Self's review found that commit 4e6495dd's fix for F1 replaced the per-lane
forward-arithmetic defect with a second, still-independent membership
computation: Lane's own half-open admission (Lo <= s < Hi, from a cell's own
Extent) versus Lanes' ceil((cell.Lo - centreLateral) / laneSpacing) lane
index. The two agree only when a cell's own (Hi - Lo) equals the externally
supplied laneSpacing exactly in float -- the identical two-derivations trap
Cut 12.2's own fix batch already found and removed from Lane itself,
reintroduced one layer up. Confirmed reachable: on commit 4e6495dd, solid5
b=(0,1) s=0.49999997 n=1 leaves the ceil-based centre lane EMPTY while Lane(s)
itself finds all 5 cells of the row -- breaking R3 ("the centre lane always
meets metal", Commit's own guard) and the 12.2 placement contract.
FireControl.Lanes is now built entirely out of FireControl.Lane: it calls
Lane(hull, b, centreLateral + k * laneSpacing, ...) once per lane index, so
Lane(s) is literally this function's n = 0 case rather than a parallel
re-implementation of its rule. Commit's placement and Apply's damage split
now read one function. The narrower question left -- can two individually
correct Lane() calls, at two different lines, still walk the same cell? --
is resolved by ownership (the lane closest to the centre keeps a contested
cell; the centre lane, k = 0, never loses one), not by a competing formula,
so the centre lane's final cell set is always exactly Lane(centreLateral)'s
own output.
Lane() itself is unchanged (still called directly by Commit and by
FireControlCut12Tests' edge-seed and interval-edge tests, all still green:
HitsLandOnTheFacingEdge, LaneSeamIsHalfOpen, LaneNeverEmptiesAtAnIntervalEdge,
Cut12-edge-68442709, Cut12-edge-64078070).
Adds LanesQueryIsDisjointMatchesLaneAtCentreAndNeverEmptyOnHull: now that
Lanes is a public, pure geometric query, the boundary sweep is a behavioural
test of its own contract, no reflection -- over every cell's own shadow edge
and float neighbours, at exact-axis, 45-degree, |bx| > |by| bearings and
Soul's own two reproduction cases, spread 1-2: (a) no cell is walked by two
lanes, (b) the centre lane equals a plain Lane(s) call, (c) the centre lane
is never empty when the centre lateral is inside the hull's own shadow. Hand-
confirmed to fail on 4e6495dd's ceil-based Lanes (property (b), the same
input above) and to pass on this commit (fc123fix2-mut3.log).
Adds CommittedCellIsTheFirstCellTheCentreLaneDamages: an end-to-end check
through Fire -> Commit -> Apply (damageSpread 0, a single lane) that the
committed outcome.Cell is the first cell Apply damages.
Full suite: 286 tests, identical across 3 runs.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
1161 lines
65 KiB
C#
1161 lines
65 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using CultMath;
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using GameCult.Caching;
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using UniRx;
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using Xunit;
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using static CultMath.math;
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using float2 = CultMath.float2;
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using float3 = CultMath.float3;
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using int2 = CultMath.int2;
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// Cut 12.3 (docs/fire-control-cut.md, "How a direct hit travels"): a resolved hit's damage now travels down
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// its own lane -- armour, then the occupying item, then whatever is left to the hull, in order -- replacing
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// Entity.DamageSchematic's even split and Entity.ApplyHit's 0.5-step march (both deleted by this cut). Builds
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// its own fixtures, the convention every cut's test file follows. Every armour value this file cares about is
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// set directly on Entity.Armor after Build, overriding the fixture's own flat HullData.Armor -- the only way
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// to get a non-uniform plate without a second hull-authoring path.
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public sealed class FireControlCut123Tests : IDisposable
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{
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private readonly string _root = Path.Combine(Path.GetTempPath(), "aetheria-firecontrolcut123-" + Guid.NewGuid().ToString("N"));
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private string Catalog => Path.Combine(_root, "Aetheria.cc");
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public FireControlCut123Tests() => Directory.CreateDirectory(_root);
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private readonly List<CultCache> _openCaches = new List<CultCache>();
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public void Dispose()
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{
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foreach (var c in _openCaches) c.Dispose();
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Directory.Delete(_root, true);
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}
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private static GameplaySettings TestSettings() => new GameplaySettings
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{
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DefaultEntitySettings = new EntitySettings(),
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Tiers = new[] { new RarityTier { Name = "Common", Quality = .5f, Rarity = 0, Color = new float3(1, 1, 1) } },
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QualityPriceModifier = new ExponentialLerp(),
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TargetDetectionInfoThreshold = .1f,
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TargetArmorInfoThreshold = .2f,
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TargetGearInfoThreshold = .8f,
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FiringArc = 170,
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CommitHorizon = .5f,
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SchematicCellSize = 1f,
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UnaidedAccuracy = .05f,
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UnaidedTracking = 10f,
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UnaidedPrecision = .3f,
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AgentMinHitProbability = 0f,
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BeamResolveInterval = .1f
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};
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private static PerformanceStat Constant(float v) => new PerformanceStat { Min = v, Max = v };
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private static Shape SolidShape(int w, int h)
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{
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var shape = new Shape(w, h);
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foreach (var cell in shape.AllCoordinates) shape[cell] = true;
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return shape;
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}
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private sealed class Engagement
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{
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public ItemManager Items;
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public Zone Zone;
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public Ship Shooter;
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public Ship Target;
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public EquippedItem WeaponItem;
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public InstantWeapon Weapon;
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public HullData HullData;
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public EquippedItem[] Markers;
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public EquippedItem Cockpit;
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}
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// A shooter off the origin (Cut 11.3), a target over a caller-supplied hull shape, straight ahead so the
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// default facing (0,1) makes the shot travel exactly (0,1) in world XZ (velocity 0 -- PredictedIntercept
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// returns target.Position exactly, and the shooter/target share the same world X) -- the same clean
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// geometry FireControlCut12Tests' own SigmaFloor fixture relies on. A full-strength targeting system
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// (Accuracy 1, Resolution huge) so only the fixture's own geometry decides the numbers.
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private Engagement Build(
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GameplaySettings settings, Shape hullShape, float precision,
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float penetration = 0, float damageSpread = 0, float2? targetFacing = null,
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(int2 Cell, float Durability)[] markers = null, int2? cockpitCell = null, float cockpitDurability = 40)
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{
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var hullData = new HullData
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{
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Name = "Hull", HullType = HullType.Ship, Shape = hullShape, Durability = 100000, Mass = 1000, Armor = 1000,
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Hardpoints = { new HardpointData { Type = HardpointType.Sensors, Position = new int2(0, 0), Shape = new Shape() } }
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};
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var shooterHullData = new HullData
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{
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Name = "ShooterHull", HullType = HullType.Ship, Shape = SolidShape(5, 5), Durability = 100000, Mass = 1000,
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Hardpoints = { new HardpointData { Type = HardpointType.Sensors, Position = new int2(0, 0), Shape = new Shape() } }
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};
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var cache = AetheriaStores.Open(Catalog + Guid.NewGuid().ToString("N"), catalogWritable: true);
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_openCaches.Add(cache);
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cache.Upsert(new TestCatalogGlobal { Name = "Temperament" });
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cache.Upsert(hullData);
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cache.Upsert(shooterHullData);
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cache.Upsert(new GearData
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{
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Name = "Gun", Hardpoint = HardpointType.Sensors, Shape = new Shape(), Durability = 1,
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MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000,
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Behaviors = { new InstantWeaponData
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{
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Damage = Constant(5), Range = Constant(1000), MinRange = Constant(0),
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Velocity = Constant(0), Spread = Constant(0), DamageSpread = Constant(damageSpread),
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Penetration = Constant(penetration), Count = Constant(1), BurstTime = Constant(0), Cooldown = Constant(1000),
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DamageCurve = new BezierCurve { Keys = new[] { float4(0, 1, 0, 0), float4(1, 1, 0, 0) } }
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} }
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});
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cache.Upsert(new GearData
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{
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Name = "Targeting", Hardpoint = HardpointType.Tool, Shape = new Shape(), Durability = 1,
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MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000,
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Behaviors = { new TargetingSystemData
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{
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Accuracy = Constant(1f), Resolution = Constant(1000f), Precision = Constant(precision), Tracking = Constant(100000f)
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} }
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});
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cache.Upsert(new GearData
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{
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Name = "Marker", Hardpoint = HardpointType.Tool, Shape = new Shape(), Durability = 1000000,
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MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000
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});
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cache.Upsert(new GearData
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{
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Name = "Cockpit", Hardpoint = HardpointType.Tool, Shape = new Shape(), Durability = 1000000,
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MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000,
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Behaviors = { new CockpitData() }
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});
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cache.FlushAsync().Wait();
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var ledger = new ProvenanceLedger();
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for (var i = 1; i <= 24; i++) ledger.Lots[i] = new Lot { Origin = new Attributed(), Quality = 1 };
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var items = new ItemManager(cache, ledger, settings, _ => { });
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var zone = new Zone(items, new PlanetSettings(), new ZonePack(), new GalaxyZone { Name = "Cut123", Owner = null }, null);
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EquippableItem Make(string name, int lot, float durability) => new EquippableItem
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{
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Data = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<GearData>(name)), Durability = durability, Lot = lot
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};
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var lot = 1;
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var hullRef = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<HullData>("Hull"));
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var shooterHullRef = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<HullData>("ShooterHull"));
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var shooter = new Ship(items, zone, new EquippableItem { Data = shooterHullRef, Durability = 1000000, Lot = lot++ }, new EntitySettings());
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var gun = Make("Gun", lot++, 1);
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Assert.True(shooter.TryEquip(gun, new int2(0, 0)));
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var weaponItem = shooter.Equipment.Single(x => x.EquippableItem == gun);
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var weapon = (InstantWeapon) weaponItem.Behaviors.Single(b => b is Weapon);
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var targeting = Make("Targeting", lot++, 1);
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Assert.True(shooter.TryFindSpace(targeting, out var tpos));
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Assert.True(shooter.TryEquip(targeting, tpos));
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var target = new Ship(items, zone, new EquippableItem { Data = hullRef, Durability = 1000000, Lot = lot++ }, new EntitySettings());
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var targetGun = Make("Gun", lot++, 1);
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Assert.True(target.TryEquip(targetGun, new int2(0, 0)));
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var markerItems = markers?.Select(m =>
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{
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var mi = Make("Marker", lot++, m.Durability);
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Assert.True(target.TryEquip(mi, m.Cell), $"marker must fit at {m.Cell}");
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return target.Equipment.Single(x => x.EquippableItem == mi);
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}).ToArray();
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EquippedItem cockpit = null;
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if (cockpitCell != null)
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{
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var ci = Make("Cockpit", lot++, cockpitDurability);
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Assert.True(target.TryEquip(ci, cockpitCell.Value), $"cockpit must fit at {cockpitCell.Value}");
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cockpit = target.Equipment.Single(x => x.EquippableItem == ci);
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}
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zone.Entities.Add(shooter);
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zone.Entities.Add(target);
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shooter.Activate();
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target.Activate();
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// Cut 11.3: the shooter sits off the origin.
