShape[v] = true;
cache.Upsert(new GearData
{
Name = "Bar", Hardpoint = HardpointType.Tool, Shape = barShape, Durability = 1000000,
MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000
});
cache.Upsert(new GearData
{
Name = "Reactor", Hardpoint = HardpointType.Tool, Shape = new Shape(), Durability = 10,
MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000,
Behaviors = { new ReactorData { Charge = Constant(1000), Efficiency = Constant(1), OverloadEfficiency = Constant(1), ThrottlingFactor = Constant(2) } }
});
cache.Upsert(new GearData
{
Name = "Shield", Hardpoint = HardpointType.Tool, Shape = new Shape(), Durability = 10,
MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000,
Behaviors = { new ShieldData { Efficiency = Constant(1), EnergyUsage = Constant(1), Capacity = Constant(shieldCapacity), RefillDuration = Constant(.01f), RestoreDuration = Constant(.01f) } }
});
if (custom != null)
foreach (var cu in custom)
cache.Upsert(new GearData { Name = cu.Name, Hardpoint = HardpointType.Tool, Shape = cu.Shape, Durability = 1000000,
MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000 });
cache.FlushAsync().Wait();
var ledger = new ProvenanceLedger();
for (var i = 1; i <= 500; i++) ledger.Lots[i] = new Lot { Origin = new Attributed(), Quality = 1 };
var items = new ItemManager(cache, ledger, settings, _ => { });
var zone = new Zone(items, new PlanetSettings(), new ZonePack(), new GalaxyZone { Name = "Cut124", Owner = null }, null);
EquippableItem Make(string name, int lot, float durability) => new EquippableItem
{
Data = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<GearData>(name)), Durability = durability, Lot = lot
};
EquippableItem MakeWeapon(int lot) => new EquippableItem
{
Data = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<WeaponItemData>("Gun")), Durability = 1, Lot = lot
};
var lot = 1;
var hullRef = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<HullData>("Hull"));
var shooterHullRef = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<HullData>("ShooterHull"));
var shooter = new Ship(items, zone, new EquippableItem { Data = shooterHullRef, Durability = 1000000, Lot = lot++ }, new EntitySettings());
var gun = MakeWeapon(lot++);
Assert.True(shooter.TryEquip(gun, new int2(0, 0)));
var weaponItem = shooter.Equipment.Single(x => x.EquippableItem == gun);
var weapon = (InstantWeapon) weaponItem.Behaviors.Single(b => b is Weapon);
var targeting = Make("Targeting", lot++, 1);
Assert.True(shooter.TryFindSpace(targeting, out var tpos));
Assert.True(shooter.TryEquip(targeting, tpos));
var target = new Ship(items, zone, new EquippableItem { Data = hullRef, Durability = 1000000, Lot = lot++ }, new EntitySettings());
var targetGun = MakeWeapon(lot++);
Assert.True(target.TryEquip(targetGun, gunCell ?? new int2(0, 0)));
EquippedItem cockpit = null;
if (cockpitCell != null)
{
var ci = Make("Cockpit", lot++, cockpitDurability);
Assert.True(target.TryEquip(ci, cockpitCell.Value), $"cockpit must fit at {cockpitCell.Value}");
cockpit = target.Equipment.Single(x => x.EquippableItem == ci);
}
var customItems = new Dictionary<string, EquippedItem>();
if (custom != null)
foreach (var cu in custom)
{
var ci0 = Make(cu.Name, lot++, cu.Durability);
Assert.True(target.TryEquip(ci0, cu.Cell), $"custom {cu.Name} must fit at {cu.Cell}");
customItems[cu.Name] = target.Equipment.Single(x => x.EquippableItem == ci0);
}
if (equipShield)
{
var reactor = Make("Reactor", lot++, 10);
Assert.True(target.TryFindSpace(reactor, out var rpos));
Assert.True(target.TryEquip(reactor, rpos));
var shield = Make("Shield", lot++, 10);
Assert.True(target.TryFindSpace(shield, out var spos));
Assert.True(target.TryEquip(shield, spos));
}
zone.Entities.Add(shooter);
zone.Entities.Add(target);
shooter.Activate();
target.Activate();
// Off-origin (the fixture rule): the shooter sits away from the world origin, and the target sits
// `targetRange` ahead of it along the shooter's own +z, so a stationary target's TravelDirection is
// exactly (0,1) when targetFacing is left at its default.
shooter.Position = float3(-53, 0, -101);
target.Position = shooter.Position + float3(0, 0, targetRange);
if (targetFacing != null) target.Direction = normalize(targetFacing.Value);
shooter.SetTarget(target);
shooter.EntityInfoGathered[target] = 1f;
shooter.SetIff(target, true);
if (equipShield) target.Shield.Item.Enabled.Value = shieldActive;
zone.Update(1f); // fire times nonzero, same convention 12.3's fixture uses
return new Engagement
{
Items = items, Zone = zone, Shooter = shooter, Target = target, WeaponItem = weaponItem, Weapon = weapon,
HullData = hullData, Cockpit = cockpit, Custom = customItems
};
}
// Numeric cross-check, independent of FireControl's own exact-overlap implementation: the area of a disc
// (centred at world point (cx,cy), radius r) that lies inside the axis-aligned rectangle [xlo,xhi]x[ylo,yhi],
// by fine grid sampling. Used only to compute an EXPECTED value from first principles; the tests that need
// exact values instead (conservation, exact half-splits) get them from geometry, not sampling.
private static double DiscAreaInRect(double cx, double cy, double r, double xlo, double xhi, double ylo, double yhi, int samples = 1000)
{
var bxlo = Math.Max(xlo, cx - r);
var bxhi = Math.Min(xhi, cx + r);
var bylo = Math.Max(ylo, cy - r);
var byhi = Math.Min(yhi, cy + r);
if (bxhi <= bxlo || byhi <= bylo) return 0;
long inside = 0;
var dx = (bxhi - bxlo) / samples;
var dy = (byhi - bylo) / samples;
for (var i = 0; i < samples; i++)
{
var x = bxlo + (i + .5) * dx;
var dxc = x - cx;
for (var j = 0; j < samples; j++)
{
var y = bylo + (j + .5) * dy;
var dyc = y - cy;
if (dxc * dxc + dyc * dyc <= r * r) inside++;
}
}
return inside * dx * dy;
}
private static double DiscAreaInCell(double cx, double cy, double r, int2 cell, int samples = 1000) =>
DiscAreaInRect(cx, cy, r, cell.x - .5, cell.x + .5, cell.y - .5, cell.y + .5, samples);
// ==== Geometry ====
// TheDiscIsConservedOverTheGrid: on a large solid, armourless, itemless hull that contains the disc
// entirely, the total hull damage delivered equals `damage`, at three different disc placements.
// Kills: sampling in place of the exact overlap; the normaliser (2r)^2 in place of pi*r^2; a bounding box
// that clips the rim cells; a dropped chord breakpoint -- any of these would move the total away from
// `damage` even though the whole disc lies on metal.
[Theory]
[InlineData(0f, 0f, 0.3f)] // radius under one cell, centred on a cell's own integer coordinate
[InlineData(.5f, .5f, 1.7f)] // centred on a cell corner
[InlineData(.37f, -.21f, 1.2f)] // an arbitrary off-grid centre
public void TheDiscIsConservedOverTheGrid(float ox, float oy, float radius)
{
var e = Build(TestSettings(), SolidShape(21, 21));
var centreCell = new int2(10, 10); // well inside the 21x21 grid at any of the radii above
var worldCentre = e.Target.Position.xz + float2(ox, oy) * e.Items.GameplaySettings.SchematicCellSize;
// Shift so the schematic centre lands at centreCell + (ox,oy): CenterOfMass is (10,10) for a 21x21
// solid hull, so the untranslated target position already maps there.
var before = e.Target.Hull.Durability;
FireControl.Detonate(e.Zone, worldCentre, radius * e.Items.GameplaySettings.SchematicCellSize, 100f, DamageType.Kinetic);
var delivered = before - e.Target.Hull.Durability;
Assert.Equal(100f, delivered, 2);
}
// EachCellTakesItsShareOfTheDisc: a solid hull with no items, and per-cell armour large enough that
// ArmorAbsorb never depletes it -- so the ArmorDamage event for a cell reports that cell's raw share.
// Pass: the named cell's reported share matches damage * overlap/(pi r^2), overlap integrated numerically
// by the test. Kills: an even split over the covered cells (Splash's rule), and a share decided by the
// cell's distance from the centre rather than its overlap area.
[Fact]
public void EachCellTakesItsShareOfTheDisc()
{
var e = Build(TestSettings(), SolidShape(9, 9));
foreach (var c in e.HullData.Shape.Coordinates) { e.Target.Armor[c.x, c.y] = 1e6f; e.Target.MaxArmor[c.x, c.y] = 1e6f; }
var cellSize = e.Items.GameplaySettings.SchematicCellSize;
var com = e.HullData.Shape.CenterOfMass; // (4,4) for a 9x9 solid hull
var namedCell = new int2(5, 4); // one cell off-centre laterally
var radius = 2.3; // world units under cellSize*4, comfortably covering several cells
var deposits = new Dictionary<int2, float>();
using (e.Target.ArmorDamage.Subscribe(x => deposits[x.pos] = x.damage))
{
FireControl.Detonate(e.Zone, e.Target.Position.xz, (float) radius, 1000f, DamageType.Kinetic);
}
var expectedOverlap = DiscAreaInCell(com.x, com.y, radius / cellSize, namedCell);
var expectedShare = 1000.0 * expectedOverlap / (Math.PI * (radius / cellSize) * (radius / cellSize));
Assert.True(deposits.TryGetValue(namedCell, out var actual), "named cell took no share at all");
Assert.Equal(expectedShare, actual, 1);
}
// TheShareOffTheHullIsLost (was ExternalBlastWastesMostOfItsEnergy): the disc is centred exactly on the
// hull's own edge, so exactly half its area sits off the grid by construction (no numeric integration
// needed -- a disc split by a straight line through its centre halves exactly). Pass: the delivered total
// is half the blast's damage. Kills: renormalising the shares over the occupied cells (which would deliver
// the full damage).
[Fact]
public void TheShareOffTheHullIsLost()
{
var e = Build(TestSettings(), SolidShape(5, 4)); // x: 0..4 (CoM.x = 2), left edge at schematic x = -0.5
var cellSize = e.Items.GameplaySettings.SchematicCellSize;
// World point at schematic (-0.5, 1.5): CoM.y = 1.5 (the fixture's own non-integer centre), 2.5 cells
// to port of CoM.x -- exactly the hull's left edge, with default facing (0,1) so world x is schematic x.
var worldCentre = e.Target.Position.xz + float2(-2.5f * cellSize, 0);
var before = e.Target.Hull.Durability;
// Radius 0.5 cells: the on-hull half never reaches the next cell boundary at schematic x = 0.5.
FireControl.Detonate(e.Zone, worldCentre, .5f * cellSize, 100f, DamageType.Kinetic);
var delivered = before - e.Target.Hull.Durability;
Assert.Equal(50f, delivered, 1);
}
// CandidatesIncludeHullsWhoseCentreIsOutsideTheRadius: a long thin hull whose centre of mass lies well
// beyond the blast radius, while its near end lies inside. Kills: Splash's own centre-distance cull.
[Fact]
public void CandidatesIncludeHullsWhoseCentreIsOutsideTheRadius()
{
var e = Build(TestSettings(), SolidShape(1, 20)); // CoM at schematic (0, 9.5)
var cellSize = e.Items.GameplaySettings.SchematicCellSize;
// The near end (schematic y = 0) is `9.5 * cellSize` world units from CoM; the blast sits right there,
// far outside a radius that would ever reach the centre.
var nearEndWorld = e.Target.Position.xz + float2(0, -9.5f * cellSize);
var before = e.Target.Hull.Durability;
FireControl.Detonate(e.Zone, nearEndWorld, cellSize, 100f, DamageType.Kinetic);
Assert.True(e.Target.Hull.Durability < before, "the near end of a long hull must take damage even though its centre is far outside the radius");
}
// Per-cell armour large enough that ArmorAbsorb never depletes it: every ArmorDamage event then reports its
// cell's raw share, whether or not an item sits on the cell.
private static void ArmourEverything(Engagement e)
{
foreach (var c in e.HullData.Shape.Coordinates) { e.Target.Armor[c.x, c.y] = 1e6f; e.Target.MaxArmor[c.x, c.y] = 1e6f; }
}
// The independent expectation: `damage` shared over a disc of radius rCells centred at schematic (cx,cy) in
// proportion to numeric overlap with each occupied cell.
private static double ExpectedDelivered(Shape shape, double cx, double cy, double rCells, double damage)
{
var overlap = 0.0;
foreach (var c in shape.Coordinates) overlap += DiscAreaInCell(cx, cy, rCells, c);
return damage * overlap / (Math.PI * rCells * rCells);
}
// ==== 12.4 fix batch F1: a disc tangent to a cell edge must not count the whole square ====
// A cell edge exactly r from the centre, with the piece's midpoint at 0, used to fall through
// `h < yhi` / `-h > ylo` into the "whole rectangle" branch, so the square counted in full. BlastRadius 1
// world unit is half a cell (edges at +-.5 from an integer centre of mass), 3 is one and a half (edges at
// +-.5 and +-1.5): both are tangent to cell edges. Measured through Fire before the fix: 127.32 and 100.80
// delivered of 100.
[Theory]
[InlineData(1f)]
[InlineData(3f)]
public void ATangentDiscDeliversExactlyItsDamageThroughFire(float blastRadius)
{
var e = Build(TestSettings(), SolidShape(5, 5), velocity: 0, fuse: WeaponFuse.Proximity, blastRadius: blastRadius, damage: 100f);
ArmourEverything(e);
var total = 0f;
using (e.Target.ArmorDamage.Subscribe(x => total += x.damage))
{
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
e.Zone.Update(.01f);
}
Assert.Equal(100f, total, 2);
}
[Theory]
[InlineData(1f)]
[InlineData(3f)]
public void ATangentDiscDeliversExactlyItsDamageThroughDetonate(float radius)
{
var e = Build(TestSettings(), SolidShape(5, 5));
ArmourEverything(e);
var total = 0f;
using (e.Target.ArmorDamage.Subscribe(x => total += x.damage))
FireControl.Detonate(e.Zone, e.Target.Position.xz, radius, 100f, DamageType.Kinetic);
Assert.Equal(100f, total, 2);
}
// ==== 12.4 fix batch F2: the exact overlap is the only decider of "the disc touches the hull" ====
// An L-shaped hull whose centre of mass sits far from the far end of its long arm. The blast lands on that
// arm's end, 14 world units from the centre of mass -- beyond radius + half the bounding box's diagonal
// measured from it, which the old candidate cull used, so the cull threw away a blast that overlaps a
// cell. Expected value: a numeric overlap of the cells, not the code under test.
[Fact]
public void ABlastAtTheFarEndOfAnLShapedHullLands()
{
var s = new Shape(10, 4);
foreach (var c in s.AllCoordinates) s[c] = c.x < 4 || c.y == 0;
var e = Build(TestSettings(), s);
ArmourEverything(e);
var com = e.HullData.Shape.CenterOfMass;
var p = float2(9.9f, 0f);
var expected = ExpectedDelivered(e.HullData.Shape, p.x, p.y, 1.0, 100.0);
Assert.True(expected > 10.0, $"fixture: the blast must overlap the hull, expected {expected}");
var total = 0f;
using (e.Target.ArmorDamage.Subscribe(x => total += x.damage))
FireControl.Detonate(e.Zone, e.Target.Position.xz + (p - com) * 2f, 2f, 100f, DamageType.Kinetic);
Assert.Equal(expected, total, 1);
}
// The same rule on the shipped hulls: a blast just grazing the corner farthest from the centre of mass. The
// corner of the shipped Longinus reaches past the old cull's box-half-diagonal bound.
