Aetheria/Assets/Scripts/Editor/CapabilityPresentationSmoke.cs
Meta Vens a345bd3dcb Loot 3 fix1: the loot-3 findings' fixtures, and the held-pose curve has one owner
PickupTests: TheBeamTakesFromWhicheverBayCanStore is a theory over which bay is full.
CapabilityPresentationSmoke: tracked ship's hull hit is drawn; a beam above the held point stays on the ground plane; a grab at the beam keeps its aim; the other entity's grab reaches its own bound beam and not this one.
FloatingItemsDrawnSmoke: a held item's label comes up; the test scene's stand-in pose equals the zone's held pose.
Zone.HeldPull is the one smoothstep of the held pose; FieldDriver's tendril and FieldTester's stand-in call it (FieldTester.PulledPosition, PullProgress), deleting the two copies.
All commits build (Unity compile and both smokes green).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 22:25:49 +02:00

208 lines
12 KiB
C#

using System;
using System.IO;
using System.Linq;
using System.Reflection;
using GameCult.Caching;
using UnityEditor;
using UnityEngine;
using CultMath;
using static CultMath.math;
// Batch proof of the capability presenters' wiring, without a scene: a zone ship is bound to an EntityInstance through the
// game's own SetEntity, and impacts and grabs are published on the ship's Capabilities exactly as the simulation does. A hull absorb spawns
// one hull effect under the instance and, for the player's ship at ScreenShake 1, raises one camera impulse; ScreenShake 0
// or another ship raises none; a shield absorb spawns no hull effect. The shield ripple itself (ShieldManager.ShowHit
// needs a shield material and a rig) is looked at in the editor, not here. Grabs: a Tractor Beam prefab under the instance
// is bound by the same SetEntity and presents a grab from events alone (emission at Power and the aim at the held point
// from Started to Completed or Cancelled, nothing otherwise, nothing for another entity's grab).
//
// Unity -batchmode -nographics -projectPath <project> -executeMethod CapabilityPresentationSmoke.Run -logFile <log>
//
// Do not pass -quit: Run exits the Editor itself, 0 on success and 1 on any failure.
public static class CapabilityPresentationSmoke
{
private const BindingFlags Any = BindingFlags.Instance | BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic;
public static void Run()
{
var work = Path.Combine(Path.GetTempPath(), $"capability-presentation-smoke-{Guid.NewGuid():N}");
GameObject[] objects = null;
try
{
Directory.CreateDirectory(work);
objects = Check(work);
Clean(objects, work);
EditorApplication.Exit(0);
}
catch (Exception exception)
{
Debug.LogException(exception);
Clean(objects, work);
EditorApplication.Exit(1);
}
}
// Edit mode runs no Awake or Start; the smoke runs the ones the game's scene would have.
private static void Awaken(Component component) => component.GetType().GetMethod("Awake", Any)?.Invoke(component, null);
private static GameObject[] Check(string work)
{
var settings = AssetDatabase.LoadAssetAtPath<GameSettings>("Assets/Resources/Settings.asset")?.GameplaySettings
?? throw new InvalidOperationException("No Settings.asset.");
var shape = new Shape(5, 4);
foreach (var cell in shape.AllCoordinates) shape[cell] = true;
var hullData = new HullData
{
Name = "Smoke Hull", HullType = HullType.Ship, Shape = shape, Durability = 1000, Mass = 1000, Armor = 0
};
var cache = AetheriaStores.Open(Path.Combine(work, "smoke.cc"), catalogWritable: true);
cache.Upsert(new VerseGrammar { Revision = 1 });
cache.Upsert(hullData);
cache.FlushAsync().Wait();
var ledger = new ProvenanceLedger();
for (var i = 1; i <= 8; 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 = "Smoke", Owner = null }, null);
var hullRef = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<HullData>("Smoke Hull"));
var ship = new Ship(items, zone, new EquippableItem { Data = hullRef, Durability = 1000, Lot = 1 }, new EntitySettings());
var other = new Ship(items, zone, new EquippableItem { Data = hullRef, Durability = 1000, Lot = 2 }, new EntitySettings());
zone.Admit(ship, piloted: false);
zone.Admit(other, piloted: false);
// The scene's side: the tuning object with a pooled effect, and the game manager that names the player's ship.
