The staged line stopped being the hostile's line once consumable-ai r3 gave it a flanking approach. The message records the drift from the staged line. LockOn.cs's 5-degree staged-match claim is removed. Builds. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
60 lines
3.5 KiB
C#
60 lines
3.5 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Xunit;
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using static CultMath.math;
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// The arena the operator flies to check the incoming-lock warning (map: Scenarios for operator checks, SC5 and SC14). The
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// test launches the scenario the way New Game does and steps what it staged.
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public sealed partial class RunStartTests
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{
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// Lock On: the hostile starts piloted, facing the player, beyond its own sight of the player, and the player has no
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// incoming paint. Stepped at .1 s, it closes, finds the player and locks: a Track paint reaches the player bearing
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// toward the hostile, and its Strength rises from nothing as the lock tightens.
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[Fact]
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public void LockOnSituation()
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{
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var (_, arena, staged, failures) = Launch(new LockOn(), Inputs(() => GalaxySeed));
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Assert.True(failures.Count == 0, string.Join("; ", failures));
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var player = staged.Player;
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var hostile = Assert.Single(staged.Entities);
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Assert.True(player.IsHostileTo(hostile) && hostile.IsHostileTo(player), "the hostile is hostile both ways");
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Assert.Equal(1, AgentsOf(arena, hostile));
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var toPlayer = normalize(player.Position.xz - hostile.Position.xz);
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Assert.True(dot(normalize(hostile.Direction), toPlayer) >= cos(radians(5f)), "the hostile faces the player");
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// The first real sensing tick: the hostile holds no track of the player, and the sim's own passive sensing, asked for
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// the player's signature at the staged place, settles below the detection threshold: the staging is out of its sight.
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arena.Update(.1f);
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Assert.False(hostile.VisibleEnemies.Any(x => ReferenceEquals(x, player)), "the player is out of sight");
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Assert.DoesNotContain(player.IncomingPaints, paint => paint.Mode == PaintMode.Track);
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Assert.True(player.Visibility > 0f, "the player shows a signature to be seen by");
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var threshold = player.ItemManager.GameplaySettings.TargetDetectionInfoThreshold;
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var settled = hostile.PassiveInfo(player.Position.xz, player.Visibility);
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Assert.True(settled <= threshold, $"the hostile would settle at {settled} on the player, above the detection threshold {threshold}: staged inside its sight");
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var lockedAt = -1;
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var bearingDot = 0f;
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var stagedDrift = 0f;
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var strengths = new List<float>();
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for (var tick = 0; tick < 600 && (lockedAt < 0 || tick < lockedAt + 40); tick++)
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{
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arena.Update(.1f);
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foreach (var paint in player.IncomingPaints.Where(paint => paint.Mode == PaintMode.Track))
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{
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if (lockedAt < 0)
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{
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lockedAt = tick;
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// The warning points at the hostile where it is at the lock; the hostile has left the staged line by then.
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var live = normalize(hostile.Position.xz - player.Position.xz);
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bearingDot = dot(normalize(paint.Bearing), live);
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stagedDrift = degrees(acos(clamp(dot(live, -toPlayer), -1f, 1f)));
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}
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strengths.Add(paint.Strength);
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}
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}
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Assert.True(lockedAt >= 0, "the hostile never locked the player within 600 ticks of .1 s");
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Assert.True(bearingDot >= cos(radians(.5f)), $"the warning points at the hostile where it is (the hostile is {stagedDrift} deg off its staged line at the lock)");
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Assert.True(strengths.First() < strengths.Last(), $"the lock tightens: Strength went {strengths.First()} to {strengths.Last()}");
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}
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}
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