[Theory]
[InlineData("Longinus")]
public void AGrazingBlastAtAShippedHullsFarthestCornerLands(string hullName)
{
Shape shape;
var cache = OpenReadOnlyRealCatalog(Path.Combine(FindRepoRoot(), "GameData", "Aetheria.cc"), out _);
try { shape = cache.GetByName<HullData>(hullName).Shape; }
finally { cache.Dispose(); }
var com = shape.CenterOfMass;
var far = float2.zero;
var best = -1f;
foreach (var c in shape.Coordinates)
foreach (var (dx, dy) in new[] { (-.5f, -.5f), (.5f, -.5f), (-.5f, .5f), (.5f, .5f) })
{
var corner = float2(c.x + dx, c.y + dy);
var d = length(corner - com);
if (d > best) { best = d; far = corner; }
}
// One cell of radius, centred .9 cell outward of the corner: the disc reaches the corner by .1 cell.
var centre = far + normalize(far - com) * .9f;
var e = Build(TestSettings(), shape, gunCell: shape.Coordinates[0]);
ArmourEverything(e);
var expected = ExpectedDelivered(shape, centre.x, centre.y, 1.0, 100.0);
Assert.True(expected > .05, $"fixture: the blast must graze the hull, expected {expected}");
var total = 0f;
using (e.Target.ArmorDamage.Subscribe(x => total += x.damage))
FireControl.Detonate(e.Zone, e.Target.Position.xz + (centre - com) * 2f, 2f, 100f, DamageType.Kinetic);
Assert.Equal(expected, total, 1);
}
// ==== 12.4 fix batch F3: a lethal blast must not break the entity enumeration ====
private Ship AddShip(Engagement e, float3 position, float hullDurability, int lot)
{
var hullRef = e.Items.ItemData.RefOf<ItemData>(e.Items.ItemData.GetByName<HullData>("Hull"));
var ship = new Ship(e.Items, e.Zone, new EquippableItem { Data = hullRef, Durability = hullDurability, Lot = lot }, new EntitySettings());
var marker = new EquippableItem
{
Data = e.Items.ItemData.RefOf<ItemData>(e.Items.ItemData.GetByName<GearData>("Marker")), Durability = 1000000, Lot = lot + 1
};
Assert.True(ship.TryEquip(marker, new int2(1, 1)));
e.Zone.Entities.Add(ship);
ship.Activate();
ship.Position = position;
return ship;
}
// A blast that kills an entity mid-pass: death removes it from Zone.Entities, and the next MoveNext of the
// live enumeration threw. The shot was never removed, so it detonated again the next tick (the probe saw
// 2.69 then 5.38 on the target). Pass: nothing throws, the shot resolves and leaves exactly once, and the
// target is damaged exactly once.
[Fact]
public void ALethalBlastResolvesOnceAndBreaksNothing()
{
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 0, fuse: WeaponFuse.Proximity, blastRadius: 30f, damage: 100f);
var near = AddShip(e, e.Target.Position + float3(8, 0, 0), 1f, 300);
var far = AddShip(e, e.Shooter.Position + float3(-5000, 0, 0), 1f, 302);
var resolved = 0;
var targetDamage = 0f;
using var r = e.Zone.ShotResolved.Subscribe(_ => resolved++);
using var a = e.Target.ArmorDamage.Subscribe(x => targetDamage += x.damage);
using var h = e.Target.HullDamage.Subscribe(x => targetDamage += x);
using var i = e.Target.ItemDamage.Subscribe(x => targetDamage += x.damage);
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
e.Zone.Update(.01f);
SafeAssert.NoShots(e.Zone);
Assert.Equal(1, resolved);
SafeAssert.NotIn(e.Zone, near); // fixture: the blast really was lethal to a ship mid-pass
SafeAssert.In(e.Zone, far);
Assert.True(targetDamage > 0f, "fixture: the target must be inside the blast");
var afterFirstTick = targetDamage;
e.Zone.Update(.01f);
Assert.Equal(1, resolved);
Assert.Equal(afterFirstTick, targetDamage, 4);
}
// AOneBlastKillsEveryShipInsideIt: three ships, each dead to one hit, inside one blast. Each takes hull
// damage exactly once and dies exactly once, and the shot leaves the queue once. Kills: the snapshot loop
// breaking after the first kill (the other two would never be touched).
[Fact]
public void AOneBlastKillsEveryShipInsideIt()
{
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 0, fuse: WeaponFuse.Proximity, blastRadius: 30f, damage: 100f);
var ships = new[]
{
AddShip(e, e.Target.Position + float3(8, 0, 0), 1f, 300),
AddShip(e, e.Target.Position + float3(-8, 0, 0), 1f, 302),
AddShip(e, e.Target.Position + float3(0, 0, 8), 1f, 304),
};
var hullHits = new int[3];
var deaths = new int[3];
var subs = new List<IDisposable>();
for (var n = 0; n < 3; n++)
{
var k = n;
subs.Add(ships[k].HullDamage.Subscribe(_ => hullHits[k]++));
subs.Add(ships[k].Death.Subscribe(_ => deaths[k]++));
}
var resolved = 0;
subs.Add(e.Zone.ShotResolved.Subscribe(_ => resolved++));
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
e.Zone.Update(.01f);
foreach (var s in subs) s.Dispose();
Assert.Equal(new[] { 1, 1, 1 }, hullHits);
Assert.Equal(new[] { 1, 1, 1 }, deaths);
foreach (var s in ships) Assert.False(e.Zone.Entities.Contains(s), "a killed ship must have left the zone");
SafeAssert.NoShots(e.Zone);
Assert.Equal(1, resolved);
}
// AShieldlessShipOutsideTheDiscIsNotTouched: nothing of any kind reaches an entity the disc does not
// overlap. Kills: an uncovered entity falling through to the damage call (`covered ??= new List`).
[Fact]
public void AShieldlessShipOutsideTheDiscIsNotTouched()
{
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 0, fuse: WeaponFuse.Proximity, blastRadius: 3f, damage: 100f);
var outside = AddShip(e, e.Target.Position + float3(60, 0, 0), 1f, 300);
var touched = 0;
using var a = outside.ArmorDamage.Subscribe(_ => touched++);
using var h = outside.HullDamage.Subscribe(_ => touched++);
using var i = outside.ItemDamage.Subscribe(_ => touched++);
var targetHit = 0f;
using var t = e.Target.HullDamage.Subscribe(x => targetHit += x);
var armourHit = 0f;
using var ta = e.Target.ArmorDamage.Subscribe(x => armourHit += x.damage);
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
e.Zone.Update(.01f);
Assert.Equal(0, touched);
Assert.Equal(1f, outside.Hull.Durability);
Assert.True(e.Zone.Entities.Contains(outside));
Assert.True(targetHit + armourHit > 0f, "fixture: the blast must land on the target");
}
// ADestroyedCockpitRaisesDeathOnce: the blast destroys the cockpit, Death removes and deactivates the
// entity, and the blast's own DamageHull then still runs; no subscriber sees a second Death.
[Fact]
public void ADestroyedCockpitRaisesDeathOnce()
{
var e = Build(TestSettings(), SolidShape(3, 3), cockpitCell: new int2(1, 1), cockpitDurability: 10f);
e.Target.Hull.Durability = 10f; // fragile enough that the blast's own hull damage is lethal too
var deaths = new List<CauseOfDeath>();
using var d = e.Target.Death.Subscribe(deaths.Add);
var hullEvents = 0;
using var h = e.Target.HullDamage.Subscribe(_ => hullEvents++);
FireControl.Detonate(e.Zone, e.Target.Position.xz, .6f, 5000f, DamageType.Kinetic);
Assert.Equal(new[] { CauseOfDeath.CockpitDestroyed }, deaths);
Assert.False(e.Zone.Entities.Contains(e.Target), "the dead target must have left the zone");
Assert.True(hullEvents >= 1, "fixture: the blast's hull damage still lands after the cockpit dies");
Assert.True(e.Target.Hull.Durability < .01f, "fixture: and that hull damage is itself lethal");
}
// ADirectHullKillRaisesDeathOnce: the non-blast path (Entity.DamageHull straight, as a projectile hit does)
// raises Death once, and further damage to the corpse does not raise it again.
[Fact]
public void ADirectHullKillRaisesDeathOnce()
{
var e = Build(TestSettings(), SolidShape(3, 3));
var deaths = 0;
using var d = e.Target.Death.Subscribe(_ => deaths++);
e.Target.DamageHull(2000000f);
e.Target.DamageHull(5f);
Assert.Equal(1, deaths);
}
// ==== Absorption order ====
// ABlastIsAbsorbedThroughArmourFirstPerCell (replaces AbsorbSpendsArmourBeforeTheItemOnTheSameCell): a disc
// wholly inside one armoured item cell, so its share is the whole damage -- the three damage levels of the
// superseded test. Kills: the item absorbing before the armour, and armour being skipped.
[Fact]
public void ABlastIsAbsorbedThroughArmourFirstPerCell()
{
var cell = new int2(1, 1);
Engagement Fresh() => Build(TestSettings(), SolidShape(3, 3), custom: new[] { ("Marker", new Shape(), cell, 50f) });
void Reset(Engagement e) { e.Target.Armor[cell.x, cell.y] = 10f; e.Target.MaxArmor[cell.x, cell.y] = 10f; e.Custom["Marker"].EquippableItem.Durability = 50f; }
var cellSize = 2f;
var worldCentre = Fresh().Target.Position.xz; // recomputed fresh below per case (CoM == cell (1,1) for a 3x3 hull)
{
var e = Fresh(); Reset(e);
FireControl.Detonate(e.Zone, e.Target.Position.xz, .3f * cellSize, 5f, DamageType.Kinetic); // below armour
Assert.Equal(5f, e.Target.Armor[cell.x, cell.y], 2);
Assert.Equal(50f, e.Custom["Marker"].EquippableItem.Durability, 2);
Assert.Equal(1000000f, e.Target.Hull.Durability, 1);
}
{
var e = Fresh(); Reset(e);
FireControl.Detonate(e.Zone, e.Target.Position.xz, .3f * cellSize, 25f, DamageType.Kinetic); // between armour and armour+durability
Assert.Equal(0f, e.Target.Armor[cell.x, cell.y], 2);
Assert.Equal(35f, e.Custom["Marker"].EquippableItem.Durability, 2); // 25 - 10 armour = 15 excess
Assert.Equal(1000000f, e.Target.Hull.Durability, 1);
}
{
var e = Fresh(); Reset(e);
FireControl.Detonate(e.Zone, e.Target.Position.xz, .3f * cellSize, 80f, DamageType.Kinetic); // above both
Assert.Equal(0f, e.Target.Armor[cell.x, cell.y], 2);
Assert.Equal(0f, e.Custom["Marker"].EquippableItem.Durability, 2);
Assert.Equal(1000000f - 20f, e.Target.Hull.Durability, 1); // 80 - 10 armour - 50 item = 20
}
}
// ArmourProtectsOnlyItsOwnCellsShare: a 2x1 item with armour on one cell only, and a disc symmetric about
// the seam so both cells take the same share. Pass: the item takes (shareA - armourA)+ + shareB. Kills:
// pooling the raw shares and then applying armour to the pool (which would let cell A's plate eat cell B's
// share).
[Fact]
public void ArmourProtectsOnlyItsOwnCellsShare()
{
var cellA = new int2(1, 1);
var cellB = new int2(2, 1); // Bar occupies (1,1)-(2,1)
var e = Build(TestSettings(), SolidShape(4, 3), custom: new[] { ("Bar", BarShape(), cellA, 1000f) });
var cellSize = e.Items.GameplaySettings.SchematicCellSize;
var com = e.HullData.Shape.CenterOfMass;
e.Target.Armor[cellA.x, cellA.y] = 100f; e.Target.MaxArmor[cellA.x, cellA.y] = 100f;
e.Target.Armor[cellB.x, cellB.y] = 0f; e.Target.MaxArmor[cellB.x, cellB.y] = 0f;
// Centred exactly on the seam between the two cells (schematic x = 1.5), same y as both cells: by
// symmetry shareA == shareB exactly, no numeric integration needed.
var worldCentre = e.Target.Position.xz + (float2(1.5f, cellA.y) - com) * cellSize;
var radius = 1f; // world units -- stays within the seam's own pair of cells (each 1 cell wide)
// Armour (100) exceeds a symmetric share (damage/2), so pick damage large enough that shareA - armourA
// is positive: shareA ~= damage/2 (by symmetry, exactly, regardless of the exact overlap fraction --
// both cells see the identical geometry mirrored across the seam).
FireControl.Detonate(e.Zone, worldCentre, radius, 400f, DamageType.Kinetic);
var shareEach = 200f; // damage/2, by the seam symmetry
var expectedItemLoss = Math.Max(0f, shareEach - 100f) + shareEach; // (shareA - armourA)+ + shareB
Assert.Equal(1000f - expectedItemLoss, e.Custom["Bar"].EquippableItem.Durability, 1);
Assert.Equal(0f, e.Target.Armor[cellA.x, cellA.y], 1); // cell A's own plate is spent by its own share (200 > 100), same as any single-cell absorb
}
private static Shape BarShape()
{
var shape = new Shape(2, 1);
foreach (var v in shape.AllCoordinates) shape[v] = true;
return shape;
}
// AMultiCellItemAbsorbsItsCoveredCellsAsOnePool (the ProbeC2 geometry): a 2x1 item with no armour, and a
// disc straddling its seam that puts less than .1 on each cell but more than .1 on the two together. Pass:
// the item absorbs the sum. Kills: resolving the item per cell in any form -- Absorb resurrected, ItemAbsorb
// called per deposit, or a pool that resolves before every covered cell has deposited.
[Fact]
public void AMultiCellItemAbsorbsItsCoveredCellsAsOnePool()
{
var cellA = new int2(1, 1);
var cellB = new int2(2, 1);
var e = Build(TestSettings(), SolidShape(4, 3), custom: new[] { ("Bar", BarShape(), cellA, 50f) });
var cellSize = e.Items.GameplaySettings.SchematicCellSize;
// Centred exactly on the seam, radius small enough that the whole disc is contained within the two
// cells combined (radius 0.4 cells < 0.5 cells' worth of margin either side of the seam).
var worldCentre = e.Target.Position.xz + (float2(1.5f, cellA.y) - e.HullData.Shape.CenterOfMass) * cellSize;
var radiusCells = .4f;
// Full disc retained (contained within the pair of cells), split evenly by the seam symmetry: total
// share = damage exactly, .08 on each side when damage = .16.
FireControl.Detonate(e.Zone, worldCentre, radiusCells * cellSize, .16f, DamageType.Kinetic);
Assert.Equal(50f - .16f, e.Custom["Bar"].EquippableItem.Durability, 3);
}
// ItemDamageFiresOncePerCoveredCell: the same pooled geometry as above. Pass: the number of ItemDamage
// events equals the number of covered cells with a positive post-armour deposit (two), each carrying that
// cell's own deposit. Kills: one event per item, and events for zero-deposit cells.
[Fact]
public void ItemDamageFiresOncePerCoveredCell()
{
var cellA = new int2(1, 1);
var e = Build(TestSettings(), SolidShape(4, 3), custom: new[] { ("Bar", BarShape(), cellA, 50f) });
var cellSize = e.Items.GameplaySettings.SchematicCellSize;
var worldCentre = e.Target.Position.xz + (float2(1.5f, cellA.y) - e.HullData.Shape.CenterOfMass) * cellSize;
var events = new List<float>();
using (e.Target.ItemDamage.Subscribe(x => events.Add(x.damage)))
{
FireControl.Detonate(e.Zone, worldCentre, .4f * cellSize, .16f, DamageType.Kinetic);
}
Assert.Equal(2, events.Count);
Assert.All(events, amt => Assert.Equal(.08f, amt, 2));
}
// ==== Symmetry and frame ====
// MirroredBlastsDoMirroredDamage: a hull, its armour and its items all mirror-symmetric about the bow
// axis, facing (2,1)/sqrt(5). Two independent engagements, blasted at world points mirrored across the
// target's own bow axis -- the mirror computed here from the facing, not through ToSchematic. Pass:
// per-cell armour and item durability mirror. Kills: the +.5 cell convention returning in the overlap, a
// missing or wrong CenterOfMass anchor, and any scheduling rule that depends on enumeration order.