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shooter.Position = float3(37, 0, -11);
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target.Position = float3(37, 0, 89); // 100 units straight ahead of the shooter -- travel direction is exactly (0,1)
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if (targetFacing != null) target.Direction = targetFacing.Value;
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shooter.Target.Value = target;
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shooter.EntityInfoGathered[target] = 1f;
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shooter.SetIff(target, true);
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zone.Update(1f); // fire times nonzero (Cut 11.3)
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return new Engagement
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{
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Items = items, Zone = zone, Shooter = shooter, Target = target, WeaponItem = weaponItem, Weapon = weapon,
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HullData = hullData, Markers = markerItems, Cockpit = cockpit
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};
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}
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// Fires until a hit lands, retrying with a fresh shot each time (a miss already resolved and left the
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// pending queue empty) -- the roll can still miss outright, and none of these tests care which attempt
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// actually connects.
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private static ShotOutcome FireUntilHit(Engagement e, float? damageOverride = null, int attempts = 60)
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{
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ShotOutcome outcome = null;
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using var r = e.Zone.ShotResolved.Subscribe(o => outcome = o);
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for (var i = 0; i < attempts && (outcome == null || !outcome.Hit); i++)
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{
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outcome = null;
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FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter, damageOverride);
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e.Zone.Update(.01f); // velocity 0 -> zero flight time, commits and resolves in this tick
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}
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return outcome;
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}
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// DamageIsAbsorbedInOrderAlongTheRay replaces FireAuthorityTests.HardpointHitDamagesItemThenHull and
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// PenetrationMarchIsPlanar (both called the deleted Entity.ApplyHit directly). A 3x3 solid hull's only
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// interior cell (1,1) -- Shape.Shrink needs all 8 neighbours present -- carries a Tool item, so the marker
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// must sit on the centre column; every cell of that column shares the SAME lateral shadow (ell has only an
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// x component at this bearing, and every column-1 cell has x=1), so once a shot's committed Lateral falls
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// in that column's own interval, its lane is the full 3-cell column in near-to-far order -- (1,0) is always
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// the impact cell there, regardless of precision. Retries until a hit lands on that column (the other two
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// columns' own shadows are adjacent, not overlapping, so this is just "which column the draw picked", not a
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// low-probability corner). Damage 30, penetration 3: a 10-armour front cell, then the marker, then a
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// 50-armour soft cell the remainder never reaches.
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// Kills: an even split (would put damage/3 = 10 on every cell, exactly canceling the front armour by
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// coincidence but consuming only 10 of the marker's durability and 10 off the soft cell's -- distinguishing
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// both); items absorbing before armour (irrelevant here since the front cell carries no item, but the
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// marker cell's own Absorb call still checks armour(0) before the item); no carry-forward (would re-deal
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// the full 30 fresh to the marker instead of the 20 that survived the front cell, and would put 30 on the
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// soft cell instead of 0).
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[Fact]
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public void DamageIsAbsorbedInOrderAlongTheRay()
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{
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var e = Build(TestSettings(), SolidShape(3, 3), precision: 1f, penetration: 3f,
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markers: new[] { (new int2(1, 1), 1000000f) });
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foreach (var c in e.HullData.Shape.Coordinates) { e.Target.Armor[c.x, c.y] = 0f; e.Target.MaxArmor[c.x, c.y] = 0f; }
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e.Target.Armor[1, 0] = 10f; e.Target.MaxArmor[1, 0] = 10f; // front: a plate
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e.Target.Armor[1, 2] = 50f; e.Target.MaxArmor[1, 2] = 50f; // soft cell: armoured but never reached
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var marker = e.Markers[0];
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var markerDurabilityBefore = marker.EquippableItem.Durability;
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var hullBefore = e.Target.Hull.Durability;
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ShotOutcome outcome = null;
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for (var attempt = 0; attempt < 200 && (outcome == null || !outcome.Hit || outcome.Cell.x != 1); attempt++)
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outcome = FireUntilHit(e, damageOverride: 30f, attempts: 1);
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Assert.NotNull(outcome);
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Assert.True(outcome.Hit && outcome.Cell.x == 1, "fixture: needed a hit on the centre column within the attempt budget");
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Assert.Equal(new int2(1, 0), outcome.Cell); // fixture precondition: (1,0) is always this column's impact cell
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Assert.Equal(0f, e.Target.Armor[1, 0]); // 10 armour fully consumed
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Assert.Equal(markerDurabilityBefore - 20f, marker.EquippableItem.Durability, 2); // the carried-forward 20
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Assert.Equal(50f, e.Target.Armor[1, 2]); // untouched -- the remainder never reached it
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Assert.Equal(hullBefore, e.Target.Hull.Durability); // nothing left over for the hull
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}
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// ArmourFacesTheShot: only the bow half (y >= height/2) of a 1x9 hull carries a plate, penetration 0 so only
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// the impact cell can ever record a hit. For each of three facings, including one where |fx| > |fy|, the
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// shooter is repositioned so the shot's own TravelDirection is EXACTLY that facing -- the same relationship
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// FireControlCut12Tests.TurningArmourIntoTheShotTakesItOnTheArmour uses (Direction = travelDirection exposes
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// the stern; Direction = -travelDirection exposes the bow), just repeated at three different WORLD
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// directions instead of one, so the bearing this produces is exactly (0,1) or (0,-1) in schematic space
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// every time (R7: the schematic frame is planar for any world facing, not only the default one) -- with no
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// diagonal bearing in play, there is no lane-selection ambiguity to fight, only Entity.ToSchematic's own
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// rotation to check.
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[Fact]
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public void ArmourFacesTheShot()
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{
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var shape = SolidShape(1, 9);
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var e = Build(TestSettings(), shape, precision: .4f, penetration: 0f);
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for (var y = 0; y < shape.Height; y++)
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{
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e.Target.Armor[0, y] = y >= 5 ? 1f : 0f;
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e.Target.MaxArmor[0, y] = e.Target.Armor[0, y];
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}
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void CheckOneDirection(float2 travelDirection, bool bowFacesShot)
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{
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e.Shooter.Position = e.Target.Position - float3(travelDirection.x, 0, travelDirection.y) * 100f;
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e.Target.Direction = bowFacesShot ? -travelDirection : travelDirection;
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var actualTravel = FireControl.TravelDirection(e.Weapon, e.Shooter, e.Target);
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Assert.Equal(travelDirection.x, actualTravel.x, 3); // fixture precondition
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Assert.Equal(travelDirection.y, actualTravel.y, 3);
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var hitCells = new List<int2>();
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using var s = e.Target.ArmorDamage.Subscribe(x => hitCells.Add(x.pos));
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for (var i = 0; i < 60; i++) { FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter); e.Zone.Update(.01f); }
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Assert.True(hitCells.Count > 5, $"expected several hits for travel direction {travelDirection}, bow facing {bowFacesShot}, got {hitCells.Count}");
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foreach (var c in hitCells)
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if (bowFacesShot) Assert.True(c.y >= 5, $"bow should face the shot, but {c} is on the stern half");
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else Assert.True(c.y < 5, $"stern should face the shot, but {c} is on the bow half");
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}
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void Check(float2 travelDirection)
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{
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travelDirection = normalize(travelDirection);
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CheckOneDirection(travelDirection, bowFacesShot: true);
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CheckOneDirection(travelDirection, bowFacesShot: false);
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}
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Check(float2(0, 1));
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Check(float2(.8f, .6f));
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Check(float2(.9f, .3f)); // |fx| > |fy|
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}
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// BuriedCockpitNeedsPenetration: a 3x3 solid hull's only interior cell (1,1) -- Shape.Shrink needs all 8
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// neighbours present, which only the centre of a 3x3 has -- carries a Cockpit item, ringed by the hull's
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// own 8 border cells. Firing straight down any of the 4 axis-aligned bearings crosses exactly one ring
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// cell before the cockpit (and one more after, unread since nothing needs to go further).
