620 lines
32 KiB
C#
620 lines
32 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using CultMath;
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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 float3 = CultMath.float3;
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using int2 = CultMath.int2;
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// Cut sim-rate (ruling lower-game-sim-rate, map docs/aetheria-arena-sim-rate-map.md): the game's tick has one owner,
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// and content authored in seconds means the same at every tick, because a restarted timer keeps what the last step
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// overshot and passive sensing decays exactly.
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public sealed class SimRateClockTests
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{
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[Fact]
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public void OneTickOwner()
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{
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var clock = SimClock.ForGame();
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Assert.Equal(1f / SimClock.TickRate, SimClock.GameStep);
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Assert.Equal(SimClock.GameStep, clock.Step);
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Assert.Equal(SimClock.TickRate, clock.StepsPerRealSecond);
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// Ten real seconds of irregular frames pay ten seconds of steps, so the game runs at real time.
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var frames = new[] { .004f, .031f, .016f, .0083f, .05f, .022f, .0125f, .027f };
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var real = 0f;
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for (var i = 0; real < 10f; i++)
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{
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var frame = Math.Min(frames[i % frames.Length], 10f - real);
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real += frame;
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clock.Advance(frame, _ => { });
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}
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Assert.InRange(clock.Steps, 10 * SimClock.TickRate - 1, 10 * SimClock.TickRate + 1);
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}
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}
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public sealed partial class ContactRevealTests
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{
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private static readonly float[] CadenceSteps = { 1f / 60f, 1f / 30f, 1f / 20f, 1f / 15f };
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private static readonly float[] Cooldowns = { .25f, .13f };
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// A gun of its own cooldown, bottomless magazine, so only the cooldown paces it. Upserted by name into the open catalog.
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// Automatic by default, as a gun that holds is; a semi-automatic one is the plain InstantWeaponData.
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private string GunWithCooldown(float cooldown, bool auto = true)
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{
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var name = $"{(auto ? "Auto" : "Gun")}@{cooldown:R}";
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if (_openCache.GetByName<ItemData>(name) != null) return name;
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InstantWeaponData data = auto
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? new AutoWeaponData { Count = Const(1), BurstTime = Const(0), Cooldown = Const(cooldown) }
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: new InstantWeaponData { Count = Const(1), BurstTime = Const(0), Cooldown = Const(cooldown) };
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var gun = Armed(data, 0);
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gun.Energy = Const(1); // the fixture reactor pays a round a hundredth of a second apart; the rounds-per-step tests top up nothing
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_openCache.Upsert(new WeaponItemData
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{
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Name = name, Hardpoint = HardpointType.Sensors, Shape = new Shape(), Durability = 1,
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MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000,
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Fuse = WeaponFuse.Proximity, BlastRadius = 30f,
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Behaviors = { gun }
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});
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return name;
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}
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// Holds the trigger for `seconds`, topping up the capacitor so only the cooldown paces the gun. Returns the zone
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// time of each round.
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private List<float> HoldTrigger(Ship ship, EquippedItem item, float dt, float seconds, List<float> fireTimes = null)
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{
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var gun = (InstantWeapon) item.Behaviors.Single(b => b is InstantWeapon);
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var capacitor = (InputCapacitor) typeof(InstantWeapon).GetField("_capacitor", BindingFlags.Instance | BindingFlags.NonPublic).GetValue(gun);
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var rounds = new List<float>();
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gun.OnFire += id =>
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{
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rounds.Add(_zone.Time);
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if (fireTimes != null && _zone.TryGetShot(id, out var shot)) fireTimes.Add(shot.FireTime);
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};
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ship.SetTarget(TargetRef.None);
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for (var step = 0; step < (int) MathF.Round(seconds / dt); step++)
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{
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capacitor.AddStepCharge(1000f, dt);
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gun.Activate();
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Tick(dt);
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}
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gun.Deactivate();
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return rounds;
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}
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[Fact]
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public void CooldownCadenceIsPerSecond()
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{
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foreach (var cooldown in Cooldowns)
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foreach (var dt in CadenceSteps)
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{
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var ship = Add(float3(0, 0, 0), new[] { GunWithCooldown(cooldown) }, new[] { "Targeting", "Reactor" });
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var rounds = HoldTrigger(ship, Guns(ship)[0], dt, 30f);
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var expected = 30f / cooldown;
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Assert.True(abs(rounds.Count - expected) <= 1.01f, $"cooldown {cooldown} at dt {dt}: {rounds.Count} rounds, expected {expected} +-1");
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}
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}
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[Fact]
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public void CooldownNeverFastFires()
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{
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foreach (var cooldown in Cooldowns)
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foreach (var dt in CadenceSteps)