[Fact]
public void MirroredBlastsDoMirroredDamage()
{
var facing = normalize(float2(2, 1));
var markerLeft = new int2(1, 1);
var markerRight = new int2(3, 1); // mirror pair about x = 2 on a 5-wide hull
Engagement Fresh()
{
var e = Build(TestSettings(), SolidShape(5, 3), targetFacing: facing,
custom: new[] { ("MarkerL", new Shape(), markerLeft, 200f), ("MarkerR", new Shape(), markerRight, 200f) });
foreach (var c in e.HullData.Shape.Coordinates) { e.Target.Armor[c.x, c.y] = 40f; e.Target.MaxArmor[c.x, c.y] = 40f; }
return e;
}
// Reflect a world-space offset across the target's own bow axis (its forward direction), computed here
// independently of Entity.ToSchematic: reflecting across the line through the origin along `forward`
// negates the lateral (starboard) component and keeps the along-bow component.
float2 Mirror(float2 offset, float2 forward)
{
var along = dot(offset, forward) * forward;
var lateral = offset - along;
return along - lateral;
}
var e1 = Fresh();
var e2 = Fresh();
var cellSize = e1.Items.GameplaySettings.SchematicCellSize;
var offset = float2(6f, 3f); // an arbitrary world offset from the target, not aligned to any axis
var mirroredOffset = Mirror(offset, facing);
FireControl.Detonate(e1.Zone, e1.Target.Position.xz + offset, 3f * cellSize, 300f, DamageType.Kinetic);
FireControl.Detonate(e2.Zone, e2.Target.Position.xz + mirroredOffset, 3f * cellSize, 300f, DamageType.Kinetic);
foreach (var c in e1.HullData.Shape.Coordinates)
{
var mirroredCell = new int2(4 - c.x, c.y);
Assert.Equal(e1.Target.Armor[c.x, c.y], e2.Target.Armor[mirroredCell.x, mirroredCell.y], 1);
}
Assert.Equal(e1.Custom["MarkerL"].EquippableItem.Durability, e2.Custom["MarkerR"].EquippableItem.Durability, 1);
Assert.Equal(e1.Custom["MarkerR"].EquippableItem.Durability, e2.Custom["MarkerL"].EquippableItem.Durability, 1);
Assert.Equal(e1.Target.Hull.Durability, e2.Target.Hull.Durability, 1);
}
// ABlastDamagesTheCellsNearestIt. This succeeds SplashDamagesTheSideTheBlastCameFrom
// (FireControlCut11Tests.cs) and SplashIsDirectional (FireControlCut4Tests.cs). Kills: a flip of
// ToSchematicPoint's right axis, an x/y swap, and a missing `/ SchematicCellSize`.
[Theory]
[InlineData(0f, 1f)]
[InlineData(1f, 0f)]
[InlineData(2f, 1f)]
[InlineData(-.6f, .8f)]
public void ABlastDamagesTheCellsNearestIt(float fx, float fy)
{
var facing = normalize(float2(fx, fy));
var e = Build(TestSettings(), SolidShape(5, 4), targetFacing: facing);
foreach (var c in e.HullData.Shape.Coordinates) { e.Target.Armor[c.x, c.y] = 1000f; e.Target.MaxArmor[c.x, c.y] = 1000f; }
// Starboard computed here independently of FireControl -- the facing rotated clockwise.
var starboard = float2(facing.y, -facing.x);
var port = -starboard;
var cellSize = e.Items.GameplaySettings.SchematicCellSize;
var blastWorld = e.Target.Position.xz + float3(port.x, 0, port.y).xz * 10f;
var damaged = new HashSet<int2>();
using (e.Target.ArmorDamage.Subscribe(x => damaged.Add(x.pos)))
{
FireControl.Detonate(e.Zone, blastWorld, 7f, 500f, DamageType.Kinetic);
}
// Port cells (schematic x < CoM.x) must take damage; starboard cells (schematic x > CoM.x) must not.
// The centre column (x == CoM.x, only when CoM.x is an integer) is excluded from the assertion since
// it can legitimately fall on either side depending on float rounding.
var com = e.HullData.Shape.CenterOfMass;
var portDamaged = false;
foreach (var c in e.HullData.Shape.Coordinates)
{
if (c.x < com.x - .5f) { if (damaged.Contains(c)) portDamaged = true; }
if (c.x > com.x + .5f) Assert.False(damaged.Contains(c), $"facing ({fx},{fy}): starboard cell {c} took damage from a port blast");
}
Assert.True(portDamaged, $"facing ({fx},{fy}): no port cell took damage");
}
// ==== Shields (Q12-9 = A) ====
// ShieldPaysForWhatReachesIt: the reserve drops by the entity's covered share, not by the whole blast. The
// disc is centred exactly on the hull's edge (as in TheShareOffTheHullIsLost), so exactly half the raw
// damage is the covered share -- a shield capacity between the covered share and the raw damage tells the
// two apart cleanly. Kills: charging the full damage.
[Fact]
public void ShieldPaysForWhatReachesIt()
{
var e = Build(TestSettings(), SolidShape(5, 4), equipShield: true, shieldCapacity: 70f);
for (var i = 0; i < 30; i++) e.Zone.Update(.1f); // charge the reserve to full
var cellSize = e.Items.GameplaySettings.SchematicCellSize;
var worldCentre = e.Target.Position.xz + float2(-2.5f * cellSize, 0);
Assert.True(e.Target.Shield.CanTakeHit(DamageType.Kinetic, 70f)); // fixture: the reserve is exactly full
Assert.False(e.Target.Shield.CanTakeHit(DamageType.Kinetic, 70.5f));
// damage 100, half retained (50) -- 50 <= capacity 70, so a correct implementation absorbs it whole and
// never breaks; a "charge the full 100" mutant would find 100 > 70 and break the shield instead.
var cellEvents = 0;
using var a = e.Target.ArmorDamage.Subscribe(_ => cellEvents++);
FireControl.Detonate(e.Zone, worldCentre, .5f * cellSize, 100f, DamageType.Kinetic);
Assert.False(e.Target.Shield.Broken);
Assert.Equal(0, cellEvents); // the shield took it all, nothing reached a cell
// The reserve dropped by the covered share and by nothing else: 70 - 50 = 20 left. It is read through the
// public query as a threshold probe, since no recharge runs between Detonate and here.
Assert.True(e.Target.Shield.CanTakeHit(DamageType.Kinetic, 19.9f));
Assert.False(e.Target.Shield.CanTakeHit(DamageType.Kinetic, 20.1f));
}
// An entity the disc does not touch has nothing to decide: it is skipped whole, its active shield is not
// consulted and nothing is dealt. The blast lands 20 cells away from a shielded hull.
[Fact]
public void AnUntouchedEntitysShieldIsNotConsulted()
{
var e = Build(TestSettings(), SolidShape(5, 4), equipShield: true, shieldCapacity: 70f);
for (var i = 0; i < 30; i++) e.Zone.Update(.1f);
Assert.True(e.Target.Shield.CanTakeHit(DamageType.Kinetic, 70f));
var events = 0;
using var a = e.Target.ArmorDamage.Subscribe(_ => events++);
using var h = e.Target.HullDamage.Subscribe(_ => events++);
FireControl.Detonate(e.Zone, e.Target.Position.xz + float2(40f, 0f), 2f, 1000f, DamageType.Kinetic);
Assert.Equal(0, events);
Assert.False(e.Target.Shield.Broken);
Assert.True(e.Target.Shield.CanTakeHit(DamageType.Kinetic, 70f));
}
// ABlastShotsShieldIsDecidedAtDetonation (Q12-9 = A): Commit decides no shield for a shot that carries a
// fuse, whatever the shield's own state at commit -- Detonate decides every blast's shield, live. Pinned
// directly on the field Commit would otherwise set: ShotOutcome.Shielded/ShieldBroken must stay false for a
// fused shot even when the shield could have absorbed the whole raw damage at commit. Kills: Commit's
// shield block left ungated for fused shots.
[Fact]
public void ABlastShotsShieldIsDecidedAtDetonation()
{
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 0, targetRange: 100,
fuse: WeaponFuse.Contact, blastRadius: 4, damage: 50,
equipShield: true, shieldCapacity: 1000f); // capacity far exceeds the raw damage
for (var i = 0; i < 30; i++) e.Zone.Update(.1f);
Assert.True(e.Target.Shield.CanTakeHit(DamageType.Kinetic, 50f)); // the shield COULD absorb the whole shot
ShotOutcome outcome = null;
using var s = e.Zone.ShotCommitted.Subscribe(o => outcome = o);
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
e.Zone.Update(.01f);
Assert.NotNull(outcome);
Assert.True(outcome.Hit);
Assert.False(outcome.Shielded);
Assert.False(outcome.ShieldBroken);
}
// The other half of Q12-9 = A: the shield's state at arrival, not at commit, decides. A contact shot in
// 2 s of flight commits 1.5 s in; the shield is flipped between commit and arrival, and the blast (radius
// 15 cells, so the whole 20-cell hull lies inside the disc and the covered share is exactly
// damage * 20 / (pi * 15^2)) must follow the state it finds. The reserve is read through the public
// CanTakeHit as a threshold probe: nothing recharges between Detonate and the read.
[Fact]
public void AShieldRaisedBetweenCommitAndArrivalAbsorbsTheBlast()
{
const float capacity = 1000f;
var share = 50f * 20f / (PI * 15f * 15f);
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 50, targetRange: 100,
fuse: WeaponFuse.Contact, blastRadius: 30f, damage: 50f,
equipShield: true, shieldCapacity: capacity, shieldActive: false);
ArmourEverything(e);
var cellDamage = 0f;
using var a = e.Target.ArmorDamage.Subscribe(x => cellDamage += x.damage);
using var h = e.Target.HullDamage.Subscribe(x => cellDamage += x);
ShotOutcome committed = null;
using var c = e.Zone.ShotCommitted.Subscribe(o => committed = o);
var shotId = FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
while (!e.Zone.PendingShots.Any(s => s.ShotId == shotId && s.Committed)) e.Zone.Update(.05f);
Assert.True(committed.Hit);
Assert.False(committed.Shielded);
Assert.False(committed.ShieldBroken);
e.Target.Shield.Item.Enabled.Value = true; // up before arrival, down at commit
for (var i = 0; i < 4; i++) e.Zone.Update(.05f);
Assert.True(e.Zone.PendingShots.Any(s => s.ShotId == shotId), "fixture: the shot must still be in flight");
Assert.True(e.Target.Shield.CanTakeHit(DamageType.Kinetic, capacity - .1f), "fixture: the reserve must be full");
while (e.Zone.PendingShots.Any(s => s.ShotId == shotId)) e.Zone.Update(.05f);
Assert.Equal(0f, cellDamage); // the shield decided at arrival, so no cell took anything
Assert.False(e.Target.Shield.Broken);
Assert.True(e.Target.Shield.CanTakeHit(DamageType.Kinetic, capacity - share - .05f));
Assert.False(e.Target.Shield.CanTakeHit(DamageType.Kinetic, capacity - share + .05f));
}
// And the reverse: up at commit, down at arrival -- the blast finds no shield and lands on the cells, and
// the reserve is not charged.
[Fact]
public void AShieldDroppedBetweenCommitAndArrivalDoesNotAbsorbTheBlast()
{
const float capacity = 1000f;
var share = 50f * 20f / (PI * 15f * 15f);
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 50, targetRange: 100,
fuse: WeaponFuse.Contact, blastRadius: 30f, damage: 50f,
equipShield: true, shieldCapacity: capacity);
ArmourEverything(e);
for (var i = 0; i < 30; i++) e.Zone.Update(.1f);
var armour = 0f;
using var a = e.Target.ArmorDamage.Subscribe(x => armour += x.damage);
ShotOutcome committed = null;
using var c = e.Zone.ShotCommitted.Subscribe(o => committed = o);
var shotId = FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
while (!e.Zone.PendingShots.Any(s => s.ShotId == shotId && s.Committed)) e.Zone.Update(.05f);
Assert.False(committed.Shielded);
e.Target.Shield.Item.Enabled.Value = false;
while (e.Zone.PendingShots.Any(s => s.ShotId == shotId)) e.Zone.Update(.05f);
Assert.Equal(share, armour, 2); // the whole covered share landed on the cells
Assert.True(e.Target.Shield.CanTakeHit(DamageType.Kinetic, capacity - .1f)); // and the reserve was not charged
}
// ==== Fuses (through Fire, SchematicCellSize 2) ====
// PenetratorBurrowsBeforeItBursts, which pins Q12-8 in both halves. A 3x3 solid hull's only interior cell
// (1,1) carries a Cockpit item, ringed by the hull's own 8 border cells.
[Fact]
public void PenetratorBurrowsBeforeItBursts()
{
// With a delayed fuse and a radius under half a cell, the cockpit takes the whole damage, and the
// armour of every ring cell on the lane is unchanged. Nothing is absorbed along the burrow.
{
var e = Build(TestSettings(), SolidShape(3, 3), penetration: 1.5f, fuse: WeaponFuse.Delayed, blastRadius: .3f, damage: 40f,
cockpitCell: new int2(1, 1), cockpitDurability: 1000f);
foreach (var c in e.HullData.Shape.Coordinates) { e.Target.Armor[c.x, c.y] = 1000f; e.Target.MaxArmor[c.x, c.y] = 1000f; }
e.Target.Armor[1, 1] = 0f; e.Target.MaxArmor[1, 1] = 0f; // the cockpit's own cell carries no armour
var before = e.Cockpit.EquippableItem.Durability;
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
e.Zone.Update(.01f);
Assert.Equal(before - 40f, e.Cockpit.EquippableItem.Durability, 1);
foreach (var c in e.HullData.Shape.Coordinates)
if (!(c.x == 1 && c.y == 1))
Assert.Equal(1000f, e.Target.Armor[c.x, c.y], 1);
}
// A contact fuse with the same stats leaves the cockpit untouched (P sits at the impact cell, on the
// ring, never reaching the buried cockpit).
{
var e = Build(TestSettings(), SolidShape(3, 3), penetration: 1.5f, fuse: WeaponFuse.Contact, blastRadius: .3f, damage: 40f,
cockpitCell: new int2(1, 1), cockpitDurability: 1000f);
var before = e.Cockpit.EquippableItem.Durability;
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
e.Zone.Update(.01f);
Assert.Equal(before, e.Cockpit.EquippableItem.Durability);
}
// With the fuse removed and everything else held, the shot is a dumb AP round: the lane's armour is
// spent in order, and the cockpit takes only what the ring left (12.3). Damage in a line.
{
var e = Build(TestSettings(), SolidShape(3, 3), penetration: 2f, fuse: null, blastRadius: 0f, damage: 40f,
cockpitCell: new int2(1, 1), cockpitDurability: 1000f);
foreach (var c in e.HullData.Shape.Coordinates) { e.Target.Armor[c.x, c.y] = 5f; e.Target.MaxArmor[c.x, c.y] = 5f; }
e.Target.Armor[1, 1] = 0f; e.Target.MaxArmor[1, 1] = 0f;
var before = e.Cockpit.EquippableItem.Durability;
ShotOutcome outcome = null;
for (var attempt = 0; attempt < 200 && (outcome == null || !outcome.Hit); attempt++)
{
using var s = e.Zone.ShotResolved.Subscribe(o => outcome = o);
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
e.Zone.Update(.01f);
}
Assert.NotNull(outcome);
Assert.True(outcome.Hit);
Assert.Equal(before - 35f, e.Cockpit.EquippableItem.Durability, 1); // 40 - the front ring cell's 5 armour
}
}
// TheFusePointStaysOnMetal: a delayed fuse with a penetration deeper than the hull clamps to the far edge.