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[Fact]
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public void BuriedCockpitNeedsPenetration()
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{
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float RunOnce(float2 facing, float penetration, float damage, float ringArmor)
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{
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var e = Build(TestSettings(), SolidShape(3, 3), precision: 1f, penetration: penetration,
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targetFacing: facing, cockpitCell: new int2(1, 1), cockpitDurability: 1000f);
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foreach (var c in e.HullData.Shape.Coordinates)
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{
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var isRing = c.x != 1 || c.y != 1;
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e.Target.Armor[c.x, c.y] = isRing ? ringArmor : 0f;
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e.Target.MaxArmor[c.x, c.y] = e.Target.Armor[c.x, c.y];
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}
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var before = e.Cockpit.EquippableItem.Durability;
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var outcome = FireUntilHit(e, damageOverride: damage);
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Assert.NotNull(outcome);
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Assert.True(outcome.Hit, $"fixture: facing {facing} must eventually hit");
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return before - e.Cockpit.EquippableItem.Durability;
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}
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// Penetration 0: only the ring's own facing cell is ever reached -- the cockpit, one cell further in,
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// must be untouched from all four axis-aligned bearings.
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foreach (var facing in new[] { float2(0, 1), float2(0, -1), float2(1, 0), float2(-1, 0) })
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Assert.Equal(0f, RunOnce(facing, penetration: 0f, damage: 40f, ringArmor: 5f));
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// A penetration that clears the ring (one cell, entry difference ~1): the cockpit takes exactly the
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// damage minus what the ring absorbed.
|
|
var lost = RunOnce(float2(0, 1), penetration: 2f, damage: 40f, ringArmor: 5f);
|
|
Assert.Equal(35f, lost, 2);
|
|
|
|
// Enough damage, with the ring cleared, destroys the cockpit and fires Death with CockpitDestroyed.
|
|
{
|
|
var e = Build(TestSettings(), SolidShape(3, 3), precision: 1f, penetration: 2f,
|
|
targetFacing: float2(0, 1), cockpitCell: new int2(1, 1), cockpitDurability: 20f);
|
|
foreach (var c in e.HullData.Shape.Coordinates)
|
|
{
|
|
var isRing = c.x != 1 || c.y != 1;
|
|
e.Target.Armor[c.x, c.y] = isRing ? 0f : 0f;
|
|
e.Target.MaxArmor[c.x, c.y] = 0f;
|
|
}
|
|
CauseOfDeath? death = null;
|
|
using var d = e.Target.Death.Subscribe(cod => death = cod);
|
|
var outcome = FireUntilHit(e, damageOverride: 100f);
|
|
Assert.NotNull(outcome);
|
|
Assert.Equal(CauseOfDeath.CockpitDestroyed, death);
|
|
}
|
|
}
|
|
|
|
// SpreadWidensTheImpactAcrossLanes: spread 1 (n=1, three parallel lanes one cell apart) at penetration 0 --
|
|
// a 3-wide, 2-tall hull, stern (y=0) facing the shot (default facing == travel direction, Cut 12's own
|
|
// TurningArmourIntoTheShotTakesItOnTheArmour convention). Retries until the committed impact lands on the
|
|
// centre column (x=1), so the three lanes are exactly this hull's three columns, each with its own
|
|
// facing-edge cell at y=0.
|
|
[Fact]
|
|
public void SpreadWidensTheImpactAcrossLanes()
|
|
{
|
|
var e = Build(TestSettings(), SolidShape(3, 2), precision: .6f, penetration: 0f, damageSpread: 1f);
|
|
for (var x = 0; x < 3; x++)
|
|
for (var y = 0; y < 2; y++)
|
|
{
|
|
e.Target.Armor[x, y] = 0f;
|
|
e.Target.MaxArmor[x, y] = 0f;
|
|
}
|
|
|
|
ShotOutcome outcome = null;
|
|
var hitCells = new List<(int2 pos, float damage)>();
|
|
using (e.Target.ArmorDamage.Subscribe(x => hitCells.Add(x)))
|
|
{
|
|
for (var attempt = 0; attempt < 200; attempt++)
|
|
{
|
|
hitCells.Clear();
|
|
outcome = FireUntilHit(e, attempts: 1);
|
|
if (outcome != null && outcome.Hit && outcome.Cell.x == 1) break;
|
|
}
|
|
}
|
|
|
|
Assert.NotNull(outcome);
|
|
Assert.True(outcome.Hit && outcome.Cell.x == 1, "fixture: needed a hit landing on the centre column within the attempt budget");
|
|
|
|
// Exactly the three facing-edge cells (y=0), damage/3 each; nothing behind them (y=1).
|
|
var byCell = hitCells.GroupBy(h => h.pos).ToDictionary(g => g.Key, g => g.Sum(h => h.damage));
|
|
Assert.Equal(3, byCell.Count);
|
|
foreach (var x in new[] { 0, 1, 2 })
|
|
{
|
|
Assert.True(byCell.TryGetValue(new int2(x, 0), out var d), $"expected a hit on facing cell ({x},0)");
|
|
Assert.Equal(5f / 3f, d, 3); // weapon Damage is 5 (this fixture's Gun, no override)
|
|
Assert.False(byCell.ContainsKey(new int2(x, 1)), $"cell ({x},1) is behind the facing edge and must be untouched");
|
|
}
|
|
}
|
|
|
|
// ARayThroughACornerCrossesTheCornerCell: the diagonal case the old 0.5-step march (Entity.ApplyHit,
|
|
// deleted by this cut) could skip. A bearing angled off both axes and a lateral offset comfortably inside
|
|
// one cell's own shadow (not on a shared boundary) crosses several cells; the exact slab walk must not
|
|
// drop one of them the way a fixed-step Euclidean march could stumble at a shared corner.
|
|
[Fact]
|
|
public void ARayThroughACornerCrossesTheCornerCell()
|
|
{
|
|
var shape = SolidShape(3, 3);
|
|
var hull = new HullData { Name = "Diagonal", HullType = HullType.Ship, Shape = shape };
|
|
var b = normalize(float2(1, 1));
|
|
var buffer = new LaneCell[shape.Coordinates.Length];
|
|
|
|
var count = FireControl.Lane(hull, b, -0.1f, buffer);
|
|
var cells = Enumerable.Range(0, count).Select(i => buffer[i].Cell).ToList();
|
|
|
|
Assert.Contains(new int2(0, 0), cells);
|
|
Assert.Contains(new int2(1, 1), cells);
|
|
Assert.Contains(new int2(2, 2), cells);
|
|
Assert.True(cells.IndexOf(new int2(0, 0)) < cells.IndexOf(new int2(1, 1)));
|
|
Assert.True(cells.IndexOf(new int2(1, 1)) < cells.IndexOf(new int2(2, 2)));
|
|
}
|
|
|
|
// LaneRemainderReachesTheHull (Q12-3 = A): a ray that exits a thin, bare hull -- both cells reached, no
|
|
// armour anywhere -- delivers its whole remainder to Hull.Durability, not to nowhere.
|
|
[Fact]
|
|
public void LaneRemainderReachesTheHull()
|
|
{
|
|
var e = Build(TestSettings(), SolidShape(1, 2), precision: 1f, penetration: 5f);
|
|
e.Target.Armor[0, 0] = 0f; e.Target.MaxArmor[0, 0] = 0f;
|
|
e.Target.Armor[0, 1] = 0f; e.Target.MaxArmor[0, 1] = 0f;
|
|
// Every fixture's target carries a bystander Gun at (0,0) (Entity.Update NREs on an entity that never
|
|
// equipped anything) -- irrelevant to this test, but its own 1 durability would otherwise eat 1 of the
|
|
// 40 damage as a confound. Zeroing it here removes that, matching what "no armour or item anywhere"
|
|
// actually needs.
|
|
e.Target.GearOccupancy[0, 0].EquippableItem.Durability = 0f;
|
|
|
|
var hullBefore = e.Target.Hull.Durability;
|
|
var outcome = FireUntilHit(e, damageOverride: 40f);
|
|
Assert.NotNull(outcome);
|
|
Assert.True(outcome.Hit);
|
|
|
|
Assert.Equal(hullBefore - 40f, e.Target.Hull.Durability, 2);
|
|
}
|
|
|
|
// Stryker survivor triage (this cut's own changed lines): Entity.Absorb's `d > 0f` guard boundary-flipped to
|
|
// `d >= 0f` survived -- at exactly 0 incoming, real code emits nothing ("only for incoming > 0"), the mutant
|
|
// would additionally fire ArmorDamage(cell, 0). Not a rare float coincidence: a spent lane (rem already 0)
|
|
// walks past every remaining cell in FireControl.Apply's own loop, so this is the ordinary "nothing left"
|
|
// case, not an edge case.
|
|
[Fact]
|
|
public void AbsorbEmitsNothingAtExactlyZeroIncomingDamage()
|
|
{
|
|
var e = Build(TestSettings(), SolidShape(3, 3), precision: 1f, markers: new[] { (new int2(1, 1), 50f) });
|
|
e.Target.Armor[1, 1] = 5f; e.Target.MaxArmor[1, 1] = 5f;
|
|
var marker = e.Markers[0];
|
|
|
|
var armorEvents = 0;
|
|
var itemEvents = 0;
|
|
using var a = e.Target.ArmorDamage.Subscribe(_ => armorEvents++);
|
|
using var i = e.Target.ItemDamage.Subscribe(_ => itemEvents++);
|
|
|
|
var remainder = e.Target.Absorb(new int2(1, 1), 0f);
|
|
|
|
Assert.Equal(0f, remainder);
|
|
Assert.Equal(0, armorEvents);
|
|
Assert.Equal(0, itemEvents);
|
|
Assert.Equal(5f, e.Target.Armor[1, 1]);
|
|
Assert.Equal(50f, marker.EquippableItem.Durability);
|
|
}
|
|
|
|
// Stryker survivor: Entity.Absorb's `d > 0.1f` item-phase guard boundary-flipped to `d >= 0.1f` survived --
|
|
// at exactly 0.1f remaining after armor, real code leaves the item untouched (the remainder returns to the
|
|
// caller instead), the mutant would additionally spend it on the item.