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{
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var ship = Add(float3(0, 0, 0), new[] { GunWithCooldown(cooldown) }, new[] { "Targeting", "Reactor" });
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var item = Guns(ship)[0];
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for (var i = 0; i < 20; i++) Tick(dt); // idle: the finished timer banks at most one step
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var rounds = HoldTrigger(ship, item, dt, 10f);
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Assert.True(rounds.Count > 3);
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for (var i = 1; i < rounds.Count; i++)
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Assert.True(rounds[i] - rounds[i - 1] >= cooldown - dt - 1e-4f, $"cooldown {cooldown} at dt {dt}: rounds {rounds[i - 1]} and {rounds[i]}");
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}
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}
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private int PingsHeld(float pingCooldown, float dt, float seconds)
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{
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var name = $"Pinger@{pingCooldown:R}";
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if (_openCache.GetByName<ItemData>(name) == null)
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{
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var sensor = SensorBehavior(sensitivity: 2f);
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sensor.PingCooldown = Const(pingCooldown);
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_openCache.Upsert(new GearData
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{
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Name = name, 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 = { sensor }
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});
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}
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var ship = Add(float3(0, 0, 0), new[] { name });
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var pings = 0;
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SensorOf(ship).OnPingStart += () => pings++;
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for (var step = 0; step < (int) MathF.Round(seconds / dt); step++)
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{
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SensorOf(ship).Ping();
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Tick(dt);
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}
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return pings;
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}
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[Fact]
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public void PingCooldownCarriesItsOvershoot()
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{
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foreach (var cooldown in new[] { .5f, .26f })
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foreach (var dt in CadenceSteps)
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{
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var pings = PingsHeld(cooldown, dt, 30f);
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Assert.True(abs(pings - 30f / cooldown) <= 1.01f, $"ping cooldown {cooldown} at dt {dt}: {pings} pings, expected {30f / cooldown} +-1");
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}
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}
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[Fact]
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public void CooldownBehaviourCarriesItsOvershoot()
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{
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foreach (var cooldown in new[] { .5f, .26f })
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foreach (var dt in CadenceSteps)
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{
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var name = $"Metronome@{cooldown:R}";
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if (_openCache.GetByName<ItemData>(name) == null)
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_openCache.Upsert(Tool(name, new CooldownData { Cooldown = Const(cooldown) }));
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var ship = Add(float3(0, 0, 0), null, new[] { name });
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var clock = ship.Equipment.SelectMany(i => i.Behaviors).OfType<Cooldown>().Single();
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var fired = 0;
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for (var step = 0; step < (int) MathF.Round(30f / dt); step++)
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{
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Tick(dt);
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if (clock.Execute(dt)) fired++;
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}
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Assert.True(abs(fired - 30f / cooldown) <= 1.01f, $"cooldown {cooldown} at dt {dt}: {fired} restarts, expected {30f / cooldown} +-1");
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}
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}
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[Fact]
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public void AmmoIntervalCarriesItsOvershoot()
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{
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_openCache.Upsert(new SimpleCommodityData { Name = "Slug", Shape = new Shape(), Price = 1, MaxStack = 100 });
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foreach (var interval in new[] { .5f, .26f })
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foreach (var dt in CadenceSteps)
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{
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var name = $"Stream@{interval:R}";
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if (_openCache.GetByName<ItemData>(name) == null)
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{
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var beam = (ConstantWeaponData) Armed(new ConstantWeaponData(), 100000);
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beam.AmmoInterval = interval;
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beam.AmmoType = _openCache.RefOf(_openCache.GetByName<SimpleCommodityData>("Slug"));
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_openCache.Upsert(new WeaponItemData
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{
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Name = name, Hardpoint = HardpointType.Sensors, Shape = new Shape(), Durability = 1,
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MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000,
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Fuse = WeaponFuse.Proximity, BlastRadius = 30f,
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Behaviors = { beam }
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});
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}
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var ship = Add(float3(0, 0, 0), new[] { name }, new[] { "Targeting", "Reactor" });
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var weapon = ship.Equipment.SelectMany(i => i.Behaviors).OfType<ConstantWeapon>().Single();
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typeof(ConstantWeapon).GetField("_ammo", BindingFlags.Instance | BindingFlags.NonPublic).SetValue(weapon, 100000);
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ship.SetTarget(TargetRef.None);
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weapon.Activate();
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for (var step = 0; step < (int) MathF.Round(30f / dt); step++) Tick(dt);
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var spent = 100000 - weapon.Ammo;
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Assert.True(abs(spent - 30f / interval) <= 1.01f, $"ammo interval {interval} at dt {dt}: {spent} spent, expected {30f / interval} +-1");
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}
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}
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// A fixed target under passive sensing settles where Entity.PassiveInfo says (G / k), at any step.