[Fact]
public void TheFusePointStaysOnMetal()
{
var e = Build(TestSettings(), SolidShape(1, 5), penetration: 100f, fuse: WeaponFuse.Delayed, blastRadius: .3f, damage: 100f);
// The far edge of a 1x5 hull, straight ahead of the shooter (bearing (0,1)), is schematic y = 4.5 (the
// exit of cell (0,4)); the fuse point clamps there instead of past the hull. Schematic x is the hull's
// own CenterOfMass.x (0, the only column).
var comX = e.HullData.Shape.CenterOfMass.x;
var rCells = .3 / e.Items.GameplaySettings.SchematicCellSize; // BlastRadius is in world units
// Independent expectation, from the test's own area integral centred on the far edge.
var expected = 0f;
foreach (var c in e.HullData.Shape.Coordinates)
expected += (float) (100.0 * DiscAreaInCell(comX, 4.5, rCells, c) / (Math.PI * rCells * rCells));
var before = e.Target.Hull.Durability;
ShotOutcome outcome = null;
for (var attempt = 0; attempt < 60 && (outcome == null || !outcome.Hit); attempt++)
{
using var s = e.Zone.ShotResolved.Subscribe(o => outcome = o);
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
e.Zone.Update(.01f);
}
Assert.NotNull(outcome);
Assert.True(outcome.Hit);
var delivered = before - e.Target.Hull.Durability;
Assert.Equal(expected, delivered, 0);
}
// TheFusePointStaysOnMetal, the concave half: a 1x5 column with cell (0,2) missing. A lane's walk ends at
// its first gap, so the reached metal is cells (0,0) and (0,1) whatever the penetration, and the fuse point
// must clamp to the last reached cell's exit (schematic y 1.5, the metal's edge) rather than sit at
// entry + penetration inside the gap (y 2.4 at penetration 2.9) or on the far segment the walk never
// reached (y 2.7 at 3.2). Entries run from -.5, so at penetration 1.5 the point is y 1.0, inside cell (0,1),
// with the disc wholly on metal.
[Theory]
[InlineData(1.5f, 1.0)]
[InlineData(2.9f, 1.5)]
[InlineData(3.2f, 1.5)]
public void TheFusePointStaysOnMetalAcrossAConcaveGap(float penetration, double pointY)
{
var shape = SolidShape(1, 5);
shape[new int2(0, 2)] = false;
var e = Build(TestSettings(), shape, penetration: penetration, fuse: WeaponFuse.Delayed, blastRadius: .3f, damage: 100f);
var comX = e.HullData.Shape.CenterOfMass.x;
var rCells = .3 / e.Items.GameplaySettings.SchematicCellSize;
var expected = ExpectedDelivered(e.HullData.Shape, comX, pointY, rCells, 100.0);
var before = e.Target.Hull.Durability;
ShotOutcome outcome = null;
for (var attempt = 0; attempt < 60 && (outcome == null || !outcome.Hit); attempt++)
{
using var s = e.Zone.ShotResolved.Subscribe(o => outcome = o);
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
e.Zone.Update(.01f);
}
Assert.NotNull(outcome);
Assert.True(outcome.Hit);
Assert.Equal(expected, before - e.Target.Hull.Durability, 0);
}
// A contact or delayed blast needs a committed hit, exactly like a direct hit's own gate: on a miss nothing
// happens -- no blast, no IncomingHit. Accuracy 0 pins the roll to a miss. Kills: ApplyBlastHit without its
// `Outcome.Hit` guard, which would detonate at a point derived from a miss's empty geometry.
[Theory]
[InlineData(WeaponFuse.Contact)]
[InlineData(WeaponFuse.Delayed)]
public void AContactOrDelayedBlastOnAMissDoesNothing(WeaponFuse fuse)
{
var e = Build(TestSettings(), SolidShape(5, 4), fuse: fuse, blastRadius: 30f, penetration: 1f, damage: 500f, accuracy: 0f);
ArmourEverything(e);
var before = e.Target.Hull.Durability;
var events = 0;
using var a = e.Target.ArmorDamage.Subscribe(_ => events++);
using var h = e.Target.HullDamage.Subscribe(_ => events++);
using var i = e.Target.ItemDamage.Subscribe(_ => events++);
using var hit = e.Target.IncomingHit.Subscribe(_ => events++);
ShotOutcome outcome = null;
using var r = e.Zone.ShotResolved.Subscribe(o => outcome = o);
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
e.Zone.Update(.01f);
Assert.NotNull(outcome);
Assert.False(outcome.Hit); // fixture: a guaranteed miss
Assert.Equal(ShotResult.Miss, outcome.Result);
SafeAssert.NoShots(e.Zone);
Assert.Equal(0, events);
Assert.Equal(before, e.Target.Hull.Durability);
}
// Operator ruling 2026-09-30: "fused weapons without a lock explode at max range." A fused shot with no
// target bursts at the weapon's Range along its aim (Entity.Aim), whatever its fuse. The fixture
// aims the shooter along (2,1), a non-axis facing; witnesses sit at the burst point and beside it. Radius 4
// with the witness hull 5x4 cells of 2 world units: a witness centred on the burst point is covered, and
// one 30 units off the aim line is not.
private const float NoLockRange = 60f;
private static float3 AimLine(Engagement e)
{
var aim = normalize(float2(2, 1));
return e.Shooter.Position + float3(aim.x, 0, aim.y) * NoLockRange;
}
[Theory]
[InlineData(WeaponFuse.Proximity)]
[InlineData(WeaponFuse.Contact)]
[InlineData(WeaponFuse.Delayed)]
public void AFusedShotWithNoTargetBurstsAtMaxRangeAlongTheAimLine(WeaponFuse fuse)
{
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 0, fuse: fuse, blastRadius: 4f, penetration: 1f, damage: 100f,
weaponRange: NoLockRange);
Aim(e, float2(2, 1));
e.Shooter.SetTarget(TargetRef.None);
var burst = AimLine(e);
var onLine = AddShip(e, burst, 1f, 300);
var offLine = AddShip(e, burst + float3(-30, 0, 30), 1f, 302);
var shooterHit = 0f;
using var a = e.Shooter.ArmorDamage.Subscribe(x => shooterHit += x.damage);
using var h = e.Shooter.HullDamage.Subscribe(x => shooterHit += x);
using var i = e.Shooter.ItemDamage.Subscribe(x => shooterHit += x.damage);
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
e.Zone.Update(.01f);
Assert.Equal(0f, shooterHit);
SafeAssert.NoShots(e.Zone);
Assert.False(e.Zone.Entities.Contains(onLine), "the blast must reach the burst point (fixture: 1 durability, so any damage kills it)");
Assert.True(e.Zone.Entities.Contains(offLine), "the blast must not reach 42 units off the aim line");
}
// The no-lock shot flies to max range at the weapon's Velocity, like a targeted shot flies to its intercept.
[Fact]
public void ANoLockFusedShotFliesToMaxRangeAtItsVelocity()
{
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 20f, fuse: WeaponFuse.Proximity, blastRadius: 4f, damage: 100f,
weaponRange: NoLockRange);
Aim(e, float2(2, 1));
e.Shooter.SetTarget(TargetRef.None);
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
var shot = SafeAssert.OnlyShot(e.Zone);
Assert.Equal(NoLockRange / 20f, shot.ArrivalTime - shot.FireTime, 4);
var burst = AimLine(e);
Assert.Equal(burst.x, shot.BurstPosition.x, 3);
Assert.Equal(burst.z, shot.BurstPosition.z, 3);
}
// A targeted shot is unchanged. Expected values computed at the base commit (b66ba524, before the no-lock
// rule), not read back from this code: the target's total damage from a proximity blast at the intercept.
[Fact]
public void ATargetedFusedShotIsUnchangedByTheNoLockRule()
{
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 0, fuse: WeaponFuse.Proximity, blastRadius: 30f, damage: 100f);
var damage = 0f;
using var a = e.Target.ArmorDamage.Subscribe(x => damage += x.damage);
using var h = e.Target.HullDamage.Subscribe(x => damage += x);
using var i = e.Target.ItemDamage.Subscribe(x => damage += x.damage);
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
var shot = SafeAssert.OnlyShot(e.Zone);
Assert.Equal(e.Target.Position.x, shot.BurstPosition.x, 3);
Assert.Equal(e.Target.Position.z, shot.BurstPosition.z, 3);
e.Zone.Update(.01f);
Assert.Equal(5.65884256f, damage, 3);
}
// ==== Operator rulings 2026-09-30 (Soul's pass on the no-lock fix): aim, invalid target, contact, shooter ====
private static void Aim(Engagement e, float2 direction) => e.Shooter.Aim = float3(direction.x, 0, direction.y);
private static float3 PointAlong(Engagement e, float2 direction, float distance) =>
e.Shooter.Position + float3(direction.x, 0, direction.y) * distance;
private static bool Alive(Engagement e, Entity entity) => e.Zone.Entities.Contains(entity);
// Ruling 1: an aim beyond the mount's arc flies along the nearest edge of that arc. The mount is (0,1), the
// arc 170 degrees (edge 85), and the aim (+-1,-1) sits 135 degrees off it; the witness on the edge dies and
// the one under the unclamped aim does not (they are 50 units apart). Kills: no clamp; the turn taken the
// wrong way round (the mirrored edge holds no witness).
[Theory]
[InlineData(1f)]
[InlineData(-1f)]
public void ANoLockShotOutsideTheMountArcFliesAlongTheNearestEdgeOfIt(float side)
{
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 0, fuse: WeaponFuse.Proximity, blastRadius: 4f, damage: 100f,
weaponRange: NoLockRange);
e.Shooter.SetTarget(TargetRef.None);
Aim(e, float2(side, -1));
var edge = float2(side * sin(radians(85f)), cos(radians(85f)));
var onEdge = AddShip(e, PointAlong(e, edge, NoLockRange), 1f, 300);
var underAim = AddShip(e, PointAlong(e, normalize(float2(side, -1)), NoLockRange), 1f, 302);
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
e.Zone.Update(.01f);
Assert.False(Alive(e, onEdge), "the blast must land on the arc's edge");
Assert.True(Alive(e, underAim), "the blast must not follow an aim the arc does not allow");
}
// Ruling 1: an aim inside the arc is used as it is (unnormalised here), and a shooter aiming at nothing
// (Aim zero) fires down its mount. Kills: reading MountDirection instead of the aim; a missing
// zero-aim fallback, which would normalise to NaN and burst nowhere.
[Fact]
public void ANoLockShotFliesAlongTheAimAndDownTheMountWhenNothingIsAimed()
{
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 0, fuse: WeaponFuse.Proximity, blastRadius: 4f, damage: 100f,
weaponRange: NoLockRange);
e.Shooter.SetTarget(TargetRef.None);
var mount = float2(0, 1);
var aim = normalize(float2(2, 1));
var onAim = AddShip(e, PointAlong(e, aim, NoLockRange), 1f, 300);
var onMount = AddShip(e, PointAlong(e, mount, NoLockRange), 1f, 302);
Aim(e, float2(6, 3));
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
e.Zone.Update(.01f);
Assert.False(Alive(e, onAim), "the blast must follow the aim");
Assert.True(Alive(e, onMount), "the mount direction is not the aim");
Aim(e, float2(0, 0));
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
e.Zone.Update(.01f);
Assert.False(Alive(e, onMount), "with nothing aimed the blast follows the mount");
}
public enum Invalid { OutOfRange, NotVisible, Unlocked }
// Ruling 2: a selected target that is out of range, not visible or not locked is not valid targeting data,
// and counts as no lock -- the round bursts at max range along the aim, and the target is left alone. Kills:
// reading "no lock" as Target == null alone (the round would burst at the target's intercept, 100 / 40 / 40
// units out); dropping the range, visibility or lock gate from PFire's `designated`. The lock row needs a
// LockWeapon whose lock never grows; its control, below, is the same gun with the lock acquired. (A closed
// arc is not an invalid target: see AFusedShotAtATargetOutsideTheArc...)
[Theory]
[InlineData(Invalid.OutOfRange)]
[InlineData(Invalid.NotVisible)]
[InlineData(Invalid.Unlocked)]
public void AnInvalidTargetCountsAsNoLock(Invalid reason)
{
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 0, fuse: WeaponFuse.Proximity, blastRadius: 4f, damage: 100f,
weaponRange: NoLockRange, targetRange: reason == Invalid.OutOfRange ? 100f : 40f,
lockWeapon: reason == Invalid.Unlocked, lockAcquires: false);
var aim = normalize(float2(2, 1));
if (reason == Invalid.NotVisible) e.Shooter.VisibleEntities.Remove(e.Target);
Aim(e, aim);
var burst = PointAlong(e, aim, NoLockRange);
var onAim = AddShip(e, burst, 1f, 300);
var targetBefore = e.Target.Hull.Durability;
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
var shot = SafeAssert.OnlyShot(e.Zone);
Assert.True(shot.Target == null, "an invalid target must not ride with the round"); // not Assert.Null: a failure would format the entity graph and overflow the stack
Assert.Equal(burst.x, shot.BurstPosition.x, 3);
Assert.Equal(burst.z, shot.BurstPosition.z, 3);
e.Zone.Update(.01f);
Assert.False(Alive(e, onAim), "the blast must land at max range along the aim");
Assert.Equal(targetBefore, e.Target.Hull.Durability);
}
// The lock row's control: the same LockWeapon once its lock has grown carries its target to the intercept.
// Kills: a fixture whose lock could never grow (which would make the unlocked row above pass for nothing).
[Fact]
public void ALockedTargetRidesWithTheRound()
{
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 0, fuse: WeaponFuse.Proximity, blastRadius: 4f, damage: 100f,
weaponRange: NoLockRange, targetRange: 40f, lockWeapon: true, lockAcquires: true);
Aim(e, float2(0, 1));
e.Zone.Update(.1f);
Assert.True(((LockWeapon) e.Weapon).IsLocked, "fixture: the lock must have grown");
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
var shot = SafeAssert.OnlyShot(e.Zone);
Assert.True(shot.Target == e.Target, "a locked, visible, in-range, in-arc target rides with the round");
Assert.Equal(e.Target.Position.z, shot.BurstPosition.z, 3);
}
// The out-of-arc ruling (operator, 2026-09-30): a fused round at a target it holds valid data on but cannot
// bear on flies along the aim clamped to the mount's arc and bursts at the TARGET'S range, not at max range.
// The mount is flipped to (0,-1) so the target 40 ahead of the shooter is 180 degrees off it, in range,
// visible and unlocked by nothing: the arc is the only closed gate. The aim (1,1) is 135 degrees off the
// mount, so it clamps to the 85-degree edge on its own side. Three witnesses: on the edge at 40 (dies), on
// the edge at max range 60 (lives: the burst is at target range), under the unclamped aim at 40 (lives: the
// clamp holds). Kills: dropping `inArc` from PFire (the target would ride and burst at 40 along the target
// line); bursting at Range instead of the target's range; skipping the clamp. Contact is left out: its round
// stops on the first hull it meets, and these witnesses are hulls.
[Theory]
[InlineData(WeaponFuse.Proximity)]
[InlineData(WeaponFuse.Delayed)]
public void AFusedShotAtATargetOutsideTheArcBurstsAtTheTargetsRangeAlongTheClampedAim(WeaponFuse fuse)
{
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 0, fuse: fuse, blastRadius: 4f, penetration: 1f, damage: 100f,
weaponRange: NoLockRange, targetRange: 40f);
e.Shooter.Direction = float2(0, -1);
var look = normalize(float2(1, 1));
Aim(e, look);
var mount = float2(0, -1);
var edge = float2(mount.x * cos(radians(85f)) - mount.y * sin(radians(85f)), mount.x * sin(radians(85f)) + mount.y * cos(radians(85f)));
var atTargetRange = AddShip(e, PointAlong(e, edge, 40f), 1f, 300);
var atMaxRange = AddShip(e, PointAlong(e, edge, NoLockRange), 1f, 302);
var underAim = AddShip(e, PointAlong(e, look, 40f), 1f, 304);
var targetBefore = e.Target.Hull.Durability;
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
var shot = SafeAssert.OnlyShot(e.Zone);
Assert.True(shot.Target == null, "a target the weapon cannot bear on must not ride with the round");
var burst = PointAlong(e, edge, 40f);
Assert.Equal(burst.x, shot.BurstPosition.x, 3);
Assert.Equal(burst.z, shot.BurstPosition.z, 3);
e.Zone.Update(.01f);
Assert.False(Alive(e, atTargetRange), "the blast must land at the target's range along the clamped aim");
Assert.True(Alive(e, atMaxRange), "the round bursts at the target's range, not at max range");
Assert.True(Alive(e, underAim), "the aim is clamped to the arc's edge");
Assert.Equal(targetBefore, e.Target.Hull.Durability);
}
// The trigger and Fire share one bearing test (InArc) and differ only in the fused weapon's exemption, so
// this pins the pair at the layer a player uses: Activate. With the target out of arc and the weapon
// otherwise clear, a fused weapon fires a round; the same weapon without a fuse stays silent. Kills:
// removing the exemption from FireControl.ArcPermitsFire (the fused row goes silent); removing the arc gate
// itself (the plain row fires); widening the exemption to a weapon with a blast radius but no fuse.