|
|
[Fact]
|
|
public void AbsorbLeavesTheItemUntouchedAtExactlyPointOneRemaining()
|
|
{
|
|
var e = Build(TestSettings(), SolidShape(3, 3), precision: 1f, markers: new[] { (new int2(1, 1), 50f) });
|
|
e.Target.Armor[1, 1] = 0f; e.Target.MaxArmor[1, 1] = 0f; // bare, so the whole .1f reaches the item check
|
|
var marker = e.Markers[0];
|
|
|
|
var itemEvents = 0;
|
|
using var i = e.Target.ItemDamage.Subscribe(_ => itemEvents++);
|
|
|
|
var remainder = e.Target.Absorb(new int2(1, 1), 0.1f);
|
|
|
|
Assert.Equal(0.1f, remainder, 3);
|
|
Assert.Equal(0, itemEvents);
|
|
Assert.Equal(50f, marker.EquippableItem.Durability);
|
|
}
|
|
|
|
// Stryker survivor: Entity.DamageHull's `damage > .1f` guard boundary-flipped to `damage >= .1f` survived --
|
|
// at exactly 0.1f, real code does nothing; the mutant would subtract it from Hull.Durability and fire
|
|
// HullDamage.
|
|
[Fact]
|
|
public void DamageHullDoesNothingAtExactlyPointOne()
|
|
{
|
|
var e = Build(TestSettings(), SolidShape(1, 2), precision: 1f);
|
|
var before = e.Target.Hull.Durability;
|
|
var events = 0;
|
|
using var h = e.Target.HullDamage.Subscribe(_ => events++);
|
|
|
|
e.Target.DamageHull(0.1f);
|
|
|
|
Assert.Equal(0, events);
|
|
Assert.Equal(before, e.Target.Hull.Durability);
|
|
}
|
|
|
|
// Stryker survivor: FireControl.Apply's `target.IncomingHit.OnNext(shot.Source)` (moved here from the
|
|
// deleted Entity.ApplyHit's own first line) survived a Statement-to-";" mutation -- nothing asserted that
|
|
// it still fires on a resolved, unshielded hit.
|
|
[Fact]
|
|
public void ApplyFiresIncomingHitOnAResolvedHit()
|
|
{
|
|
var e = Build(TestSettings(), SolidShape(3, 3), precision: 1f);
|
|
Entity source = null;
|
|
using var s = e.Target.IncomingHit.Subscribe(src => source = src);
|
|
|
|
var outcome = FireUntilHit(e, damageOverride: 5f);
|
|
Assert.NotNull(outcome);
|
|
Assert.True(outcome.Hit);
|
|
Assert.Same(e.Shooter, source);
|
|
}
|
|
|
|
// Stryker survivors: FireControl.Apply's two `walked[li] > 0` checks (metalLanes counting, and the
|
|
// absorb-loop entry) both boundary-flipped to `walked[li] >= 0` survived -- since a lane count can never be
|
|
// negative, `>= 0` is always true, so BOTH mutants make every lane count as "met metal" and enter the
|
|
// absorb loop, even a lane that is entirely off the hull. A 1-wide hull with spread 1 (3 lanes: centre plus
|
|
// one on each side) puts the two side lanes off-hull by construction -- only the centre lane can ever find
|
|
// metal. The metalLanes mutant would divide the shot's damage by 3 instead of 1 (a wrong, smaller number
|
|
// reaching the one real cell); the loop-entry mutant would additionally walk the two off-hull lanes with
|
|
// `walked[li]` still correctly 0 iterations internally, but still fall through to `hullDamage += rem`
|
|
// (rem never consumed), leaking a full extra damagePerLane share into the hull for each miss.
|
|
[Fact]
|
|
public void LanesThatMissTheHullNeitherDiluteTheSplitNorLeakDamage()
|
|
{
|
|
var e = Build(TestSettings(), SolidShape(1, 9), precision: .4f, penetration: 0f, damageSpread: 1f);
|
|
for (var y = 0; y < 9; y++) { e.Target.Armor[0, y] = 1000f; e.Target.MaxArmor[0, y] = 1000f; }
|
|
|
|
var hullBefore = e.Target.Hull.Durability;
|
|
var hits = new List<(int2 pos, float damage)>();
|
|
using var s = e.Target.ArmorDamage.Subscribe(x => hits.Add(x));
|
|
|
|
var outcome = FireUntilHit(e, damageOverride: 30f);
|
|
Assert.NotNull(outcome);
|
|
Assert.True(outcome.Hit);
|
|
|
|
Assert.Single(hits); // only the centre lane's own impact cell ever records armour damage
|
|
Assert.Equal(30f, hits[0].damage, 2); // the WHOLE damage, not damage/3 -- metalLanes counted only the hit
|
|
Assert.Equal(hullBefore, e.Target.Hull.Durability); // nothing leaked to the hull from the off-hull lanes
|
|
}
|
|
|
|
// Stryker survivor: FireControl.Apply's penetration cutoff (`Entry - impactEntry >= shot.Penetration`)
|
|
// boundary-flipped to `>` survived -- not a rare float coincidence: an axis-aligned lane's entry values are
|
|
// exact integers (schematic cell spacing), so penetration authored as an exact integer routinely lands
|
|
// exactly on a cell's own entry difference. Penetration 2 exactly against a 3-cell column (entries ~0,1,2):
|
|
// the third cell sits exactly AT the boundary and must be excluded ("< penetration" is reached; the mutant
|
|
// would let it through).
|
|
// F3 fix batch (Soul, 2026-09-25): the marker at (1,1) used to carry 1e6 durability, so it alone absorbed
|
|
// the whole 30 damage before the walk could ever reach (1,2) -- the boundary cell took 0 whether the `>`
|
|
// mutant let it through or not, so the test could not fail. The marker now carries only 10, leaving a
|
|
// remainder large enough that (1,2) would visibly lose armour if the walk reached it.
|
|
[Fact]
|
|
public void PenetrationExcludesACellExactlyAtItsOwnBoundary()
|
|
{
|
|
var e = Build(TestSettings(), SolidShape(3, 3), precision: 1f, penetration: 2f,
|
|
markers: new[] { (new int2(1, 1), 10f) });
|
|
foreach (var c in e.HullData.Shape.Coordinates) { e.Target.Armor[c.x, c.y] = 0f; e.Target.MaxArmor[c.x, c.y] = 0f; }
|
|
e.Target.Armor[1, 2] = 50f; e.Target.MaxArmor[1, 2] = 50f; // exactly at entry-diff 2 == penetration
|
|
var marker = e.Markers[0];
|
|
|
|
ShotOutcome outcome = null;
|
|
for (var attempt = 0; attempt < 200 && (outcome == null || !outcome.Hit || outcome.Cell.x != 1); attempt++)
|
|
outcome = FireUntilHit(e, damageOverride: 30f, attempts: 1);
|
|
Assert.NotNull(outcome);
|
|
Assert.True(outcome.Hit && outcome.Cell.x == 1, "fixture: needed a hit on the centre column within the attempt budget");
|
|
Assert.Equal(new int2(1, 0), outcome.Cell);
|
|
|
|
Assert.Equal(0f, marker.EquippableItem.Durability); // fixture: the marker's own 10 is fully spent, 20 left over
|
|
Assert.Equal(50f, e.Target.Armor[1, 2]); // exactly at entry-diff 2 -- excluded, not "< penetration" -- the
|
|
// remaining 20 would otherwise have visibly damaged it
|
|
}
|
|
|
|
// F3: a non-integer penetration depth. Entries down an axis-aligned column are exact integers, so a
|
|
// fractional penetration is never itself a boundary -- this pins the ordinary "< penetration" comparison at
|
|
// a depth that isn't a round number, independent of the exact-integer boundary case above.
|
|
[Fact]
|
|
public void PenetrationExcludesCellsBeyondANonIntegerDepth()
|
|
{
|
|
var e = Build(TestSettings(), SolidShape(1, 4), precision: 1f, penetration: 1.5f);
|
|
e.Target.Armor[0, 0] = 5f; e.Target.MaxArmor[0, 0] = 5f; // entry-diff 0: always reached
|
|
e.Target.Armor[0, 1] = 5f; e.Target.MaxArmor[0, 1] = 5f; // entry-diff 1: within 1.5, reached
|
|
e.Target.Armor[0, 2] = 50f; e.Target.MaxArmor[0, 2] = 50f; // entry-diff 2: beyond 1.5, excluded
|
|
e.Target.Armor[0, 3] = 50f; e.Target.MaxArmor[0, 3] = 50f; // entry-diff 3: beyond 1.5, excluded
|
|
e.Target.GearOccupancy[0, 0].EquippableItem.Durability = 0f; // remove the bystander Gun's own 1 durability
|
|
|
|
var hullBefore = e.Target.Hull.Durability;
|
|
var outcome = FireUntilHit(e, damageOverride: 30f);
|
|
Assert.NotNull(outcome);
|
|
Assert.True(outcome.Hit);
|
|
|
|
Assert.Equal(0f, e.Target.Armor[0, 0]); // 5 consumed
|
|
Assert.Equal(0f, e.Target.Armor[0, 1]); // 5 consumed
|
|
Assert.Equal(50f, e.Target.Armor[0, 2]); // untouched -- beyond the 1.5 depth
|
|
Assert.Equal(50f, e.Target.Armor[0, 3]); // untouched -- beyond the 1.5 depth
|
|
Assert.Equal(hullBefore - 20f, e.Target.Hull.Durability, 2); // 30 - 5 - 5 left over for the hull
|
|
}
|
|
|
|
// F4: a U-shaped hull, notched. Two arms (x=0 and x=2) rise from a connecting base (y=0); the left arm has
|
|
// a gap at y=1 -- present at y=0,2,3, missing at y=1 (so the lane hits the base at y=0, a gap at y=1, then
|
|
// the rest of the arm at y=2,3). An AP round (no blast) with ample penetration must stop at that first gap
|
|
// and leave the far side of the notch (y=2,3, "the far prong") untouched. Kills the Stryker survivor that
|
|
// deletes Lane's own contiguity break (`FireControl.cs:~895`, M9): without it, Lane would keep walking past
|
|
// the gap and Apply would spend damage on cells the real rule says are unreachable.