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[Fact]
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public void PassiveInfoSettlesAtTheDocumentedLevel()
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{
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foreach (var dt in new[] { 1f / 60f, 1f / 15f })
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{
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var observer = Add(float3(0, 0, 0), new[] { "Eye" });
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var target = Add(float3(0, 0, 100));
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var marker = new object();
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void Glow() => target.SetSignature(marker, SignatureChannel.Thermal, 5f, null); // held as bright as a thruster
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Glow();
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Tick(0f);
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var distance = 100f;
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while (observer.PassiveInfo(float2(0, distance), target.Visibility) > .5f)
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{
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distance *= 2;
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target.Position = float3(0, 0, distance);
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}
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var documented = observer.PassiveInfo(target.Position.xz, target.Visibility);
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Assert.InRange(documented, 1e-4f, .5f);
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for (var step = 0; step < (int) MathF.Round(40f / dt); step++)
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{
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Glow();
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Tick(dt);
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}
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Assert.InRange(Track(observer, target), documented - 1e-3f, documented + 1e-3f);
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}
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}
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// An idle timer banks at most one step: after ten idle seconds the first two restarts are still a cooldown apart.
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[Fact]
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public void AnIdleSensorBanksAtMostOneStep()
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{
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foreach (var dt in CadenceSteps)
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{
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var name = "Pinger@.5";
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if (_openCache.GetByName<ItemData>(name) == null)
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{
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var sensor = SensorBehavior(sensitivity: 2f);
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sensor.PingCooldown = Const(.5f);
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_openCache.Upsert(new GearData
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{
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Name = name, 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 = { sensor }
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});
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}
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var ship = Add(float3(0, 0, 0), new[] { name });
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var times = new List<float>();
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SensorOf(ship).OnPingStart += () => times.Add(_zone.Time);
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for (var step = 0; step < (int) MathF.Round(10f / dt); step++) Tick(dt);
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for (var step = 0; step < (int) MathF.Round(3f / dt); step++)
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{
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SensorOf(ship).Ping();
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Tick(dt);
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}
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Assert.True(times.Count >= 4);
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for (var i = 1; i < times.Count; i++)
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Assert.True(times[i] - times[i - 1] >= .5f - dt - 1e-4f, $"dt {dt}: pings at {times[i - 1]} and {times[i]}");
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}
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}
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[Fact]
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public void AnIdleCooldownBanksAtMostOneStep()
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{
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foreach (var dt in CadenceSteps)
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{
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var name = "Metronome@.5";
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if (_openCache.GetByName<ItemData>(name) == null)
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_openCache.Upsert(Tool(name, new CooldownData { Cooldown = Const(.5f) }));
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var ship = Add(float3(0, 0, 0), null, new[] { name });
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var clock = ship.Equipment.SelectMany(i => i.Behaviors).OfType<Cooldown>().Single();
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// Idle: the timer is updated but its chain never reaches Execute (an earlier behaviour gates it, or the item is
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// offline). Zone ticks would not do: an Active tool reaches Execute every step and restarts the timer each time.