[Theory]
[InlineData(WeaponFuse.Proximity, true)]
[InlineData(null, false)]
public void OnlyAFusedWeaponFiresAtATargetOutsideItsArc(WeaponFuse? fuse, bool fires)
{
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 0, fuse: fuse, blastRadius: 4f, damage: 100f,
weaponRange: NoLockRange, targetRange: 40f);
e.Shooter.Direction = float2(0, -1);
Aim(e, float2(0, -1));
Assert.Equal(fires, e.Weapon.ArcAllowsFire);
var committed = 0;
using var c = e.Zone.ShotCommitted.Subscribe(_ => committed++);
e.Weapon.Activate();
for (var i = 0; i < 5; i++) e.Zone.Update(.01f);
Assert.Equal(fires ? 1 : 0, committed);
}
// ==== Operator ruling 2026-09-30, batch 4: the arming distance ====
//
// A round never bursts closer than its blast radius (its arming distance), measured from the shooter's
// position and blind to hull size: the fixture's shooter hull is a 5x5 block of 2-unit cells, and a blast of 30
// arms at 30, not 30 plus whatever the hull reaches. A shooter close to its own burst takes the splash.
private static float Planar(float3 from, float3 to) => length((to - from).xz);
// A target inside the arming distance is not detonated on: the round flies on to the arming distance, exactly
// the blast radius from the shooter (35 would be the hull-inclusive figure this replaced). An in-arc target
// stays the round's target and the burst is pushed out along the line to it; the out-of-arc row is a target 10
// away behind the mount, inside the blast radius, with the mount flipped so the arc is closed: no target rides
// and the burst is on the aim. Kills: no arming distance; a hull term in it; an in-arc round demoted to no
// target; an out-of-arc round that keeps one.
[Theory]
[InlineData(5f, false)]
[InlineData(10f, true)]
public void ACloseBurstIsPushedOutToTheBlastRadius(float targetRange, bool outOfArc)
{
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 0, fuse: WeaponFuse.Proximity, blastRadius: 30f, damage: 100f,
weaponRange: 60f, targetRange: targetRange);
var aim = float2(0, 1);
if (outOfArc)
{
e.Shooter.Direction = float2(0, -1);
aim = float2(0, -1);
}
Aim(e, aim);
var burst = PointAlong(e, aim, 30f);
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
var shot = SafeAssert.OnlyShot(e.Zone);
Assert.True((shot.Target == e.Target) == !outOfArc, "only a round with a target it can bear on keeps it");
Assert.Equal(burst.x, shot.BurstPosition.x, 2);
Assert.Equal(burst.z, shot.BurstPosition.z, 2);
}
// A round pushed out to its arming distance is still a targeted round (operator ruling 2026-09-30): if its target
// leaves the zone before it resolves, it does not burst. The target is 5 units away, inside a blast of 30, and
// the round flies 1.5 seconds; the target is gone after the first tick. The round resolves as a miss with no
// burst point, and the shooter standing inside the would-be disc is untouched. Kills: demoting a close round
// to no target (the round then bursts on schedule and hurts the shooter).
[Fact]
public void APushedOutRoundWhoseTargetLeavesTheZoneDoesNotBurst()
{
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 20f, fuse: WeaponFuse.Proximity, blastRadius: 30f, damage: 100f,
weaponRange: 60f, targetRange: 5f);
Aim(e, float2(0, 1));
var hurt = 0f;
using var a = e.Shooter.ArmorDamage.Subscribe(x => hurt += x.damage);
using var h = e.Shooter.HullDamage.Subscribe(x => hurt += x);
using var i = e.Shooter.ItemDamage.Subscribe(x => hurt += x.damage);
ShotOutcome resolved = null;
using var r = e.Zone.ShotResolved.Subscribe(o => resolved = o);
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
Assert.True(SafeAssert.OnlyShot(e.Zone).Target == e.Target, "fixture: the pushed-out round keeps its target");
e.Zone.Update(.01f);
e.Zone.Entities.Remove(e.Target);
e.Zone.Update(3f);
SafeAssert.NoShots(e.Zone);
Assert.NotNull(resolved);
Assert.Equal(ShotResult.Miss, resolved.Result);
Assert.False(resolved.HasBurstPoint, "a round whose target is gone does not burst");
Assert.Equal(0f, hurt);
}
public enum Publication { Committed, Resolved }
// A presentation observer that throws costs its own notification and nothing more: the shot's queue state is
// settled before anything is published, so it is not committed or resolved a second time on every later tick
// (the queue used to wedge, re-throwing forever). The first tick throws; the second does not, the shot is gone
// or committed exactly once. Kills: publishing before the shot is committed in the list or removed from it.
[Theory]
[InlineData(Publication.Committed)]
[InlineData(Publication.Resolved)]
public void AThrowingObserverCannotWedgeTheShotQueue(Publication throwsOn)
{
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 0, fuse: WeaponFuse.Proximity, blastRadius: 4f, damage: 100f);
var commits = 0;
var resolutions = 0;
using var c = e.Zone.ShotCommitted.Subscribe(_ => { commits++; if (throwsOn == Publication.Committed) throw new InvalidOperationException("observer"); });
using var r = e.Zone.ShotResolved.Subscribe(_ => { resolutions++; if (throwsOn == Publication.Resolved) throw new InvalidOperationException("observer"); });
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
Assert.ThrowsAny<Exception>(() => e.Zone.Update(.01f));
var second = Record.Exception(() => e.Zone.Update(.01f));
Assert.Null(second);
Assert.Equal(1, commits);
Assert.True(resolutions <= 1, $"resolved {resolutions} times");
}
// The same for the miss a departed target publishes: the shot is removed before that notification, so an
// observer that throws on it cannot keep the shot in the queue to be cancelled, and thrown at, on every tick.
// Kills: publishing the miss before removing the shot.
[Fact]
public void AThrowingObserverOfADepartedTargetsMissCannotWedgeTheShotQueue()
{
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 20f, fuse: WeaponFuse.Proximity, blastRadius: 4f, damage: 100f);
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
using var c = e.Zone.ShotCommitted.Subscribe(_ => throw new InvalidOperationException("observer"));
e.Zone.Entities.Remove(e.Target);
Assert.ThrowsAny<Exception>(() => e.Zone.Update(.01f));
var second = Record.Exception(() => e.Zone.Update(.01f));
Assert.Null(second);
SafeAssert.NoShots(e.Zone);
}
public enum Observer { HullDamage, ArmorDamage, IncomingHit }
// Nothing the queue does is left to a user callback that may throw: a shot is out of the queue before its
// damage is applied, so a damage observer that throws costs the rest of that blast, once, and the shot is not
// applied again on every later tick (its blast, and the observer, used to repeat forever). The observer throws
// on its first call; the following tick is clean and the observer has been called exactly once. Contact for
// the hit report (a roll can miss, so it retries), Proximity for the damage events.
// Kills: applying the shot's damage before removing it from the queue.
[Theory]
[InlineData(Observer.HullDamage)]
[InlineData(Observer.ArmorDamage)]
[InlineData(Observer.IncomingHit)]
public void AThrowingDamageObserverIsCalledOnceAndCannotWedgeTheShotQueue(Observer observer)
{
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 0, fuse: observer == Observer.IncomingHit ? WeaponFuse.Contact : WeaponFuse.Proximity,
blastRadius: 4f, penetration: 1f, damage: 100f);
if (observer == Observer.ArmorDamage) ArmourEverything(e);
var calls = 0;
void Throw() { calls++; throw new InvalidOperationException("observer"); }
using var a = observer == Observer.ArmorDamage ? e.Target.ArmorDamage.Subscribe(_ => Throw()) : Disposable.Empty;
using var h = observer == Observer.HullDamage ? e.Target.HullDamage.Subscribe(_ => Throw()) : Disposable.Empty;
using var i = observer == Observer.IncomingHit ? e.Target.IncomingHit.Subscribe(_ => Throw()) : Disposable.Empty;
for (var attempt = 0; attempt < 60 && calls == 0; attempt++)
{
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
Record.Exception(() => e.Zone.Update(.01f));
}
Assert.Equal(1, calls);
var later = Record.Exception(() => e.Zone.Update(.01f));
Assert.Null(later);
Assert.Equal(1, calls);
SafeAssert.NoShots(e.Zone);
}
// A round pushed out to its arming distance flies the arming distance: its arrival is that far off, not the
// target's own (5 units, a quarter second) range. 30 units at 20 units/s is 1.5 seconds. Kills: a flight
// distance of the target's range for a pushed-out round.
[Fact]
public void APushedOutRoundDoesNotArriveBeforeItHasFlownTheArmingDistance()
{
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 20f, fuse: WeaponFuse.Proximity, blastRadius: 30f, damage: 100f,
weaponRange: 60f, targetRange: 5f);
Aim(e, float2(0, 1));
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
var shot = SafeAssert.OnlyShot(e.Zone);
Assert.True(shot.Target == e.Target, "fixture: the pushed-out round keeps its target");
Assert.Equal(1.5f, shot.ArrivalTime - shot.FireTime, 3);
}
// The same for a no-lock round: a target 10 out behind a mount whose arc is closed is designated but out of
// arc, so the round flies the aim to the target's range, inside the blast radius, and is pushed out to 30. It
// arrives after 30 units at 20 units/s, not after the 10 it was aimed at. Kills: a no-lock flight distance
// that ignores the arming distance.
[Fact]
public void APushedOutNoLockRoundDoesNotArriveBeforeItHasFlownTheArmingDistance()
{
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 20f, fuse: WeaponFuse.Proximity, blastRadius: 30f, damage: 100f,
weaponRange: 60f, targetRange: 10f);
e.Shooter.Direction = float2(0, -1);
Aim(e, float2(0, -1));
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
var shot = SafeAssert.OnlyShot(e.Zone);
Assert.True(shot.Target == null, "fixture: out of arc, the round carries no target");
Assert.Equal(1.5f, shot.ArrivalTime - shot.FireTime, 3);
}
// What the shooter's own hull takes from one round at `targetRange`, counting only rounds that hit when the
// fuse needs a hit (a roll can miss, so it retries).
private static float ShooterSplash(Engagement e, bool needsHit)
{
var taken = 0f;
using var a = e.Shooter.ArmorDamage.Subscribe(x => taken += x.damage);
using var h = e.Shooter.HullDamage.Subscribe(x => taken += x);
using var i = e.Shooter.ItemDamage.Subscribe(x => taken += x.damage);
ShotOutcome outcome = null;
using var r = e.Zone.ShotResolved.Subscribe(o => outcome = o);
for (var attempt = 0; attempt < 60; attempt++)
{
taken = 0f;
outcome = null;
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
e.Zone.Update(.01f);
if (!needsHit || outcome != null && outcome.Hit) return taken;
}
throw new InvalidOperationException("no round hit in 60 attempts");
}
// The arming ruling holds for every fuse, at the point a contact or delayed round detonates on a hull: no
// burst nearer to the shooter than the blast radius. A round that hits a target inside the radius (5 out), or
// one whose near face is inside it (a target 32 out has its face at 28), is detonated on at the radius (30),
// so the shooter takes what any burst 30 out on its line deals: the amount a proximity round at exactly 30
// deals. Kills: a hull-point detonation that ignores the arming distance (the shooter then took 7.07 from a
// blast 30 at 5 out, more than the armed burst).
[Theory]
[InlineData(WeaponFuse.Contact, 5f)]
[InlineData(WeaponFuse.Delayed, 5f)]
[InlineData(WeaponFuse.Contact, 32f)]
public void AContactOrDelayedBlastNeverDetonatesNearerThanTheArmingDistance(WeaponFuse fuse, float targetRange)
{
var armed = ShooterSplash(Build(TestSettings(), SolidShape(5, 4), velocity: 0, fuse: WeaponFuse.Proximity, blastRadius: 30f, penetration: 1f,
damage: 100f, weaponRange: 60f, targetRange: 30f), needsHit: false);
Assert.True(armed > 0f, "fixture: the shooter's own hull takes splash from a burst at the radius");
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 0, fuse: fuse, blastRadius: 30f, penetration: 1f,
damage: 100f, weaponRange: 60f, targetRange: targetRange);
var splash = ShooterSplash(e, needsHit: true);
Assert.Equal(armed, splash, 3);
}
// A target beyond the arming distance is not pushed anywhere: the round still rides it and bursts at its
// intercept. Kills: demoting every fused round to the aim.
[Fact]
public void ATargetBeyondTheArmingDistanceStillRidesWithTheRound()
{
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 0, fuse: WeaponFuse.Proximity, blastRadius: 30f, damage: 100f,
weaponRange: 60f, targetRange: 40f);
Aim(e, float2(0, 1));
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
var shot = SafeAssert.OnlyShot(e.Zone);
Assert.True(shot.Target == e.Target, "a target the disc clears the shooter to reach is still the round's target");
Assert.Equal(40f, Planar(e.Shooter.Position, shot.BurstPosition), 2);
}
// A contact round stops on the first hull it crosses, but never nearer than its arming distance: a blocker
// whose near face is 2 units out (centred 6) is passed, and the round bursts at its blast radius, 4. Kills: a
// contact point taken as the hull face regardless of arming.
[Fact]
public void AContactRoundNeverStopsNearerThanItsArmingDistance()
{
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 0, fuse: WeaponFuse.Contact, blastRadius: 4f, damage: 100f, weaponRange: NoLockRange);
e.Shooter.SetTarget(TargetRef.None);
Aim(e, float2(0, 1));
AddShip(e, PointAlong(e, float2(0, 1), 6f), 1f, 300);
ShotOutcome outcome = null;
using var c = e.Zone.ShotCommitted.Subscribe(o => outcome = o);
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
e.Zone.Update(.01f);
Assert.NotNull(outcome);
Assert.Equal(e.Shooter.Position.z + 4f, outcome.BurstPoint.y, 2);
}
// A round fired from inside another hull is already in metal: its contact point is its arming distance. The
// host is a column with a 30-unit gap after the cell the muzzle sits in (cells 0-2 and 18-21, the muzzle in
// cell 2), so a contact search that skips the cell the origin is inside finds the far block instead of the
// muzzle's own. Kills: reading a cell's Entry for its Exit (Soul's M7).
[Fact]
public void AContactRoundFiredFromInsideAnotherHullBurstsAtTheArmingDistance()
{
var column = new Shape(1, 22);
foreach (var y in new[] { 0, 1, 2, 18, 19, 20, 21 }) column[new int2(0, y)] = true;
var e = Build(TestSettings(), column, velocity: 20f, fuse: WeaponFuse.Contact, blastRadius: 4f, damage: 100f, weaponRange: NoLockRange);
e.Shooter.SetTarget(TargetRef.None);
Aim(e, float2(0, 1));
var offset = e.Target.ToWorldPoint(float2(0, 2)) - e.Target.Position.xz;
e.Target.Position = float3(e.Shooter.Position.x - offset.x, 0, e.Shooter.Position.z - offset.y);
ShotOutcome committed = null;
using var c = e.Zone.ShotCommitted.Subscribe(o => committed = o);
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
e.Zone.Update(.01f);
Assert.NotNull(committed);
Assert.Equal(e.Shooter.Position.z + 4f, committed.BurstPoint.y, 2);
}
// A fused round is refused, per round and at the moment Fire reads Range, when its arming distance (the blast
// radius, 30) exceeds that Range: 29.5 refuses, 30.01 fires, and a power-starved Range (authored 100, forced to about
// 10 the way Soul's probe did after the trigger has passed) refuses although the authored figure clears
// it. Fire returns 0 and queues nothing. Kills: a gate that reads the authored Range; `>=` for `>`.