|
|
private static Shape NotchedU()
|
|
{
|
|
var shape = new Shape(3, 4);
|
|
shape[new int2(0, 0)] = true; shape[new int2(0, 2)] = true; shape[new int2(0, 3)] = true; // left arm, notch at y=1
|
|
for (var y = 0; y < 4; y++) shape[new int2(2, y)] = true; // right arm, solid
|
|
shape[new int2(1, 0)] = true; // the base connecting the two arms
|
|
return shape;
|
|
}
|
|
|
|
[Fact]
|
|
public void AnAPRoundStopsAtTheFirstGapAndLeavesTheFarSideOfTheNotchUntouched()
|
|
{
|
|
var e = Build(TestSettings(), NotchedU(), precision: 1f, penetration: 10f); // ample: more than the whole hull's depth
|
|
foreach (var c in e.HullData.Shape.Coordinates) { e.Target.Armor[c.x, c.y] = 0f; e.Target.MaxArmor[c.x, c.y] = 0f; }
|
|
e.Target.Armor[0, 0] = 5f; e.Target.MaxArmor[0, 0] = 5f; // near side of the notch
|
|
e.Target.Armor[0, 2] = 1000f; e.Target.MaxArmor[0, 2] = 1000f; // far side -- must stay untouched
|
|
e.Target.Armor[0, 3] = 1000f; e.Target.MaxArmor[0, 3] = 1000f; // far side -- must stay untouched
|
|
e.Target.GearOccupancy[0, 0].EquippableItem.Durability = 0f; // remove the bystander Gun's own 1 durability
|
|
|
|
// The hull's other arm (x=2) carries no armour, so a stray hit landing there while retrying for the
|
|
// notched column would leak its own damage straight to the hull -- tracked here per-attempt (reset each
|
|
// retry) so only the accepted attempt's own contribution is asserted, not a cross-attempt total.
|
|
var hullThisAttempt = 0f;
|
|
ShotOutcome outcome = null;
|
|
using (e.Target.HullDamage.Subscribe(x => hullThisAttempt += x))
|
|
{
|
|
for (var attempt = 0; attempt < 200 && (outcome == null || !outcome.Hit || outcome.Cell.x != 0); attempt++)
|
|
{
|
|
hullThisAttempt = 0f;
|
|
outcome = FireUntilHit(e, damageOverride: 40f, attempts: 1);
|
|
}
|
|
}
|
|
Assert.NotNull(outcome);
|
|
Assert.True(outcome.Hit && outcome.Cell.x == 0, "fixture: needed a hit on the notched arm within the attempt budget");
|
|
Assert.Equal(new int2(0, 0), outcome.Cell); // fixture precondition: the base is always this lane's impact cell
|
|
|
|
Assert.Equal(0f, e.Target.Armor[0, 0]); // 5 consumed
|
|
Assert.Equal(1000f, e.Target.Armor[0, 2]); // untouched -- beyond the first gap
|
|
Assert.Equal(1000f, e.Target.Armor[0, 3]); // untouched -- beyond the first gap
|
|
Assert.Equal(35f, hullThisAttempt, 2); // 40 - 5 left over for the hull, not spent past the gap
|
|
}
|
|
|
|
// F5: side-lane remainders must reach the hull too, axis-aligned so the lanes share no cells and lane
|
|
// order cannot matter (Q12-3 = A, "the lane remainder goes into the hull where the lane ends"). A 3x2
|
|
// hull, spread 1 (three one-cell-wide columns), armour only on the facing row: every lane's remainder
|
|
// survives the facing cell and must land in the hull. Kills the Stryker survivor that guards the
|
|
// hull-remainder add with `if (li == n)` (only the centre lane's remainder would count).
|
|
[Fact]
|
|
public void EverySideLanesRemainderReachesTheHullNotOnlyTheCentreLanes()
|
|
{
|
|
var e = Build(TestSettings(), SolidShape(3, 2), precision: .6f, penetration: 2f, damageSpread: 1f);
|
|
for (var x = 0; x < 3; x++)
|
|
for (var y = 0; y < 2; y++)
|
|
{
|
|
e.Target.Armor[x, y] = y == 0 ? 1f : 0f;
|
|
e.Target.MaxArmor[x, y] = 1f;
|
|
var occ = e.Target.GearOccupancy[x, y];
|
|
if (occ != null) occ.EquippableItem.Durability = 0f; // remove the bystander Gun's own 1 durability
|
|
}
|
|
|
|
// Tracked per-attempt (reset each retry), the same reasoning as the notched-U test above: a stray hit on
|
|
// the wrong lateral offset still spends real damage on this hull, and would otherwise contaminate a
|
|
// before/after total taken across every retry.
|
|
var hullThisAttempt = 0f;
|
|
ShotOutcome outcome = null;
|
|
using (e.Target.HullDamage.Subscribe(x => hullThisAttempt += x))
|
|
{
|
|
for (var attempt = 0; attempt < 200 && (outcome == null || !outcome.Hit || outcome.Cell.x != 1); attempt++)
|
|
{
|
|
hullThisAttempt = 0f;
|
|
outcome = FireUntilHit(e, damageOverride: 15f, attempts: 1);
|
|
}
|
|
}
|
|
Assert.NotNull(outcome);
|
|
Assert.True(outcome.Hit && outcome.Cell.x == 1, "fixture: needed a hit landing on the centre column within the attempt budget");
|
|
|
|
// Each lane: 15/3 = 5 per lane, minus the facing cell's 1 armour = 4 left over; three lanes -> 12.
|
|
Assert.Equal(12f, hullThisAttempt, 2);
|
|
}
|
|
|
|
// F6: armour and an occupying item on the SAME cell -- no existing fixture combines them, so "armour
|
|
// absorbs first" (Entity.Absorb) was only ever exercised with one or the other. Direct calls to Absorb,
|
|
// matching this file's own existing style for pinning its per-cell arithmetic (AbsorbEmitsNothingAt...,
|
|
// AbsorbLeavesTheItemUntouchedAt...). Kills a swap of the armour and item blocks in Absorb.
|
|
[Fact]
|
|
public void AbsorbSpendsArmourBeforeTheItemOnTheSameCell()
|
|
{
|
|
var e = Build(TestSettings(), SolidShape(3, 3), precision: 1f, markers: new[] { (new int2(1, 1), 50f) });
|
|
var marker = e.Markers[0];
|
|
void Reset() { e.Target.Armor[1, 1] = 10f; e.Target.MaxArmor[1, 1] = 10f; marker.EquippableItem.Durability = 50f; }
|
|
|
|
Reset();
|
|
var lessThanArmour = e.Target.Absorb(new int2(1, 1), 5f);
|
|
Assert.Equal(0f, lessThanArmour);
|
|
Assert.Equal(5f, e.Target.Armor[1, 1]); // 5 of the 10 spent
|
|
Assert.Equal(50f, marker.EquippableItem.Durability); // item untouched -- armour alone covered it
|
|
|
|
Reset();
|
|
var moreThanArmourLessThanBoth = e.Target.Absorb(new int2(1, 1), 25f);
|
|
Assert.Equal(0f, moreThanArmourLessThanBoth);
|
|
Assert.Equal(0f, e.Target.Armor[1, 1]); // the whole 10 spent
|
|
Assert.Equal(35f, marker.EquippableItem.Durability, 2); // exactly the 15 excess
|
|
|
|
Reset();
|
|
var moreThanBoth = e.Target.Absorb(new int2(1, 1), 80f);
|
|
Assert.Equal(20f, moreThanBoth, 2); // exactly 80 - 10 - 50
|
|
Assert.Equal(0f, e.Target.Armor[1, 1]);
|
|
Assert.Equal(0f, marker.EquippableItem.Durability);
|
|
}
|
|
|
|
// F7: direct-hit frame handedness at |fx| > |fy| is otherwise only guarded by Cut 11's Splash tests, which
|
|
// 12.4 deletes. A target facing (2,1) normalized (|fx| > |fy|), shot from its own starboard side (computed
|
|
// here independently of Entity.ToSchematic, as the standard right-perpendicular of the facing -- the same
|
|
// relationship ToSchematic is supposed to implement, not a call into it). Only starboard-half cells (x >=
|
|
// width/2 in the hull's own schematic frame) carry armour; port cells (x < width/2) do not. Kills a flip of
|
|
// ToSchematic's right axis when |fx| > |fy| (M6a).
|
|
[Fact]
|
|
public void ADirectHitFromStarboardDamagesStarboardCellsWhenFacingIsMostlyLateral()
|
|
{
|
|
var shape = SolidShape(5, 5);
|
|
var facing = normalize(float2(2, 1)); // |fx| > |fy|
|
|
var e = Build(TestSettings(), shape, precision: .4f, penetration: 0f, targetFacing: facing);
|
|
|
|
// Starboard is the standard right-perpendicular of the facing (forward.y, -forward.x) -- computed here,
|
|
// not read from Entity.ToSchematic.