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for (var step = 0; step < (int) MathF.Round(10f / dt); step++) clock.Update(dt);
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var restarts = new List<int>();
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for (var step = 0; step < (int) MathF.Round(2f / dt); step++)
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{
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if (clock.Execute(dt)) restarts.Add(step);
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clock.Update(dt);
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}
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Assert.True(restarts.Count >= 3, $"dt {dt}: {restarts.Count} restarts in 2 s");
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for (var i = 1; i < restarts.Count; i++)
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Assert.True((restarts[i] - restarts[i - 1]) * dt >= .5f - dt - 1e-4f, $"dt {dt}: restarts at steps {restarts[i - 1]} and {restarts[i]}");
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}
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}
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// A magazine of three, cooldown .1 s and a .9 s reload is three rounds a 1.1 s cycle, at any step.
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// Ruling rounds-per-step: cadence is authored in seconds at any tick rate. A gun of 0.01 s fires 100 rounds a second at 15, 30
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// and 60 Hz (several in one step), each born at its own moment inside the step, one cooldown after the one before.
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[Fact]
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public void AFastGunDeliversItsAuthoredRoundsAtEveryRate()
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{
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foreach (var dt in new[] { 1f / 60f, 1f / 30f, 1f / 15f })
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{
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var ship = Add(float3(0, 0, 0), new[] { GunWithCooldown(.01f) }, new[] { "Targeting", "Reactor" });
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var fireTimes = new List<float>();
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var rounds = HoldTrigger(ship, Guns(ship)[0], dt, 10f, fireTimes);
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var probe = (InstantWeapon) Guns(ship)[0].Behaviors.Single(b => b is InstantWeapon);
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var cap = (InputCapacitor) typeof(InstantWeapon).GetField("_capacitor", BindingFlags.Instance | BindingFlags.NonPublic).GetValue(probe);
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Assert.True(abs(rounds.Count - 1000f) <= 1.01f, $"dt {dt}: {rounds.Count} rounds in 10 s, expected 1000 +-1; capacity {cap.Capacity} rate {cap.Rate} charge {cap.Charge} cooldown {probe.Cooldown} canfire {probe.CanFire} firing {probe.Firing}");
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Assert.Equal(rounds.Count, fireTimes.Count);
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for (var i = 1; i < fireTimes.Count; i++)
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Assert.True(abs(fireTimes[i] - fireTimes[i - 1] - .01f) < 2e-4f, $"dt {dt}: rounds {i - 1} and {i} born {fireTimes[i - 1]:R} and {fireTimes[i]:R}");
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}
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}
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private InputCapacitor CapacitorOf(InstantWeapon gun) => (InputCapacitor) typeof(InstantWeapon).GetField("_capacitor", BindingFlags.Instance | BindingFlags.NonPublic).GetValue(gun);
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// A press that is let go before the step runs fires one burst, whatever the cooldown, the tick and the kind of gun: the
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// trigger is the weapon's state, not a pulse once per step. The press goes through the pilot's command (the player's
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// action bar and the agents' Combat both do) and straight to the weapon (a turret does).
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[Fact]
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public void ATapFiresOneBurstAtEveryRate()
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{
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foreach (var auto in new[] { false, true })
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foreach (var cooldown in auto ? new[] { .01f, .025f, .1f } : new[] { .1f, .25f })
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foreach (var viaCommand in new[] { false, true })
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foreach (var dt in new[] { 1f / 60f, 1f / 30f, 1f / 15f })
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{
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var ship = Add(float3(0, 0, 0), new[] { GunWithCooldown(cooldown, auto) }, new[] { "Targeting", "Reactor" });
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var gun = (InstantWeapon) Guns(ship)[0].Behaviors.Single(b => b is InstantWeapon);
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var capacitor = CapacitorOf(gun);
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var rounds = 0;
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gun.OnFire += _ => rounds++;
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ship.SetTarget(TargetRef.None);
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capacitor.AddStepCharge(1000f, dt);
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if (viaCommand)
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{
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ship.Command.Pull(gun);
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ship.Command.Release(gun);
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}
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else
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{
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gun.Activate();
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gun.Deactivate();
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}
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for (var step = 0; step < (int) MathF.Round(1f / dt); step++)
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{
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capacitor.AddStepCharge(1000f, dt);
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Tick(dt);
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}
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Assert.True(rounds == 1, $"auto {auto} cooldown {cooldown} at dt {dt}, command {viaCommand}: {rounds} rounds from one tap, expected 1");
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}
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}
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// A trigger pressed once and held: an AutoWeapon delivers the authored cadence (the rounds of ten seconds are the same at
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// 15, 30 and 60 Hz) and stops when the trigger is let go; a plain gun is semi-automatic and fires its one burst however
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// long the key stays down.