[Theory]
[InlineData(29.5f, false, false)]
[InlineData(30.01f, false, true)]
[InlineData(100f, true, false)]
public void AFusedRoundWhoseArmingDistanceExceedsRangeIsRefusedByFire(float range, bool starvedOfPower, bool fires)
{
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 0, fuse: WeaponFuse.Proximity, blastRadius: 30f, damage: 100f,
weaponRange: range, rangeTerm: starvedOfPower ? StatSource.PowerSupply : (StatSource?) null);
e.Shooter.SetTarget(TargetRef.None);
Aim(e, float2(0, 1));
if (starvedOfPower)
{
typeof(EquippedItem).GetProperty("PowerSupply").GetSetMethod(true).Invoke(e.WeaponItem, new object[] { .1f });
e.Shooter.Resolver.InvalidateSource(e.WeaponItem, StatSource.PowerSupply);
e.Weapon.GetType().GetMethod("UpdateStats", BindingFlags.Instance | BindingFlags.NonPublic).Invoke(e.Weapon, null);
Assert.True(e.Weapon.Range < 30f, "fixture: the runtime Range must have fallen below the arming distance");
}
var shotId = FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
Assert.Equal(fires, shotId != 0);
Assert.Equal(fires ? 1 : 0, e.Zone.PendingShots.Count);
}
// The boundary itself: a Range exactly equal to the arming distance (the blast radius) fires. Kills: `>=` for
// `>`.
[Fact]
public void ARangeExactlyEqualToTheArmingDistanceFires()
{
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 0, fuse: WeaponFuse.Proximity, blastRadius: 30f, damage: 100f, weaponRange: 30f);
e.Shooter.SetTarget(TargetRef.None);
Aim(e, float2(0, 1));
Assert.True(FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter) != 0, "a Range equal to the arming distance must fire");
}
// The same refusal through the weapon a player uses: a refused round sounds nothing (OnFire never runs) and
// queues nothing, and the same weapon with Range to spare fires once. Kills: Execute still announcing a
// refused round (Fire's 0 handed to the presentation as a shot id).
[Theory]
[InlineData(29.5f, 0)]
[InlineData(40f, 1)]
public void ARefusedRoundIsNotAnnounced(float range, int fired)
{
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 0, fuse: WeaponFuse.Proximity, blastRadius: 30f, damage: 100f, weaponRange: range);
e.Shooter.SetTarget(TargetRef.None);
Aim(e, float2(0, 1));
var announced = 0;
var committed = 0;
e.Weapon.OnFire += _ => announced++;
using var c = e.Zone.ShotCommitted.Subscribe(_ => committed++);
e.Weapon.Activate();
for (var i = 0; i < 5; i++) e.Zone.Update(.01f);
Assert.Equal(fired, announced);
Assert.Equal(fired, committed);
}
// Planar, everywhere the gate, the clamp and the burst meet (R7). A target 50 units above the plane at a
// planar range of 40 is 64 units away in three dimensions: inside a Range of 60 by the plane, outside it by
// the straight line. It is designated, rides with the round, and the HUD's diagnostic agrees. Kills: a 3D
// length in PFire's range or Inspect's.
[Fact]
public void ATargetsHeightDoesNotMoveTheRangeGate()
{
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 0, fuse: WeaponFuse.Proximity, blastRadius: 4f, damage: 100f,
weaponRange: 60f, targetRange: 40f);
e.Target.Position += float3(0, 50, 0);
Aim(e, float2(0, 1));
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
var shot = SafeAssert.OnlyShot(e.Zone);
Assert.True(shot.Target == e.Target, "the target is inside Range in the plane, so it is valid data");
Assert.Equal(40f, Planar(e.Shooter.Position, shot.BurstPosition), 2);
var diagnostic = FireControl.Inspect(e.Weapon, e.Shooter, e.Target);
Assert.True(diagnostic.Designated, "the HUD's designation is planar too");
Assert.Equal(40f, diagnostic.Range, 2);
}
// The F4 clamp is planar as well: the target's height does not change how far the burst is pulled back.
[Fact]
public void TheRangeClampIgnoresTheTargetsHeight()
{
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 20f, fuse: WeaponFuse.Proximity, blastRadius: 4f, damage: 100f,
weaponRange: 100f, targetRange: 90f);
e.Target.Position += float3(0, 200, 0);
e.Target.Velocity = float2(6f, 8f);
var intercept = FireControl.PredictedIntercept(e.Weapon, e.Shooter, e.Target);
Assert.True(Planar(e.Shooter.Position, intercept) > 100f, "fixture: the intercept must lie beyond Range in the plane");
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
var shot = SafeAssert.OnlyShot(e.Zone);
Assert.Equal(100f, Planar(e.Shooter.Position, shot.BurstPosition), 2);
}
// Nothing bursts beyond max range. A target receding faster than the round would be led past Range by the
// intercept; the burst is pulled back along the line to the intercept, to exactly Range. The target moves
// (6,8), so the direction is off-axis and a clamp that moved the point along the wrong line shows.
// Kills: no clamp (the probe burst 180 units out on Range 100); a clamp on one axis only.
[Fact]
public void ATargetedProximityBurstIsPulledBackToMaxRange()
{
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 20f, fuse: WeaponFuse.Proximity, blastRadius: 4f, damage: 100f,
weaponRange: 100f, targetRange: 90f);
e.Target.Velocity = float2(6f, 8f);
var intercept = FireControl.PredictedIntercept(e.Weapon, e.Shooter, e.Target);
var origin = e.Shooter.Position;
var toIntercept = normalize((intercept - origin).xz);
Assert.True(length((intercept - origin).xz) > 100f, "fixture: the intercept must lie beyond Range");
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
var shot = SafeAssert.OnlyShot(e.Zone);
Assert.Equal(origin.x + toIntercept.x * 100f, shot.BurstPosition.x, 2);
Assert.Equal(origin.z + toIntercept.y * 100f, shot.BurstPosition.z, 2);
}
// What a proximity round's commit says. A round whose roll missed still detonates, so it commits as a Burst
// at the intercept, and only a roll that landed is a Hit; a contact or delayed round detonates only on a hit,
// so its guaranteed miss (accuracy 0) stays a Miss and explodes nowhere. Kills: typing a proximity miss as a
// Miss (the HUD said MISS over a real explosion); typing every proximity round a Burst (no Hit among the
// twelve); dropping the burst point from a Hit (it would detonate at the origin).
[Fact]
public void AProximityRoundThatMissesCommitsAsABurstAtTheIntercept()
{
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 0, fuse: WeaponFuse.Proximity, blastRadius: 30f, damage: 100f, accuracy: 0f);
var damage = 0f;
using var a = e.Target.ArmorDamage.Subscribe(x => damage += x.damage);
using var h = e.Target.HullDamage.Subscribe(x => damage += x);
using var i = e.Target.ItemDamage.Subscribe(x => damage += x.damage);
ShotOutcome committed = null;
using var c = e.Zone.ShotCommitted.Subscribe(o => committed = o);
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
e.Zone.Update(.01f);
Assert.NotNull(committed);
Assert.Equal(ShotResult.Burst, committed.Result);
Assert.Equal(e.Target.Position.x, committed.BurstPoint.x, 3);
Assert.Equal(e.Target.Position.z, committed.BurstPoint.y, 3);
Assert.Equal(5.65884256f, damage, 3);
}
[Fact]
public void AProximityRoundThatLandsCommitsAsAHitAndStillDetonates()
{
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 0, fuse: WeaponFuse.Proximity, blastRadius: 30f, damage: 100f);
var results = new List<ShotOutcome>();
using var r = e.Zone.ShotResolved.Subscribe(o => results.Add(o));
var damage = 0f;
using var a = e.Target.ArmorDamage.Subscribe(x => damage += x.damage);
using var h = e.Target.HullDamage.Subscribe(x => damage += x);
using var i = e.Target.ItemDamage.Subscribe(x => damage += x.damage);
for (var n = 0; n < 12; n++) FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
e.Zone.Update(.01f);
Assert.Equal(12, results.Count);
Assert.True(results.All(o => o.Result != ShotResult.Miss), "a proximity round always detonates, so it is never a Miss");
Assert.True(results.Any(o => o.Result == ShotResult.Hit), "the stationary, fully-accurate target must be hit at least once");
Assert.True(results.All(o => abs(o.BurstPoint.x - e.Target.Position.x) < 1e-3f && abs(o.BurstPoint.y - e.Target.Position.z) < 1e-3f),
"a hit detonates at the intercept too, not at the origin");
Assert.True(results.All(o => o.HasBurstPoint), "a proximity outcome names its burst point, hit or not: presentation retargets to it");
Assert.True(damage > 0f, "the blasts must have landed");
}
[Theory]
[InlineData(WeaponFuse.Contact)]
[InlineData(WeaponFuse.Delayed)]
public void AContactOrDelayedRoundThatMissesIsAMissAndDoesNotDetonate(WeaponFuse fuse)
{
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 0, fuse: fuse, blastRadius: 30f, penetration: 1f, damage: 100f, accuracy: 0f);
var bystander = AddShip(e, e.Target.Position + float3(8, 0, 0), 1f, 300);
ShotOutcome resolved = null;
using var r = e.Zone.ShotResolved.Subscribe(o => resolved = o);
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
e.Zone.Update(.01f);
Assert.NotNull(resolved);
Assert.Equal(ShotResult.Miss, resolved.Result);
Assert.False(resolved.HasBurstPoint, "a contact or delayed round has no frozen burst point");
Assert.True(Alive(e, bystander), "a missed contact or delayed round detonates nowhere");
}
// A targeted fused round commits at its horizon, not at Fire: the target's facing is read late (Bearing
// timing), and only a round with no target commits at once. 100 units at 20/s is a 5 s flight, so with the
// 0.5 s horizon it commits at 4.5 s. Kills: CommitTime = now for every fused shot (the round would be
// committed after the first tick).
[Fact]
public void ATargetedFusedShotCommitsAtItsHorizonNotAtFire()
{
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 20f, fuse: WeaponFuse.Proximity, blastRadius: 4f, damage: 100f);
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
var shot = SafeAssert.OnlyShot(e.Zone);
Assert.Equal(shot.FireTime + 4.5f, shot.CommitTime, 3);
e.Zone.Update(.01f);
Assert.False(e.Zone.PendingShots[0].Committed, "a targeted round reads the target's facing late");
e.Zone.Update(4.5f);
Assert.True(e.Zone.PendingShots[0].Committed, "and commits once its horizon is reached, with the round still in flight");
}
// Ruling 3 (operator, 2026-09-30): a no-lock round of any fuse stops on the first hull its aim line crosses
// before max range and detonates there; with the line clear it bursts at max range. The blocker's near face
// sits 21 units out (a 5x4-cell hull of 2-unit cells centred 25 out), the witness at max range (60). Kills: a
// fuse that ignores hulls (a Proximity or Delayed round used to fly on to max range).
[Theory]
[InlineData(WeaponFuse.Contact)]
[InlineData(WeaponFuse.Proximity)]
[InlineData(WeaponFuse.Delayed)]
public void ANoLockRoundOfAnyFuseStopsOnTheFirstHullItCrosses(WeaponFuse fuse)
{
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 0, fuse: fuse, blastRadius: 4f, penetration: 1f, damage: 100f,
weaponRange: NoLockRange);
e.Shooter.SetTarget(TargetRef.None);
Aim(e, float2(0, 1));
var blocker = AddShip(e, PointAlong(e, float2(0, 1), 25f), 1f, 300);
var atMaxRange = AddShip(e, PointAlong(e, float2(0, 1), NoLockRange), 1f, 302);
ShotOutcome outcome = null;
using var c = e.Zone.ShotCommitted.Subscribe(o => outcome = o);
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
e.Zone.Update(.01f);
Assert.NotNull(outcome);
const float expectedReach = 21f;
Assert.Equal(e.Shooter.Position.z + expectedReach, outcome.BurstPoint.y, 2);
Assert.Equal(e.Shooter.Position.x, outcome.BurstPoint.x, 2);
Assert.False(Alive(e, blocker));
Assert.True(Alive(e, atMaxRange), "the witness at max range is beyond the stop");
}
// Ruling 3: a hull beyond max range is not on the round's way, and the shooter's own hull, which the line
// starts inside, is never a candidate. Here the target (100 out) lies on the line of a 60-range Contact
// round. Kills: a burst point beyond the max-range point; a Contact search that admits the shooter.
[Fact]
public void AContactRoundWithNoLockBurstsAtMaxRangeWhenNoHullIsInReach()
{
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 0, fuse: WeaponFuse.Contact, blastRadius: 4f, damage: 100f,
weaponRange: NoLockRange);
e.Shooter.SetTarget(TargetRef.None);
Aim(e, float2(0, 1));
var targetBefore = e.Target.Hull.Durability;
var shooterHit = 0f;
using var a = e.Shooter.ArmorDamage.Subscribe(x => shooterHit += x.damage);
using var h = e.Shooter.HullDamage.Subscribe(x => shooterHit += x);
using var i = e.Shooter.ItemDamage.Subscribe(x => shooterHit += x.damage);
ShotOutcome outcome = null;
using var c = e.Zone.ShotCommitted.Subscribe(o => outcome = o);
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
e.Zone.Update(.01f);
Assert.Equal(e.Shooter.Position.z + NoLockRange, outcome.BurstPoint.y, 2);
Assert.Equal(targetBefore, e.Target.Hull.Durability);
Assert.Equal(0f, shooterHit);
}
// Ruling 3: a Contact round bursting short of max range arrives when it has flown that far -- 21 of 60 units
// at 20 units/s is 1.05 s into a 3 s flight -- and the commit says so through ArrivalIn. Kills: an arrival
// left at the max-range time (the round would still be pending at 1.2 s, and ArrivalIn would read ~3).
[Fact]
public void AContactBurstShortOfMaxRangeArrivesWhenTheRoundHasFlownThatFar()
{
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 20f, fuse: WeaponFuse.Contact, blastRadius: 4f, damage: 100f,
weaponRange: NoLockRange);
e.Shooter.SetTarget(TargetRef.None);
Aim(e, float2(0, 1));
var blocker = AddShip(e, PointAlong(e, float2(0, 1), 25f), 1f, 300);
ShotOutcome outcome = null;
using var c = e.Zone.ShotCommitted.Subscribe(o => outcome = o);
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
e.Zone.Update(.01f);
Assert.NotNull(outcome);
Assert.Equal(1.05f - .01f, outcome.ArrivalIn, 2);
Assert.True(Alive(e, blocker));
e.Zone.Update(1.1f);
SafeAssert.NoShots(e.Zone);
Assert.False(Alive(e, blocker));
}
// Ruling 4: a round outlives its shooter. A no-lock proximity round whose shooter leaves the zone in flight
// still detonates at max range, whether the shooter goes before or after the commit; a targeted proximity
// round does the same at its intercept, for the same damage a shooter who stayed would have dealt (the value
// measured for ATargetedFusedShotIsUnchangedByTheNoLockRule at b66ba524, 5.65884256). Kills: Step
// cancelling a shot whose source has left the zone.