|
|
var starboardWorld = float2(facing.y, -facing.x);
|
|
e.Shooter.Position = e.Target.Position + float3(starboardWorld.x, 0, starboardWorld.y) * 100f; // shooter sits to starboard
|
|
|
|
for (var x = 0; x < 5; x++)
|
|
for (var y = 0; y < 5; y++)
|
|
{
|
|
var starboard = x >= 3; // starboard half; x == 2 (the middle column) is left ambiguous and unarmoured
|
|
e.Target.Armor[x, y] = x <= 1 ? 0f : starboard ? 1f : 0f;
|
|
e.Target.MaxArmor[x, y] = 1f;
|
|
}
|
|
|
|
var hitCells = new List<int2>();
|
|
using var s = e.Target.ArmorDamage.Subscribe(x => hitCells.Add(x.pos));
|
|
for (var i = 0; i < 80; i++) { FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter); e.Zone.Update(.01f); }
|
|
|
|
Assert.True(hitCells.Count > 5, $"expected several hits, got {hitCells.Count}");
|
|
foreach (var c in hitCells)
|
|
Assert.True(c.x >= 3, $"starboard should face the shot, but {c} is on the port side");
|
|
}
|
|
|
|
// ===================== F1: an independent direct-hit model at angled bearings =====================
|
|
// Every existing test through Fire commits at (0,+-1) -- ARayThroughACornerCrossesTheCornerCell calls Lane
|
|
// directly instead. This model is an exact double-precision ray/box walk, independent of
|
|
// FireControl.Lane/AlongBearing/SlabAxis, ported from the Soul probe (SoulApply123.cs) that verified this
|
|
// cut's arithmetic against production to 14,984/15,000 shots (the 16 mismatches were a float boundary).
|
|
// Used only to compute these tests' own expected values -- never to call production.
|
|
private struct MCell { public int2 C; public double En, Ex; }
|
|
|
|
private static List<MCell> ModelLane(Shape shape, double bx, double by, double s)
|
|
{
|
|
double lx = -by, ly = bx;
|
|
var all = new List<MCell>();
|
|
foreach (var c in shape.Coordinates)
|
|
{
|
|
double t0 = double.NegativeInfinity, t1 = double.PositiveInfinity; var ok = true;
|
|
void Ax(double d, double p0, double lo, double hi)
|
|
{
|
|
if (!ok) return;
|
|
if (Math.Abs(d) < 1e-12) { if (!(p0 > lo && p0 < hi)) ok = false; return; }
|
|
var a = (lo - p0) / d; var q = (hi - p0) / d;
|
|
t0 = Math.Max(t0, Math.Min(a, q)); t1 = Math.Min(t1, Math.Max(a, q));
|
|
}
|
|
Ax(bx, s * lx, c.x - .5, c.x + .5);
|
|
Ax(by, s * ly, c.y - .5, c.y + .5);
|
|
if (ok && t1 - t0 > 1e-7) all.Add(new MCell { C = c, En = t0, Ex = t1 });
|
|
}
|
|
all.Sort((p, q) => p.En.CompareTo(q.En));
|
|
var walked = new List<MCell>();
|
|
for (var i = 0; i < all.Count; i++)
|
|
{
|
|
if (i > 0 && all[i].En > all[i - 1].Ex + 1e-4) break;
|
|
walked.Add(all[i]);
|
|
}
|
|
return walked;
|
|
}
|
|
|
|
private static double[,] ToD(float[,] a)
|
|
{
|
|
var d = new double[a.GetLength(0), a.GetLength(1)];
|
|
for (var i = 0; i < a.GetLength(0); i++) for (var j = 0; j < a.GetLength(1); j++) d[i, j] = a[i, j];
|
|
return d;
|
|
}
|
|
|
|
private sealed class DirectHitModel { public double[,] Armor; public Dictionary<EquippedItem, double> Items; public double Hull; }
|
|
|
|
// Single lane (spread 0 -- F2's lane-spacing ruling only concerns spread >= 1): armour, then the occupying
|
|
// item, then the hull, near-to-far, clipped to the penetration depth from the impact cell's own entry.
|
|
private static DirectHitModel ModelDirectHit(Engagement e, Shape shape, double[,] armorBefore,
|
|
Dictionary<EquippedItem, double> itemsBefore, double bx, double by, double s, double damage, double penetration)
|
|
{
|
|
var r = new DirectHitModel { Armor = (double[,]) armorBefore.Clone(), Items = new Dictionary<EquippedItem, double>(itemsBefore) };
|
|
var lane = ModelLane(shape, bx, by, s);
|
|
if (lane.Count == 0) { r.Hull = damage; return r; }
|
|
var rem = damage; var en0 = lane[0].En;
|
|
for (var i = 0; i < lane.Count; i++)
|
|
{
|
|
if (i > 0 && lane[i].En - en0 >= penetration) break;
|
|
var c = lane[i].C;
|
|
if (rem > 0) { var a = r.Armor[c.x, c.y]; r.Armor[c.x, c.y] = Math.Max(a - rem, 0); rem = Math.Max(rem - a, 0); }
|
|
if (rem > .1)
|
|
{
|
|
var item = e.Target.GearOccupancy[c.x, c.y];
|
|
if (item != null) { var d = r.Items[item]; r.Items[item] = Math.Max(d - rem, 0); rem = Math.Max(rem - d, 0); }
|
|
}
|
|
}
|
|
r.Hull = rem;
|
|
return r;
|
|
}
|
|
|
|
// F1: a full per-cell parity check against the independent model above, at three angled bearings -- 45
|
|
// degrees, a shallow angle (within about 11 degrees of an axis) and one with |bx| > |by|. Kills a 0.5-cell
|
|
// walk (M4), a mirrored bearing when |bx| > |by| (M6b) and a bearing snapped to the nearest axis (M20): all
|
|
// three produce a visibly wrong set of cells or a wrong entry order against this model at these bearings.
|
|
[Fact]
|
|
public void DirectHitAtAnAngledBearingMatchesAnIndependentModel()
|
|
{
|
|
void Check(float2 travelDirection, int seed)
|
|
{
|
|
var shape = SolidShape(5, 5);
|
|
var e = Build(TestSettings(), shape, precision: 1f, penetration: 3f);
|
|
e.Shooter.Position = e.Target.Position - float3(travelDirection.x, 0, travelDirection.y) * 100f;
|
|
|
|
var rng = new System.Random(seed);
|
|
foreach (var c in shape.Coordinates)
|
|
{
|
|
var a = (float) Math.Round(rng.NextDouble() * 6, 2);
|
|
e.Target.Armor[c.x, c.y] = a; e.Target.MaxArmor[c.x, c.y] = Math.Max(a, 1f);
|
|
}
|
|
// Equipment includes the ship's own EquippedHull -- excluded here, or randomising its durability
|
|
// would corrupt Hull.Durability itself, not a schematic-cell item.
|
|
foreach (var it in e.Target.Equipment)
|
|
if (it.EquippableItem != e.Target.Hull)
|
|
it.EquippableItem.Durability = (float) Math.Round(rng.NextDouble() * 15, 2);
|
|
|
|
var armorBefore = ToD(e.Target.Armor);
|
|
var itemsBefore = e.Target.Equipment.Where(x => x.EquippableItem != e.Target.Hull)
|
|
.ToDictionary(x => x, x => (double) x.EquippableItem.Durability);
|
|
|
|
ShotOutcome outcome = null;
|
|
double hullEv = 0;
|
|
using (e.Target.HullDamage.Subscribe(x => hullEv += x))
|
|
{
|
|
for (var attempt = 0; attempt < 400 && (outcome == null || !outcome.Hit); attempt++)
|
|
outcome = FireUntilHit(e, damageOverride: 40f, attempts: 1);
|
|
}
|
|
Assert.NotNull(outcome);
|
|
Assert.True(outcome.Hit);
|
|
// fixture precondition: default facing makes the schematic bearing equal the world travel direction.
|
|
var actualTravel = FireControl.TravelDirection(e.Weapon, e.Shooter, e.Target);
|
|
Assert.Equal(travelDirection.x, actualTravel.x, 3);
|
|
Assert.Equal(travelDirection.y, actualTravel.y, 3);
|
|
|
|
var model = ModelDirectHit(e, shape, armorBefore, itemsBefore, outcome.Bearing.x, outcome.Bearing.y, outcome.Lateral, 40, 3);
|
|
|
|
foreach (var c in shape.Coordinates)
|
|
Assert.Equal(model.Armor[c.x, c.y], e.Target.Armor[c.x, c.y], 2);
|
|
foreach (var kv in model.Items)
|
|
Assert.Equal(kv.Value, (double) kv.Key.EquippableItem.Durability, 2);
|
|
Assert.Equal(model.Hull, hullEv, 2);
|
|
}
|
|
|
|
Check(normalize(float2(1, 1)), seed: 1); // 45 degrees
|
|
Check(normalize(float2(.2f, 1)), seed: 2); // shallow: ~11 degrees off the y-axis
|
|
Check(normalize(float2(2, 1)), seed: 3); // |bx| > |by|
|
|
}
|
|
|
|
// F1: the spec's own diagonal case (Probe1's corner-crossing lane), through the full Fire -> Commit ->
|
|
// Apply path rather than a direct Lane call. Retries until a hit's own ArmorDamage events show the lane
|
|
// walking exactly the three corner cells in order -- kills the same M4/M6b/M20 mutants as above from a
|
|
// different angle: a 0.5-cell march, a mirrored bearing or an axis-snapped bearing would each produce some
|
|
// other event sequence (or none matching), and 400 attempts would never find this exact one.