var feedbackObject = new GameObject("Smoke Impact Feedback");
var feedback = feedbackObject.AddComponent<ImpactFeedback>();
Awaken(feedback);
var effectObject = new GameObject("Smoke Hull Effect");
feedback.HullEffect = effectObject.AddComponent<Prototype>();
var managerObject = new GameObject("Smoke Game Manager");
var manager = managerObject.AddComponent<ActionGameManager>();
typeof(ActionGameManager).GetProperty("Instance", Any).SetValue(null, manager);
manager.CurrentEntity = ship;
var beamPrefab = AssetDatabase.LoadAssetAtPath<GameObject>("Assets/Content/Prefabs/Tractor Beam.prefab")
?? throw new InvalidOperationException("No Tractor Beam prefab.");
// An entity's instance as the game builds it: the beam is a child before SetEntity on both ship paths, so the
// binder finds it as the game does.
(GameObject Object, EntityInstance Instance, TractorBeam Beam) Bound(string name, Entity entity)
{
var go = new GameObject(name);
var bound = go.AddComponent<EntityInstance>();
Awaken(bound);
bound.HullColliders = new HullCollider[0];
bound.RadiatorHardpoints = new RadiatorHardpoint[0];
bound.ThrusterHardpoints = new ThrusterHardpoint[0];
bound.WeaponHardpoints = new WeaponHardpoint[0];
bound.ArticulationPoints = new ArticulationPoint[0];
var tractor = ((GameObject)PrefabUtility.InstantiatePrefab(beamPrefab, go.transform)).GetComponent<TractorBeam>();
tractor.Power = .8f;
tractor.Direction = Vector3.forward;
bound.SetEntity(null, entity);
return (go, bound, tractor);
}
var (instanceObject, instance, beam) = Bound("Smoke Entity Instance", ship);
var (otherObject, _, otherBeam) = Bound("Smoke Other Instance", other);
int Effects() => instance.GetComponentsInChildren<Prototype>(true).Count(p => p != null && !p.isOriginalPrototype);
void Expect(string what, int effects, int kicks)
{
if (Effects() != effects || feedback.KicksRaised != kicks)
throw new InvalidOperationException($"{what}: {Effects()} hull effects (want {effects}), {feedback.KicksRaised} impulses (want {kicks}).");
}
AbsorbEvent Hit(AbsorbLayer layer) => new AbsorbEvent(float3(1f, 0f, 2f), float3(0f, 0f, 1f), 100f, DamageType.Kinetic, layer);
ActionGameManager.PlayerSettings.GraphicsSettings.ScreenShake = 1f;
ship.Capabilities.PublishAbsorb(Hit(AbsorbLayer.Hull));
Expect("player's hull hit", 1, 1);
var effect = instance.GetComponentsInChildren<Prototype>(true).Single(p => !p.isOriginalPrototype);
var drawn = DrawAhead.Carried(ship, float3(1f, 0f, 2f), ActionGameManager.Clock.Lead);
if (abs(effect.transform.position.x - drawn.x) > 1e-3f || abs(effect.transform.position.z - drawn.z) > 1e-3f)
throw new InvalidOperationException("The hull effect is not at the drawn impact point.");
ActionGameManager.PlayerSettings.GraphicsSettings.ScreenShake = 0f;
ship.Capabilities.PublishAbsorb(Hit(AbsorbLayer.Hull));
Expect("hull hit at ScreenShake 0", 2, 1);
ActionGameManager.PlayerSettings.GraphicsSettings.ScreenShake = 1f;
manager.CurrentEntity = other;
ship.Capabilities.PublishAbsorb(Hit(AbsorbLayer.Hull));
// An untracked ship is not drawn at (ActionGameManager.DrawsAt, since contact-hud): no hull effect, no impulse.