[Theory]
[InlineData(0)]
[InlineData(1)]
public void ANoLockRoundStillBurstsAfterItsShooterLeavesTheZone(int updatesBeforeLeaving)
{
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 20f, fuse: WeaponFuse.Proximity, blastRadius: 4f, damage: 100f,
weaponRange: NoLockRange);
e.Shooter.SetTarget(TargetRef.None);
Aim(e, float2(0, 1));
var witness = AddShip(e, PointAlong(e, float2(0, 1), NoLockRange), 1f, 300);
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
for (var i = 0; i < updatesBeforeLeaving; i++) e.Zone.Update(.01f);
e.Zone.Entities.Remove(e.Shooter);
e.Zone.Update(4f);
SafeAssert.NoShots(e.Zone);
Assert.False(Alive(e, witness), "the round must still burst at max range");
}
[Fact]
public void ATargetedFusedRoundStillBurstsAfterItsShooterLeavesTheZone()
{
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 20f, fuse: WeaponFuse.Proximity, blastRadius: 30f, damage: 100f);
var damage = 0f;
using var a = e.Target.ArmorDamage.Subscribe(x => damage += x.damage);
using var h = e.Target.HullDamage.Subscribe(x => damage += x);
using var i = e.Target.ItemDamage.Subscribe(x => damage += x.damage);
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
e.Zone.Update(.01f);
e.Zone.Entities.Remove(e.Shooter);
e.Zone.Update(6f);
SafeAssert.NoShots(e.Zone);
Assert.Equal(5.65884256f, damage, 3);
}
// Ruling 4, direct hits: rounds fired at a target and in flight when their shooter leaves still hit it. A dozen
// shots each roll their own dice (seeded by shot id), and with a stationary target and a full-accuracy
// targeting system nearly all land; the test needs only that all resolve and some hit, and that each hit
// still names the departed shooter (identity carried, never asked anything).
[Fact]
public void ADirectRoundStillHitsAfterItsShooterLeavesTheZone()
{
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 20f, damage: 5f);
var resolved = new List<ShotOutcome>();
using var r = e.Zone.ShotResolved.Subscribe(o => resolved.Add(o));
var struck = 0;
using var s = e.Target.IncomingHit.Subscribe(src => { if (src == e.Shooter) struck++; });
for (var i = 0; i < 12; i++) FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
e.Zone.Update(.01f);
e.Zone.Entities.Remove(e.Shooter);
e.Zone.Update(6f);
SafeAssert.NoShots(e.Zone);
Assert.Equal(12, resolved.Count);
Assert.True(resolved.Any(o => o.Hit), "at least one round must land on the stationary target");
Assert.Equal(resolved.Count(o => o.Hit), struck);
}
// Ruling 6: what a commit came to is typed. A no-lock burst is neither a hit nor a miss, and reads as neither.
// Kills: MakeOutcome collapsing a burst back to a miss (the debug HUD read MISS for a real explosion).
[Fact]
public void ANoLockBurstCommitsAsABurstNotAMiss()
{
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 0, fuse: WeaponFuse.Proximity, blastRadius: 4f, damage: 100f,
weaponRange: NoLockRange);
e.Shooter.SetTarget(TargetRef.None);
Aim(e, float2(2, 1));
ShotOutcome committed = null, resolved = null;
using var c = e.Zone.ShotCommitted.Subscribe(o => committed = o);
using var r = e.Zone.ShotResolved.Subscribe(o => resolved = o);
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
e.Zone.Update(.01f);
Assert.NotNull(committed);
Assert.Equal(ShotResult.Burst, committed.Result);
Assert.True(committed.HasBurstPoint);
Assert.False(committed.Hit);
var burst = PointAlong(e, normalize(float2(2, 1)), NoLockRange);
Assert.Equal(burst.x, committed.BurstPoint.x, 3);
Assert.Equal(burst.z, committed.BurstPoint.y, 3);
Assert.True(ReferenceEquals(committed, resolved), "the resolution republishes the commit unchanged");
}
// ==== Soul's probes on hands/fuse-fix2 (2026-09-30), adopted as tests ====
private static float2 Dir(float degreesFromMount) => float2(sin(radians(degreesFromMount)), cos(radians(degreesFromMount)));
private static float2 Clamped(Engagement e, float2 look)
{
Aim(e, look);
return FireControl.AimDirection(e.WeaponItem, e.Shooter);
}
private static void Near(float2 expected, float2 actual, int digits = 3)
{
Assert.Equal(expected.x, actual.x, digits);
Assert.Equal(expected.y, actual.y, digits);
}
// AimDirection at the arc's edges: the mount is (0,1) and the arc 170 degrees, so the edge is 85. On the edge
// and inside are untouched, just outside turns to the edge on its own side, straight behind turns to the
// positive edge, a zero aim (and one too short to normalise) is the mount, and a NaN aim never poisons the
// result. Kills: a clamp that turns the wrong way; an edge off by a degree; a missing zero-aim fallback.
[Fact]
public void TheAimClampHoldsAtTheEdgesOfTheArc()
{
var e = Build(TestSettings(), SolidShape(5, 4), fuse: WeaponFuse.Proximity, blastRadius: 4f, weaponRange: 60f);
Near(Dir(85), Clamped(e, Dir(85)));
Near(Dir(85), Clamped(e, Dir(85.5f)));
Near(Dir(-85), Clamped(e, Dir(-86)));
Near(Dir(84), Clamped(e, Dir(84)));
Near(Dir(0), Clamped(e, Dir(0)));
Near(Dir(85), Clamped(e, Dir(180 - 1e-3f)), 2);
Near(float2(0, 1), Clamped(e, float2(0, 0)));
Near(float2(0, 1), Clamped(e, float2(5e-4f, 0)));
Near(Dir(85), Clamped(e, float2(2e-3f, 0)));
e.Shooter.Aim = float3(0, 1, 0);
Near(float2(0, 1), FireControl.AimDirection(e.WeaponItem, e.Shooter));
e.Shooter.Aim = float3(float.NaN, 0, float.NaN);
var nan = FireControl.AimDirection(e.WeaponItem, e.Shooter);
Assert.False(float.IsNaN(nan.x) || float.IsNaN(nan.y), "a NaN aim must not produce a NaN flight direction");
}
[Fact]
public void AFullCircleMountPassesEveryAim()
{
var settings = TestSettings();
settings.FiringArc = 360;
var e = Build(settings, SolidShape(5, 4), fuse: WeaponFuse.Proximity, blastRadius: 4f, weaponRange: 60f);
Near(float2(0, -1), Clamped(e, float2(0, -3)));
Near(normalize(float2(-1, -1)), Clamped(e, float2(-5, -5)));
}
[Fact]
public void AZeroWidthArcIsTheMount()
{
var settings = TestSettings();
settings.FiringArc = 0;
var e = Build(settings, SolidShape(5, 4), fuse: WeaponFuse.Proximity, blastRadius: 4f, weaponRange: 60f);
foreach (var d in new[] { 0f, 1e-3f, 30f, 90f, 179f, -120f })
Near(float2(0, 1), Clamped(e, Dir(d)), 4);
}
// The hardpoint's authored arc overrides the default (90 here, so the edge is 45), and the arc turns with the
// mount: a shooter facing (1,1) has its edge 45 degrees counter-clockwise of that when aimed along -x.
[Fact]
public void TheHardpointsOwnArcAndTheRotatedMountSetTheEdge()
{
var e = Build(TestSettings(), SolidShape(5, 4), fuse: WeaponFuse.Proximity, blastRadius: 4f, weaponRange: 60f, hardpointArc: 90f);
Near(Dir(45), Clamped(e, float2(1, 0)));
Near(Dir(-45), Clamped(e, Dir(-100)));
e.Shooter.Direction = normalize(float2(1, 1));
var mount = normalize(float2(1, 1));
var edgeCcw = float2(mount.x * cos(radians(45)) - mount.y * sin(radians(45)), mount.x * sin(radians(45)) + mount.y * cos(radians(45)));
Near(edgeCcw, Clamped(e, float2(-1, 0)));
}
// A contact round with no lock commits at Fire, against the poses of that tick: a hull that sails onto the
// aim line afterwards is not in its way, and one that leaves it afterwards does not un-stop it. Kills:
// committing later than Fire (the blocker that arrives would stop the round); re-deciding the burst point
// from live poses.
[Fact]
public void AContactRoundIgnoresAHullThatCrossesItsLineAfterFire()
{
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 20f, fuse: WeaponFuse.Contact, blastRadius: 4f, damage: 100f, weaponRange: 60f);
e.Shooter.SetTarget(TargetRef.None);
Aim(e, float2(0, 1));
var blocker = AddShip(e, PointAlong(e, float2(0, 1), 25f) + float3(300, 0, 0), 1f, 300);
ShotOutcome committed = null;
using var c = e.Zone.ShotCommitted.Subscribe(o => committed = o);
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
e.Zone.Update(.01f);
Assert.Equal(ShotResult.Burst, committed.Result);
Assert.Equal(e.Shooter.Position.z + 60f, committed.BurstPoint.y, 2);
blocker.Position = PointAlong(e, float2(0, 1), 25f);
e.Zone.Update(4f);
SafeAssert.NoShots(e.Zone);
Assert.True(Alive(e, blocker), "the round flew through the hull that arrived after Fire and burst at max range");
}
[Fact]
public void AContactRoundStillBurstsAtAHullThatLeavesItsLineAfterFire()
{
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 20f, fuse: WeaponFuse.Contact, blastRadius: 4f, damage: 100f, weaponRange: 60f);
e.Shooter.SetTarget(TargetRef.None);
Aim(e, float2(0, 1));
var blocker = AddShip(e, PointAlong(e, float2(0, 1), 25f), 1f, 300);
var atMaxRange = AddShip(e, PointAlong(e, float2(0, 1), 60f), 1f, 302);
ShotOutcome committed = null;
using var c = e.Zone.ShotCommitted.Subscribe(o => committed = o);
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
e.Zone.Update(.01f);
Assert.Equal(e.Shooter.Position.z + 21f, committed.BurstPoint.y, 2);
blocker.Position += float3(300, 0, 0);
e.Zone.Update(4f);
Assert.True(Alive(e, blocker), "the hull moved away; the round still burst at its old face");
Assert.True(Alive(e, atMaxRange), "and did not continue to max range");
}
// The contact point is measured from where the round left (FireOrigin), not from where its shooter is when
// the commit tick runs. Unblocked, a max-range burst point is frozen at Fire either way; with a blocker 21
// units out the origin matters. Kills: Commit reading the shooter's live position (Soul's M6).
[Theory]
[InlineData(false)]
[InlineData(true)]
public void AShooterMovingAfterFireDoesNotMoveTheContactPoint(bool withBlocker)
{
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 20f, fuse: WeaponFuse.Contact, blastRadius: 4f, damage: 100f, weaponRange: 60f);
e.Shooter.SetTarget(TargetRef.None);
Aim(e, float2(0, 1));
var origin = e.Shooter.Position;
if (withBlocker) AddShip(e, PointAlong(e, float2(0, 1), 25f), 1f, 300);
ShotOutcome committed = null;
using var c = e.Zone.ShotCommitted.Subscribe(o => committed = o);
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
e.Shooter.Position += float3(25f, 0, 10f);
e.Zone.Update(.01f);
Assert.Equal(origin.x, committed.BurstPoint.x, 2);
Assert.Equal(origin.z + (withBlocker ? 21f : 60f), committed.BurstPoint.y, 2);
}
// A hull wholly behind the muzzle is not on the round's way. Kills: admitting cells whose exit lies behind
// the origin (the round would burst at the hull behind it, at distance zero).
[Fact]
public void AContactRoundIgnoresAHullBehindTheMuzzle()
{
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 20f, fuse: WeaponFuse.Contact, blastRadius: 4f, damage: 100f, weaponRange: 60f);
e.Shooter.SetTarget(TargetRef.None);
Aim(e, float2(0, 1));
AddShip(e, PointAlong(e, float2(0, -1), 25f), 1f, 300);
ShotOutcome committed = null;
using var c = e.Zone.ShotCommitted.Subscribe(o => committed = o);
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
e.Zone.Update(.01f);
Assert.Equal(e.Shooter.Position.z + 60f, committed.BurstPoint.y, 2);
}
// The intent ruling: a round fired at a valid target that has left the zone does not burst, at either stage
// (before or after its commit), whatever its fuse -- it resolves as a Miss, and nothing standing beside where
// the target was, nor the shooter, takes blast damage. Kills: a round that detonates at its frozen burst point
// after its target is gone.
[Theory]
[InlineData(WeaponFuse.Proximity, false)]
[InlineData(WeaponFuse.Contact, false)]
[InlineData(WeaponFuse.Delayed, false)]
[InlineData(WeaponFuse.Proximity, true)]
[InlineData(WeaponFuse.Contact, true)]
[InlineData(WeaponFuse.Delayed, true)]
public void ARoundWhoseTargetLeavesTheZoneDoesNotBurst(WeaponFuse fuse, bool committedFirst)
{
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 20f, fuse: fuse, blastRadius: 30f, penetration: 1f, damage: 500f);
var bystanders = new Entity[]
{
AddShip(e, e.Target.Position + float3(8, 0, 0), 1f, 300),
AddShip(e, e.Target.Position + float3(-8, 0, 12), 1f, 302)
};
var damage = 0f;
var subscriptions = new List<IDisposable>();
foreach (var o in bystanders.Append(e.Shooter))
{
subscriptions.Add(o.ArmorDamage.Subscribe(x => damage += x.damage));
subscriptions.Add(o.HullDamage.Subscribe(x => damage += x));
subscriptions.Add(o.ItemDamage.Subscribe(x => damage += x.damage));
}
var resolved = new List<ShotOutcome>();
subscriptions.Add(e.Zone.ShotResolved.Subscribe(o => resolved.Add(o)));
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
e.Zone.Update(committedFirst ? 4.6f : .01f);
Assert.Equal(committedFirst, e.Zone.PendingShots[0].Committed);
e.Zone.Entities.Remove(e.Target);
e.Zone.Update(6f);
foreach (var s in subscriptions) s.Dispose();
SafeAssert.NoShots(e.Zone);
Assert.True(bystanders.All(b => Alive(e, b)), "no bystander may take blast damage");
Assert.Equal(0f, damage);
Assert.Equal(ShotResult.Miss, SafeAssert.Only(resolved).Result);
}
// A no-lock round outlives a shooter destroyed outright in flight, for every fuse: Death removes the shooter
// and the round still bursts at max range and resolves once as a Burst.
[Theory]
[InlineData(WeaponFuse.Proximity)]
[InlineData(WeaponFuse.Contact)]
[InlineData(WeaponFuse.Delayed)]
public void ANoLockRoundStillBurstsAfterItsShooterIsDestroyed(WeaponFuse fuse)
{
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 20f, fuse: fuse, blastRadius: 4f, damage: 100f, weaponRange: 60f);
e.Shooter.SetTarget(TargetRef.None);
Aim(e, float2(0, 1));
var witness = AddShip(e, PointAlong(e, float2(0, 1), 60f), 1f, 300);
var resolved = new List<ShotOutcome>();
using var r = e.Zone.ShotResolved.Subscribe(o => resolved.Add(o));
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
e.Shooter.DamageHull(1e9f);
e.Zone.Update(4f);
Assert.False(Alive(e, e.Shooter));
Assert.False(Alive(e, witness), "the round must still burst at max range");
Assert.Equal(ShotResult.Burst, SafeAssert.Only(resolved).Result);
}
// ToWorldPoint and ToSchematicPoint are inverses, and ToWorldPoint puts one cell to starboard of the centre
// of mass two world units along the starboard axis (right = (forward.y, -forward.x), spelled out here). At
// facing (0,1) a flipped right axis is still masked by a centre-lane point; (2,1) is not.