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[Fact]
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public void AHeldTriggerFiresPerTheKindOfGun()
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{
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foreach (var auto in new[] { false, true })
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foreach (var cooldown in auto ? new[] { .01f, .1f } : new[] { .1f, .25f })
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foreach (var dt in new[] { 1f / 60f, 1f / 30f, 1f / 15f })
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{
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var ship = Add(float3(0, 0, 0), new[] { GunWithCooldown(cooldown, auto) }, new[] { "Targeting", "Reactor" });
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var gun = (InstantWeapon) Guns(ship)[0].Behaviors.Single(b => b is InstantWeapon);
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var capacitor = CapacitorOf(gun);
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var rounds = 0;
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gun.OnFire += _ => rounds++;
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ship.SetTarget(TargetRef.None);
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capacitor.AddStepCharge(1000f, dt);
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gun.Activate();
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for (var step = 0; step < (int) MathF.Round(10f / dt); step++)
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{
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capacitor.AddStepCharge(1000f, dt);
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Tick(dt);
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}
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var expected = auto ? 10f / cooldown : 1f;
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Assert.True(abs(rounds - expected) <= (auto ? 1.01f : 0f), $"auto {auto} cooldown {cooldown} at dt {dt}: {rounds} rounds held 10 s, expected {expected}");
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gun.Deactivate();
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var held = rounds;
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for (var step = 0; step < (int) MathF.Round(1f / dt); step++)
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{
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capacitor.AddStepCharge(1000f, dt);
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Tick(dt);
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}
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Assert.True(rounds - held <= 1, $"auto {auto} cooldown {cooldown} at dt {dt}: {rounds - held} rounds after the trigger was let go");
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}
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}
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// An agent's Combat pulls every weapon it means to fire each step. A plain gun it taps: each pull is a press, and the gun
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// fires when it is ready, its authored cadence on average at any tick. An AutoWeapon it holds: the pulls land on a
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// trigger already down. Both deliver the cadence; the plain one stops when the pulls stop, with no release needed.
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[Fact]
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public void CombatTapsAPlainGunAndHoldsAnAutoWeapon()
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{
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foreach (var auto in new[] { false, true })
|
|
foreach (var dt in new[] { 1f / 60f, 1f / 30f, 1f / 15f })
|
|
{
|
|
var ship = Add(float3(0, 0, 0), new[] { GunWithCooldown(.1f, auto) }, new[] { "Targeting", "Reactor" });
|
|
var gun = (InstantWeapon) Guns(ship)[0].Behaviors.Single(b => b is InstantWeapon);
|
|
var capacitor = CapacitorOf(gun);
|
|
var rounds = 0;
|
|
gun.OnFire += _ => rounds++;
|
|
ship.SetTarget(TargetRef.None);
|
|
for (var step = 0; step < (int) MathF.Round(10f / dt); step++)
|
|
{
|
|
capacitor.AddStepCharge(1000f, dt);
|
|
ship.Command.Pull(gun);
|
|
Tick(dt);
|
|
}
|
|
Assert.True(abs(rounds - 100f) <= 1.01f, $"auto {auto} at dt {dt}: {rounds} rounds pulled each step for 10 s, expected 100 +-1");
|
|
var pulled = rounds;
|
|
for (var step = 0; step < (int) MathF.Round(1f / dt); step++)
|
|
{
|
|
capacitor.AddStepCharge(1000f, dt);
|
|
if (auto) ship.Command.Release(gun);
|
|
Tick(dt);
|
|
}
|
|
Assert.True(rounds - pulled <= 1, $"auto {auto} at dt {dt}: {rounds - pulled} rounds after the pulls stopped");
|
|
}
|
|
}
|
|
|
|
// Within a step, rounds resolve in the order they were fired across shooters, not one shooter's block after the other's
|
|
// and not newest first: which round breaks a shield or lands the kill follows sim time. Equal moments go by shot id.