Expect("hull hit on an untracked ship", 2, 1);
// Once the player's instruments track it, the same hit is drawn.
other.VisibleEntities.Add(ship);
ship.Capabilities.PublishAbsorb(Hit(AbsorbLayer.Hull));
Expect("hull hit on a tracked ship", 3, 1);
other.VisibleEntities.Remove(ship);
manager.CurrentEntity = ship;
ship.Capabilities.PublishAbsorb(Hit(AbsorbLayer.Shield));
Expect("player's shield hit", 3, 2);
// Grabs: the beam presents the simulation's events and nothing else.
float Emission() => beam.ParticleSystem.emission.rateOverTimeMultiplier;
void ExpectBeam(string what, float emission, bool towardHeld)
{
beam.Update();
var forward = beam.transform.forward;
var aimed = towardHeld ? forward.x > .999f : forward.z > .999f;
if (abs(Emission() - emission) > 1e-4f || !aimed)
throw new InvalidOperationException($"{what}: emission {Emission()} (want {emission}), forward {forward} (want {(towardHeld ? "+x" : "+z")}).");
}
GrabEvent Grab(GrabPhase phase, float3 at) => new GrabEvent(new FloatingBodyId(7), phase, at, 1f);
ExpectBeam("idle beam", 0f, false);
ship.Capabilities.PublishGrab(Grab(GrabPhase.Started, float3(20f, 0f, 0f)));
ExpectBeam("grab started", .8f, true);
foreach (var phase in new[] { GrabPhase.Extend, GrabPhase.Envelop, GrabPhase.Pull })
{
ship.Capabilities.PublishGrab(Grab(phase, float3(20f, 0f, 0f)));
ExpectBeam($"grab {phase}", .8f, true);
}
ship.Capabilities.PublishGrab(Grab(GrabPhase.Completed, float3(20f, 0f, 0f)));
ExpectBeam("grab completed", 0f, false);
// A grab cancelled after its item vanished carries no position: the beam goes dark and never turns toward it.
ship.Capabilities.PublishGrab(Grab(GrabPhase.Started, float3(20f, 0f, 0f)));
ExpectBeam("second grab started", .8f, true);
ship.Capabilities.PublishGrab(Grab(GrabPhase.Cancelled, float3(0f, 0f, 0f)));
ExpectBeam("grab cancelled", 0f, false);
// Aim is on the ground plane: a beam above the held point does not pitch toward it.
var beamHome = beam.transform.position;
beam.transform.position = beamHome + new Vector3(0f, 10f, 0f);
ship.Capabilities.PublishGrab(Grab(GrabPhase.Started, float3(20f, 7f, 0f)));
ExpectBeam("grab from above", .8f, true);
ship.Capabilities.PublishGrab(Grab(GrabPhase.Completed, float3(20f, 7f, 0f)));
beam.transform.position = beamHome;
// A grab held at the beam's own position has no direction to take: the beam keeps the aim it had.
beam.Direction = Vector3.right;
var atBeam = float3(beam.transform.position.x, 0f, beam.transform.position.z);
ship.Capabilities.PublishGrab(Grab(GrabPhase.Started, atBeam));
ExpectBeam("grab at the beam", .8f, true);
ship.Capabilities.PublishGrab(Grab(GrabPhase.Completed, atBeam));
beam.Direction = Vector3.forward;
ExpectBeam("after the grab at the beam", 0f, false);
// The beam belongs to the ship's entity: another entity's grab, with its own beam bound, moves only that beam.
other.Capabilities.PublishGrab(Grab(GrabPhase.Started, float3(20f, 0f, 0f)));
ExpectBeam("another entity's grab", 0f, false);
otherBeam.Update();
if (abs(otherBeam.ParticleSystem.emission.rateOverTimeMultiplier - .8f) > 1e-4f)
throw new InvalidOperationException("The other entity's own beam did not present its grab.");
Debug.Log("CAPABILITY_PRESENTATION_SMOKE ok effects=3 impulses=2 grabs=ok");
return new[] { feedbackObject, effectObject, managerObject, instanceObject, otherObject };
}
private static void Clean(GameObject[] objects, string work)
{
if (objects != null)
foreach (var go in objects)
if (go != null) UnityEngine.Object.DestroyImmediate(go);
try { if (Directory.Exists(work)) Directory.Delete(work, true); }
catch (Exception error) { Debug.LogWarning($"Impact presenter smoke left {work}: {error.Message}"); }
}
}