[Fact]
public void ToWorldPointIsTheInverseOfToSchematicPointAtANonAxisFacing()
{
var facing = normalize(float2(2, 1));
var e = Build(TestSettings(), SolidShape(5, 4), targetFacing: facing);
var t = e.Target;
var com = e.HullData.Shape.CenterOfMass;
var starboard = float2(facing.y, -facing.x);
var world = t.Position.xz + float2(7f, -3f);
var back = t.ToWorldPoint(t.ToSchematicPoint(world));
Assert.Equal(world.x, back.x, 3);
Assert.Equal(world.y, back.y, 3);
var oneToStarboard = t.ToWorldPoint(com + float2(1, 0));
Assert.Equal(t.Position.x + 2f * starboard.x, oneToStarboard.x, 3);
Assert.Equal(t.Position.z + 2f * starboard.y, oneToStarboard.y, 3);
var oneToBow = t.ToWorldPoint(com + float2(0, 1));
Assert.Equal(t.Position.x + 2f * facing.x, oneToBow.x, 3);
Assert.Equal(t.Position.z + 2f * facing.y, oneToBow.y, 3);
}
// A contact blast on a hull at facing (2,1): the shot enters over the starboard side, off the hull's own
// centre line, so the blast point's lateral offset from the centre of mass is not zero and a flipped right
// axis in ToWorldPoint would mirror it onto the far side. Placement is asserted per cell: the impact cell
// takes a share, and no cell farther than one from it takes anything (radius .15 cells). Kills: a flip of
// ToWorldPoint's right axis, which the host's round trip would otherwise hide from every total.
[Fact]
public void AContactBlastLandsOnTheCellItHitAtANonAxisFacing()
{
var e = Build(TestSettings(), SolidShape(5, 4), targetFacing: float2(2, 1), fuse: WeaponFuse.Contact, blastRadius: .3f, damage: 100f);
ArmourEverything(e);
var deposits = new Dictionary<int2, float>();
using var a = e.Target.ArmorDamage.Subscribe(x => deposits[x.pos] = (deposits.TryGetValue(x.pos, out var d) ? d : 0f) + x.damage);
ShotOutcome outcome = null;
for (var attempt = 0; attempt < 60 && (outcome == null || !outcome.Hit); attempt++)
{
using var s = e.Zone.ShotResolved.Subscribe(o => outcome = o);
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
e.Zone.Update(.01f);
}
Assert.NotNull(outcome);
Assert.True(outcome.Hit);
Assert.True(deposits.ContainsKey(outcome.Cell), $"the impact cell {outcome.Cell} took nothing; damaged: {string.Join(",", deposits.Keys)}");
foreach (var cell in deposits.Keys)
Assert.True(Math.Abs(cell.x - outcome.Cell.x) <= 1 && Math.Abs(cell.y - outcome.Cell.y) <= 1,
$"cell {cell} took damage far from the impact cell {outcome.Cell}");
}
// TurningAfterCommitDoesNotMoveTheBlastOnItsHost: a contact-fuse shot. After commit and before arrival, the
// host turns and moves. Pass: the host's per-cell damage equals that of the same shot with no turn. Kills:
// taking P from the live bearing, or from Outcome.Cell's centre in place of the lane point.
[Fact]
public void TurningAfterCommitDoesNotMoveTheBlastOnItsHost()
{
Dictionary<int2, float> ArmorDamageByCell(Action<Engagement> afterCommit)
{
var e = Build(TestSettings(commitHorizon: .5f), SolidShape(5, 4), velocity: 50, targetRange: 100,
fuse: WeaponFuse.Contact, blastRadius: 3f, damage: 100f);
foreach (var c in e.HullData.Shape.Coordinates) { e.Target.Armor[c.x, c.y] = 1000f; e.Target.MaxArmor[c.x, c.y] = 1000f; }
// Per cell, not a total: a blast that lands on the wrong cells deals the same total.
var perCell = new Dictionary<int2, float>();
using var a = e.Target.ArmorDamage.Subscribe(x => perCell[x.pos] = (perCell.TryGetValue(x.pos, out var d) ? d : 0f) + x.damage);
var shotId = FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
// Step to just past commit (flight time 2s, commit horizon 0.5s -> commits at t ~= 1.5s).
while (!e.Zone.PendingShots.Any(s => s.ShotId == shotId && s.Committed))
e.Zone.Update(.05f);
afterCommit?.Invoke(e);
while (e.Zone.PendingShots.Any(s => s.ShotId == shotId))
e.Zone.Update(.05f);
return perCell;
}
var noTurn = ArmorDamageByCell(null);
var turned = ArmorDamageByCell(e =>
{
e.Target.Direction = normalize(float2(1, 0));
e.Target.Position += float3(50, 0, -30);
});
Assert.NotEmpty(noTurn);
Assert.Equal(noTurn.Keys.OrderBy(k => k.x).ThenBy(k => k.y), turned.Keys.OrderBy(k => k.x).ThenBy(k => k.y));
foreach (var cell in noTurn.Keys) Assert.Equal(noTurn[cell], turned[cell], 2);
}
// LabelsDoNotDecideBehaviour: a weapon labelled Airburst with no fuse resolves as a direct hit, and a
// weapon with Fuse = Proximity and no label detonates.
[Fact]
public void LabelsDoNotDecideBehaviour()
{
{
var e = Build(TestSettings(), SolidShape(5, 4), fuse: null, blastRadius: 0f, damage: 50f,
modifiers: WeaponModifiers.Airburst);
var before = e.Target.Hull.Durability;
var armorEvents = 0;
using var a = e.Target.ArmorDamage.Subscribe(_ => armorEvents++);
ShotOutcome outcome = null;
for (var attempt = 0; attempt < 60 && (outcome == null || !outcome.Hit); attempt++)
{
using var s = e.Zone.ShotResolved.Subscribe(o => outcome = o);
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
e.Zone.Update(.01f);
}
Assert.NotNull(outcome);
Assert.True(outcome.Hit);
Assert.True(armorEvents > 0); // a direct hit -- one lane's cells, never an area
}
{
var e = Build(TestSettings(), SolidShape(5, 4), fuse: WeaponFuse.Proximity, blastRadius: 20f, damage: 500f,
modifiers: WeaponModifiers.None);
var before = e.Target.Hull.Durability;
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
e.Zone.Update(.01f);
Assert.True(e.Target.Hull.Durability < before);
}
}
// AFuseWithoutARadiusIsADirectHit: Fuse = Contact with a null or zero radius does lane damage.
[Fact]
public void AFuseWithoutARadiusIsADirectHit()
{
var e = Build(TestSettings(), SolidShape(5, 4), fuse: WeaponFuse.Contact, blastRadius: 0f, damage: 50f);
var armorEvents = 0;
using var a = e.Target.ArmorDamage.Subscribe(_ => armorEvents++);
ShotOutcome outcome = null;
for (var attempt = 0; attempt < 60 && (outcome == null || !outcome.Hit); attempt++)
{
using var s = e.Zone.ShotResolved.Subscribe(o => outcome = o);
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
e.Zone.Update(.01f);
}
Assert.NotNull(outcome);
Assert.True(outcome.Hit);
Assert.Equal(ShotResult.Hit, outcome.Result);
Assert.True(armorEvents > 0);
var shot = e.Zone.PendingShots.Count == 0 ? null : (PendingShot?) e.Zone.PendingShots[0];
Assert.True(!shot.HasValue, "the shot must be resolved and removed"); // resolved and removed -- confirms it went through Apply's null-fuse path to completion
}
// ARadiusWithoutAFuseIsADirectHit (Soul F1): the symmetric inert half -- BlastRadius > 0 but the catalog
// record carries no Fuse. Fire freezes Fuse as null regardless of the radius, so this resolves as a direct
// hit exactly like AFuseWithoutARadiusIsADirectHit above. Kills: Fire freezing "detonates" from BlastRadius
// alone, without also requiring a Fuse.
[Fact]
public void ARadiusWithoutAFuseIsADirectHit()
{
var e = Build(TestSettings(), SolidShape(5, 4), fuse: null, blastRadius: 40f, damage: 50f);
var shotId = FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
var shot = e.Zone.PendingShots.Single(s => s.ShotId == shotId);
Assert.Null(shot.Fuse);
Assert.Equal(40f, shot.BlastRadius);
var armorEvents = 0;
using var a = e.Target.ArmorDamage.Subscribe(_ => armorEvents++);
ShotOutcome outcome = null;
for (var attempt = 0; attempt < 60 && (outcome == null || !outcome.Hit); attempt++)
{
using var s = e.Zone.ShotResolved.Subscribe(o => outcome = o);
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
e.Zone.Update(.01f);
}
Assert.NotNull(outcome);
Assert.True(outcome.Hit);
Assert.True(armorEvents > 0); // a direct hit -- not spread over a disc
}
// AContactBlastReportsTheHit: IncomingHit fires once, for the host, on a committed contact hit, and never
// for a proximity burst.
[Fact]
public void AContactBlastReportsTheHit()
{
{
var e = Build(TestSettings(), SolidShape(5, 4), fuse: WeaponFuse.Contact, blastRadius: 3f, damage: 50f);
var hits = 0;
using var h = e.Target.IncomingHit.Subscribe(_ => hits++);
ShotOutcome outcome = null;
for (var attempt = 0; attempt < 60 && (outcome == null || !outcome.Hit); attempt++)
{
using var s = e.Zone.ShotResolved.Subscribe(o => outcome = o);
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
e.Zone.Update(.01f);
}
Assert.NotNull(outcome);
Assert.True(outcome.Hit);
Assert.Equal(1, hits);
}
{
var e = Build(TestSettings(), SolidShape(5, 4), fuse: WeaponFuse.Proximity, blastRadius: 20f, damage: 50f);
var hits = 0;
using var h = e.Target.IncomingHit.Subscribe(_ => hits++);
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
e.Zone.Update(.01f);
Assert.Equal(0, hits);
}
}
// Fire freezes a proximity shot's burst point at the predicted intercept of a moving target -- where a shot
// of the weapon's own velocity, fired now, meets the target -- not at the target's position now. The
// expectation is solved here from first principles: |d + v t| = s t for the flight time t, planar, the
// shooter's own motion never fed in. Target 100 ahead, drifting (30,0) against a 50 unit/s shot: t = 2.5 s,
// so the burst sits 75 units to the side of where the target is at Fire.
// Kills: BurstPosition frozen at the target's current position (PredictedIntercept never consulted).
[Fact]
public void ProximityBurstPositionIsThePredictedInterceptForAMovingTarget()
{
var e = Build(TestSettings(), SolidShape(5, 4), velocity: 50, targetRange: 100,
fuse: WeaponFuse.Proximity, blastRadius: 3f, damage: 50f);
var v = float2(30f, 0f);
e.Target.Velocity = v;
var s = e.Shooter.Position.xz;
var d = e.Target.Position.xz - s;
var a = dot(v, v) - 50f * 50f;
var b = 2f * dot(d, v);
var c = dot(d, d);
var t = (-b - sqrt(b * b - 4f * a * c)) / (2f * a); // a < 0: the positive root
Assert.Equal(2.5f, t, 3);
var expected = e.Target.Position.xz + v * t;
var shotId = FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter);
var shot = e.Zone.PendingShots.Single(x => x.ShotId == shotId);
Assert.Equal(expected.x, shot.BurstPosition.x, 2);
Assert.Equal(expected.y, shot.BurstPosition.z, 2);
Assert.True(length(shot.BurstPosition.xz - e.Target.Position.xz) > 70f, "the burst must lead the target, not sit on it");
}
// Detonate has no radius guard: a nonpositive radius covers no cell (a disc with no area overlaps nothing),
// so it delivers nothing and touches no shield.
[Theory]
[InlineData(0f)]
[InlineData(-5f)]
public void DetonateCannotBeReachedWithANonPositiveRadius(float radius)
{
var e = Build(TestSettings(), SolidShape(5, 4));
foreach (var c in e.HullData.Shape.Coordinates) { e.Target.Armor[c.x, c.y] = 100f; e.Target.MaxArmor[c.x, c.y] = 100f; }
var before = e.Target.Hull.Durability;
FireControl.Detonate(e.Zone, e.Target.Position.xz, radius, 1000f, DamageType.Kinetic);
Assert.Equal(before, e.Target.Hull.Durability);
Assert.Equal(100f, e.Target.Armor[2, 1], 2);
}
// ==== Commit's probes: the shipped catalog is neutral, and the field survives a full write/reopen. ====
private static string FindRepoRoot()
{
for (var dir = new DirectoryInfo(AppContext.BaseDirectory); dir != null; dir = dir.Parent)
if (File.Exists(Path.Combine(dir.FullName, "Aetheria.Shared", "Aetheria.Shared.csproj")))
return dir.FullName;
throw new DirectoryNotFoundException("Run from inside the Aetheria repository.");
}
private static CultCache OpenReadOnlyRealCatalog(string catalogPath, out SingleFileMessagePackBackingStore store)
{
var registry = CultDocumentRegistry.ForTypes(typeof(ItemData).Assembly.GetTypes()
.Where(t => t is { IsAbstract: false, IsInterface: false })
.Where(t => t.GetCustomAttribute<CultDocumentAttribute>() != null));
var cache = new CultCache(registry);
store = new SingleFileMessagePackBackingStore(catalogPath, true);
cache.AddBackingStore(store, AetheriaStores.CatalogTypes);
return cache;
}
// Every WeaponItemData in the shipped catalog has a null BlastRadius and a null Fuse, and the weapon
// schema's own migration report is Exact. (Until the scenarios product-gap pass rewrote the catalog on
// 2026-09-30 it was CompatibleDrift with only slot 32 defaulted: the file predated BlastRadius and Fuse.)
[Fact]
public void ShippedCatalogIsNeutralOnBlastRadiusAndFuse()
{
var gameData = Path.Combine(FindRepoRoot(), "GameData", "Aetheria.cc");
var cache = OpenReadOnlyRealCatalog(gameData, out var store);
try
{
var weapons = cache.GetAll<WeaponItemData>().ToList();
Assert.NotEmpty(weapons);
foreach (var w in weapons)
{
Assert.Null(w.BlastRadius);
Assert.Null(w.Fuse);
}
var reports = store.LastSchemaMigrationReports.Where(r => r.LocalSchemaName == "aetheria.weaponitemdata").ToList();
Assert.NotEmpty(reports);
foreach (var report in reports)
{
Assert.Equal(CultSchemaMigrationKind.Exact, report.Kind);
Assert.Empty(report.DefaultedMissingSlots);
Assert.Empty(report.IgnoredExtraSlots);
}
}
finally
{
cache.Dispose();
}
}
// A WeaponItemData round-trip for each WeaponFuse value and null, crossed with radius null, 0 and
// positive, through a written and reopened temporary copy of the shipped catalog.
[Fact]
public void WeaponFuseAndBlastRadiusRoundTripThroughAWrittenCatalog()
{
var src = Path.Combine(FindRepoRoot(), "GameData", "Aetheria.cc");
var fuseValues = new WeaponFuse?[] { null, WeaponFuse.Contact, WeaponFuse.Proximity, WeaponFuse.Delayed };
var radiusValues = new float?[] { null, 0f, 12.5f };
foreach (var fuse in fuseValues)
foreach (var radius in radiusValues)
{
var tmp = Path.Combine(_root, "roundtrip-" + Guid.NewGuid().ToString("N") + ".cc");
File.Copy(src, tmp);
try
{
{
var cache = OpenReadOnlyRealCatalog(tmp, out _);
cache.Dispose();
}
var writeCache = new CultCache(CultDocumentRegistry.ForTypes(typeof(ItemData).Assembly.GetTypes()
.Where(t => t is { IsAbstract: false, IsInterface: false })
.Where(t => t.GetCustomAttribute<CultDocumentAttribute>() != null)));
writeCache.AddBackingStore(new SingleFileMessagePackBackingStore(tmp, false), AetheriaStores.CatalogTypes);
var w = writeCache.GetAll<WeaponItemData>().OrderBy(x => x.Name).First();
w.Fuse = fuse;
w.BlastRadius = radius;
writeCache.Upsert(w);
writeCache.FlushAsync().Wait();
writeCache.Dispose();
var readCache = OpenReadOnlyRealCatalog(tmp, out _);
var reopened = readCache.GetAll<WeaponItemData>().OrderBy(x => x.Name).First();
Assert.Equal(fuse, reopened.Fuse);
Assert.Equal(radius, reopened.BlastRadius);
readCache.Dispose();
}
finally
{
File.Delete(tmp);
}
}
}
}