|
|
[Fact]
|
|
public void DiagonalDirectHitReachesEveryCornerCellInOrderThroughFireCommitApply()
|
|
{
|
|
var shape = SolidShape(3, 3);
|
|
var e = Build(TestSettings(), shape, precision: 1f, penetration: 100f); // ample: never cuts the walk short
|
|
e.Shooter.Position = e.Target.Position - float3(1, 0, 1) * (100f / (float) Math.Sqrt(2)); // exactly 45 degrees
|
|
e.Target.GearOccupancy[0, 0].EquippableItem.Durability = 0f; // remove the bystander Gun's own 1 durability
|
|
|
|
// Everything bare except the three corner cells (light armour, so damage passes through every one of
|
|
// them into whatever comes next): a bearing this close to 45 degrees admits the diagonal's own row/column
|
|
// neighbours too (their shadow overlaps the corner at this angle -- confirmed by sweeping FireControl.Lane
|
|
// directly over s), so the walked lane is usually five cells, not three; the spec only requires the
|
|
// three corner cells to be present and in that relative order (Probe1's own "reaches (2,2)"), the same
|
|
// standard ARayThroughACornerCrossesTheCornerCell already pins for a direct Lane call.
|
|
void ResetArmor()
|
|
{
|
|
foreach (var c in shape.Coordinates) { e.Target.Armor[c.x, c.y] = 0f; e.Target.MaxArmor[c.x, c.y] = 0f; }
|
|
e.Target.Armor[0, 0] = 5f; e.Target.MaxArmor[0, 0] = 5f;
|
|
e.Target.Armor[1, 1] = 5f; e.Target.MaxArmor[1, 1] = 5f;
|
|
e.Target.Armor[2, 2] = 5f; e.Target.MaxArmor[2, 2] = 5f;
|
|
}
|
|
ResetArmor();
|
|
|
|
var events = new List<int2>();
|
|
using var sub = e.Target.ArmorDamage.Subscribe(x => events.Add(x.pos));
|
|
var found = false;
|
|
ShotOutcome outcome = null;
|
|
for (var attempt = 0; attempt < 400 && !found; attempt++)
|
|
{
|
|
events.Clear();
|
|
outcome = FireUntilHit(e, damageOverride: 40f, attempts: 1);
|
|
var i0 = events.IndexOf(new int2(0, 0));
|
|
var i1 = events.IndexOf(new int2(1, 1));
|
|
var i2 = events.IndexOf(new int2(2, 2));
|
|
found = outcome != null && outcome.Hit && i0 >= 0 && i1 > i0 && i2 > i1;
|
|
if (!found) ResetArmor(); // a hit landing off the diagonal may have spent some of these cells' armour
|
|
}
|
|
Assert.True(found, "fixture: needed a hit whose lane reaches (0,0), then (1,1), then (2,2), in that order");
|
|
|
|
Assert.Equal(0f, e.Target.Armor[0, 0]);
|
|
Assert.Equal(0f, e.Target.Armor[1, 1]);
|
|
Assert.Equal(0f, e.Target.Armor[2, 2]);
|
|
}
|
|
|
|
// ===================== F2: spread lanes diffuse sideways instead of overlapping =====================
|
|
// Operator ruling (2026-09-25): "I would prefer if the overlapping damage cells were diffused sideways to
|
|
// thicken the line rather than doubling up." FireControl.Apply now spaces lanes by the shadow width a cell
|
|
// casts at the committed bearing rather than by one cell. These tests pin the resulting BEHAVIOUR -- no
|
|
// cell struck twice, mirrored damage, a footprint that widens at an angle -- not the spacing value itself
|
|
// (operator, correcting an earlier framing: "test behavior, not shape").
|
|
|
|
// F3 fix batch (Soul's second pass, 2026-09-25): reworked per Soul's finding that the original two-bearing,
|
|
// one-shot-per-bearing, zero-penetration version of this test could not fail on a broken lane spacing --
|
|
// penetration 0 only ever reaches each lane's own impact cell (never a second cell along a lane, so a
|
|
// single-shot sample under-exercises the boundary), and one draw per bearing samples one point on the
|
|
// hull's shadow. (The old comment's claim that reverting the spacing "fails this at both bearings" was
|
|
// never checked against a real revert; it does not.) Now: many bearings (axis, 45 degrees both diagonals,
|
|
// and |bx| > |by| shallow angles), many hits sampled per bearing at a wide spread (so the committed
|
|
// Lateral's draw visits many different points along the hull's shadow), and ample penetration. Heavy
|
|
// uniform armour so every reached cell fires exactly one ArmorDamage event, and a cell reached by two lanes
|
|
// in the SAME shot fires twice.
|
|
// F1's own structural fix (`FireControl.Lanes`, now built on top of `FireControl.Lane` itself -- see that
|
|
// function's own comment) makes double-admission unreachable from a bad `laneSpacing` value: a wrong
|
|
// spacing can misassign a cell to the wrong lane or drop it, but can no longer make two lanes claim the
|
|
// SAME cell. Hand verification (fc123fix2-mut.log) confirms this split: reverting the spacing to one cell
|
|
// (R0), or to a wrong formula (R1c/R1e/R1h, all `dotnet test`), is caught by the pre-existing damage-shape
|
|
// tests (`DirectHitAtAnAngledBearingMatchesAnIndependentModel`,
|
|
// `FootprintWidensAtAnAngledBearingComparedToAxisAligned`, and others) rather than by this test -- this test
|
|
// never failed for any of those four reverts, because the hull it drove genuinely was never struck twice
|
|
// under any of them. A 1% narrowing (R1b) survives the whole 97-test suite, including this one; recorded as
|
|
// an unresolved survivor rather than claimed dead (an honest gap, not a claimed kill), left for Soul's own
|
|
// mutation pass. This test's own job is narrower than that: it is a standing regression guard on the
|
|
// disjointness invariant itself, through the real Fire/Commit/Apply pipeline, so a future change that
|
|
// reintroduces per-lane admission testing (the shape of the original F1 defect) has a chance of being
|
|
// caught here even though it can no longer be manufactured by hand through a spacing-constant mutation.
|
|
|
|
// ===================== F1 (Self's review): Lane and Lanes are one membership query =====================
|
|
// Self's finding, 2026-09-25: the first F1 fix (commit 4e6495dd) removed the per-lane forward-arithmetic
|
|
// defect but replaced it with a SECOND membership formula -- lane index k = ceil((cell.Lo - centreLateral)
|
|
// / laneSpacing), agreeing with FireControl.Lane's own half-open admission (Lo <= s < Hi) only when a
|
|
// cell's own (Hi - Lo) equals laneSpacing exactly in float. `FireControl.Lanes` is now built entirely out
|
|
// of `FireControl.Lane` -- it calls Lane() once per lane index, so Lane(s) IS the n = 0 case, not a second
|
|
// implementation of it, and any remaining cross-lane collision (still possible, since laneSpacing is one
|
|
// shared value and one specific cell's own Hi - Lo can still drift a few ulps from it) is resolved by
|
|
// ownership (closest to the centre wins; the centre lane never loses), not by a competing formula. This
|
|
// test pins that contract directly through the PUBLIC FireControl.Lanes and FireControl.Lane, no reflection
|
|
// and no production Lane/Apply used to build an expected value -- the assertions are properties of the
|
|
// functions' own output: (a) no cell is ever walked by two lanes, (b) the centre lane's cells are always
|
|
// exactly what a plain Lane(s) call returns, (c) the centre lane is never empty when the centre lateral is
|
|
// inside the hull's own shadow (Extent/Lateral's documented formula -- ell = (-by, bx), h = (|ellx|+|elly|)
|
|
// / 2, interval = [dot(c,ell)-h, dot(c,ell)+h) -- is independently recomputed here purely to build candidate
|
|
// laterals). Hand-confirmed to fail on commit 4e6495dd's ceil-based Lanes (fc123fix2-mut3.log): property (b)
|
|
// fails partway through the deterministic sweep below (solid5, b=(0,1), s=0.49999997, n=1 -- the ceil
|
|
// formula leaves the centre lane empty while Lane(s) itself finds all 5 cells of the row, the exact "centre
|
|
// lane always meets metal" break the ceil design could cause). Soul's own two reproduction cases below
|
|
// happen to still agree on that specific ceil build; the sweep is what catches it.
|
|
[Fact]
|
|
public void LanesQueryIsDisjointMatchesLaneAtCentreAndNeverEmptyOnHull()
|
|
{
|
|
static float2 Ell(float2 b) => float2(-b.y, b.x);
|
|
static (float Lo, float Hi) CellExtent(int2 c, float2 ell)
|
|
{
|
|
var h = (Math.Abs(ell.x) + Math.Abs(ell.y)) / 2f;
|
|
var centre = dot((float2) c, ell);
|
|
return (centre - h, centre + h);
|
|
}
|
|
static float Spacing(float2 b) { var ell = Ell(b); return Math.Abs(ell.x) + Math.Abs(ell.y); }
|
|
|
|
void Check(string name, Shape shape, float2 b, float s, int n)
|
|
{
|
|
var hull = new HullData { Name = name, HullType = HullType.Ship, Shape = shape };
|
|
var spacing = Spacing(b);
|
|
var laneCount = 2 * n + 1;
|
|
var buffers = new LaneCell[laneCount][];
|
|
for (var li = 0; li < laneCount; li++) buffers[li] = new LaneCell[shape.Coordinates.Length];
|
|
var walked = FireControl.Lanes(hull, b, s, n, spacing, buffers);
|
|
|
|
// (a) no cell appears in two lanes.
|
|
var seen = new HashSet<int2>();
|
|
for (var li = 0; li < laneCount; li++)
|
|
for (var i = 0; i < walked[li]; i++)
|
|
Assert.True(seen.Add(buffers[li][i].Cell),
|
|
$"{name} b=({b.x:R},{b.y:R}) s={s:R} n={n}: cell {buffers[li][i].Cell} walked by two lanes (lane {li - n})");
|
|
|
|
// (b) the centre lane equals a plain Lane(s) call.
|
|
var solo = new LaneCell[shape.Coordinates.Length];
|
|
var soloWalked = FireControl.Lane(hull, b, s, solo);
|
|
Assert.True(soloWalked == walked[n], $"{name} b=({b.x:R},{b.y:R}) s={s:R} n={n}: centre lane walked {walked[n]}, Lane(s) walked {soloWalked}");
|
|
for (var i = 0; i < soloWalked; i++)
|
|
Assert.Equal(solo[i].Cell, buffers[n][i].Cell);
|
|
|
|
// (c) the centre lane is never empty when s is inside the hull's own shadow.
|
|
var ell = Ell(b);
|
|
var insideShadow = shape.Coordinates.Any(c => { var (lo, hi) = CellExtent(c, ell); return s >= lo && s < hi; });
|
|
if (insideShadow)
|
|
Assert.True(walked[n] > 0, $"{name} b=({b.x:R},{b.y:R}) s={s:R} n={n}: centre lane empty although s is inside the hull's own shadow");
|
|
}
|
|
|
|
// Soul's own concrete reproductions (SoulApply123b.Disjoint, 2026-09-25).
|
|
Check("solid5", SolidShape(5, 5), float2(0, 1), -0.50000006f, 1);
|
|
Check("solid9", SolidShape(9, 9), normalize(float2(-0.69478226f, 0.7192201f)), -5.619354f, 1);
|
|
|
|
// A deterministic sweep at every cell's own shadow edge (Lo and Hi) and its immediate float neighbours,
|
|
// across several hulls, bearings (exact axis, 45 degrees, |bx| > |by|, and Soul's own angled example),
|
|
// and spreads 1-2.
|
|
foreach (var (name, shape) in new (string, Shape)[] { ("solid5", SolidShape(5, 5)), ("solid9", SolidShape(9, 9)), ("solid3x11", SolidShape(3, 11)) })
|
|
{
|
|
var coords = shape.Coordinates;
|
|
foreach (var b in new[] { float2(0, 1), float2(1, 0), normalize(float2(1, 1)), normalize(float2(2, 1)), normalize(float2(-0.69478226f, 0.7192201f)) })
|
|
{
|
|
var ell = Ell(b);
|
|
foreach (var c in coords)
|
|
{
|
|
var (lo, hi) = CellExtent(c, ell);
|
|
foreach (var edge in new[] { lo, hi, MathF.BitIncrement(lo), MathF.BitDecrement(lo), MathF.BitIncrement(hi), MathF.BitDecrement(hi) })
|
|
for (var n = 1; n <= 2; n++)
|
|
Check(name, shape, b, edge, n);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// F1 (Self's review): the committed Cell (Commit's own placement) is the first cell Apply damages in the
|
|
// centre lane -- end to end through Fire -> Commit -> Apply, no reflection. DamageSpread 0 (a single lane,
|
|
// the centre lane) so the first ArmorDamage event of the whole shot is unambiguously the centre lane's own
|
|
// first cell -- Apply's damage loop processes lanes index 0 upward, so with a spread this check would be
|
|
// reading a SIDE lane's own first event, not the centre lane's. Heavy uniform armour and ample penetration
|
|
// so that first event is well defined.
|
|
[Fact]
|
|
public void CommittedCellIsTheFirstCellTheCentreLaneDamages()
|
|
{
|
|
var bearings = new[]
|
|
{
|
|
float2(0, 1), normalize(float2(1, 1)), normalize(float2(-1, 1)),
|
|
normalize(float2(2, 1)), normalize(float2(1, 2))
|
|
};
|
|
foreach (var travelDirection in bearings)
|
|
{
|
|
var shape = SolidShape(9, 9);
|
|
var e = Build(TestSettings(), shape, precision: 1f, penetration: 100f, damageSpread: 0f);
|
|
e.Shooter.Position = e.Target.Position - float3(travelDirection.x, 0, travelDirection.y) * 100f;
|
|
foreach (var c in shape.Coordinates) { e.Target.Armor[c.x, c.y] = 1000f; e.Target.MaxArmor[c.x, c.y] = 1000f; }
|
|
|
|
var firstHit = new int2?[1];
|
|
using var s = e.Target.ArmorDamage.Subscribe(x => { if (firstHit[0] == null) firstHit[0] = x.pos; });
|
|
var outcome = FireUntilHit(e, damageOverride: 50f);
|
|
Assert.NotNull(outcome);
|
|
Assert.True(outcome.Hit);
|
|
Assert.NotNull(firstHit[0]);
|
|
Assert.Equal(outcome.Cell, firstHit[0].Value);
|
|
}
|
|
}
|
|
[Fact]
|
|
public void NoCellIsStruckByTwoLanesInOneShotAtAnyBearing()
|
|
{
|
|
// Within the fixture's own FiringArc (170 degrees, i.e. +-85 of the shooter's forward): the exact axis
|
|
// (dead ahead), both 45-degree diagonals, and both |bx| > |by| and |bx| < |by| shallow angles on each
|
|
// side. A travel direction outside the arc never resolves a hit at all (the fixture's own limit, not
|
|
// this rule's), so it is not a useful bearing to sample here.
|
|
var bearings = new[]
|
|
{
|
|
float2(0, 1), // exact axis
|
|
normalize(float2(1, 1)), normalize(float2(-1, 1)), // 45 degrees
|
|
normalize(float2(2, 1)), normalize(float2(-2, 1)), // |bx| > |by|
|
|
normalize(float2(1, 2)), normalize(float2(-1, 2)) // |bx| < |by|
|
|
};
|
|
const int hitsWanted = 300;
|
|
|
|
foreach (var travelDirection in bearings)
|
|
{
|
|
var shape = SolidShape(9, 9);
|
|
var e = Build(TestSettings(), shape, precision: .02f, penetration: 100f, damageSpread: 2f); // ample penetration, 5 lanes; a wide spread samples many points along the shadow
|
|
e.Shooter.Position = e.Target.Position - float3(travelDirection.x, 0, travelDirection.y) * 100f;
|
|
|
|
var thisShot = new List<int2>();
|
|
using var s = e.Target.ArmorDamage.Subscribe(x => thisShot.Add(x.pos));
|
|
ShotOutcome outcome = null;
|
|
using var r = e.Zone.ShotResolved.Subscribe(o => outcome = o);
|
|
|
|
var got = 0;
|
|
for (var attempt = 0; attempt < 20000 && got < hitsWanted; attempt++)
|
|
{
|
|
foreach (var c in shape.Coordinates) { e.Target.Armor[c.x, c.y] = 1000f; e.Target.MaxArmor[c.x, c.y] = 1000f; }
|
|
thisShot.Clear();
|
|
outcome = null;
|
|
FireControl.Fire(e.Weapon, e.WeaponItem, e.Shooter, damageOverride: 50f);
|
|
e.Zone.Update(.01f); // velocity 0 -> zero flight time, commits and resolves in this tick
|
|
if (outcome == null || !outcome.Hit) continue;
|
|
got++;
|
|
Assert.Equal(thisShot.Count, thisShot.Distinct().Count()); // no cell fires ArmorDamage twice within this shot
|
|
}
|
|
Assert.True(got >= hitsWanted, $"fixture: needed {hitsWanted} hits at bearing ({travelDirection.x:R},{travelDirection.y:R}), got {got}");
|
|
}
|
|
}
|
|
|
|
// The footprint widens at an angled bearing rather than concentrating: the same spread, on the same hull,
|
|
// covers more lateral distance at 45 degrees than axis-aligned. Reverting the lane spacing to one cell
|
|
// removes this widening (every bearing gets the same one-cell spacing regardless of angle).
|
|
[Fact]
|
|
public void FootprintWidensAtAnAngledBearingComparedToAxisAligned()
|
|
{
|
|
double Span(float2 travelDirection)
|
|
{
|
|
var shape = SolidShape(9, 9);
|
|
var e = Build(TestSettings(), shape, precision: 1f, penetration: 0f, damageSpread: 2f);
|
|
e.Shooter.Position = e.Target.Position - float3(travelDirection.x, 0, travelDirection.y) * 100f;
|
|
foreach (var c in shape.Coordinates) { e.Target.Armor[c.x, c.y] = 1000f; e.Target.MaxArmor[c.x, c.y] = 1000f; }
|
|
|
|
var hits = new List<int2>();
|
|
using var s = e.Target.ArmorDamage.Subscribe(x => hits.Add(x.pos));
|
|
var outcome = FireUntilHit(e, damageOverride: 50f);
|
|
Assert.NotNull(outcome);
|
|
Assert.True(outcome.Hit);
|
|
Assert.True(hits.Count >= 3, $"fixture: needed several lanes to find metal, got {hits.Count}");
|
|
|
|
var b = normalize(travelDirection);
|
|
var ell = float2(-b.y, b.x);
|
|
var projections = hits.Select(c => (double) dot((float2) c, ell)).ToList();
|
|
return projections.Max() - projections.Min();
|
|
}
|
|
|
|
var axisSpan = Span(float2(0, 1));
|
|
var angledSpan = Span(normalize(float2(1, 1)));
|
|
|
|
Assert.True(angledSpan > axisSpan * 1.2, $"the footprint should widen at an angled bearing: axis {axisSpan}, 45deg {angledSpan}");
|
|
}
|
|
}
|