|
|
[Fact]
|
|
public void RoundsOfOneStepResolveInFireTimeOrderAcrossShooters()
|
|
{
|
|
var dt = 1f / 30f;
|
|
var a = Add(float3(0, 0, 0), new[] { GunWithCooldown(.01f) }, new[] { "Targeting", "Reactor" });
|
|
var b = Add(float3(5, 0, 0), new[] { GunWithCooldown(.01f) }, new[] { "Targeting", "Reactor" });
|
|
var guns = new[] { a, b }.Select(s => (InstantWeapon) Guns(s)[0].Behaviors.Single(x => x is InstantWeapon)).ToArray();
|
|
var fired = new Dictionary<int, float>();
|
|
foreach (var gun in guns)
|
|
gun.OnFire += id => { if (_zone.TryGetShot(id, out var shot)) fired[id] = shot.FireTime; };
|
|
foreach (var s in new[] { a, b }) s.SetTarget(TargetRef.None);
|
|
var order = new List<int>();
|
|
var sources = new List<bool>();
|
|
_zone.ShotResolved.Subscribe(outcome => { order.Add(outcome.ShotId); sources.Add(ReferenceEquals(outcome.Source, a)); });
|
|
var checkedSteps = 0;
|
|
for (var step = 0; step < 8; step++)
|
|
{
|
|
foreach (var gun in guns) { CapacitorOf(gun).AddStepCharge(1000f, dt); gun.Activate(); }
|
|
order.Clear();
|
|
sources.Clear();
|
|
Tick(dt);
|
|
if (step < 3) continue;
|
|
checkedSteps++;
|
|
Assert.True(order.Count >= 4, $"step {step}: {order.Count} rounds resolved");
|
|
for (var i = 1; i < order.Count; i++)
|
|
{
|
|
var before = (fired[order[i - 1]], order[i - 1]);
|
|
var after = (fired[order[i]], order[i]);
|
|
Assert.True(before.CompareTo(after) < 0, $"step {step}: shot {order[i - 1]} (fired {before.Item1:R}) resolved before shot {order[i]} (fired {after.Item1:R})");
|
|
}
|
|
Assert.True(sources.Zip(sources.Skip(1), (x, y) => x != y).Count(changed => changed) > 1, $"step {step}: one shooter's rounds resolved as a block");
|
|
}
|
|
Assert.True(checkedSteps >= 4);
|
|
}
|
|
|
|
// Rounds born in one step leave from where the shooter was at their own moment: the origins of two rounds of a step are
|
|
// apart by the shooter's velocity times the time between them.
|
|
[Fact]
|
|
public void RoundsOfOneStepLeaveFromWhereTheShooterWasAtTheirMoment()
|
|
{
|
|
var dt = 1f / 15f;
|
|
var ship = Add(float3(0, 0, 0), new[] { GunWithCooldown(.01f) }, new[] { "Targeting", "Reactor" });
|
|
ship.Velocity = float2(30, 0);
|
|
var gun = (InstantWeapon) Guns(ship)[0].Behaviors.Single(b => b is InstantWeapon);
|
|
var born = new List<(float step, float time, float x, float velocity)>();
|
|
gun.OnFire += id =>
|
|
{
|
|
if (_zone.TryGetShot(id, out var shot)) born.Add((_zone.Time, shot.FireTime, shot.FireOrigin.x, ship.Velocity.x));
|
|
};
|
|
ship.SetTarget(TargetRef.None);
|
|
for (var i = 0; i < 20; i++)
|
|
{
|
|
gun.Activate();
|
|
Tick(dt);
|
|
}
|
|
var pairs = 0;
|
|
for (var i = 1; i < born.Count; i++)
|
|
{
|
|
if (born[i].step != born[i - 1].step) continue;
|
|
pairs++;
|
|
var expected = born[i].velocity * (born[i].time - born[i - 1].time);
|
|
Assert.True(abs(born[i].x - born[i - 1].x - expected) < 1e-2f, $"round {i}: origins {born[i - 1].x} and {born[i].x}, expected {expected} apart");
|
|
}
|
|
Assert.True(pairs > 100, $"{pairs} pairs of rounds in one step");
|
|
}
|
|
|
|
// A cooldown of nothing is a gun bounded by the shortest cycle (and by what its power can pay), not a step that never ends.
|
|
[Fact]
|
|
public void AGunWithNoCooldownStillEndsItsStep()
|
|
{
|
|
var ship = Add(float3(0, 0, 0), new[] { GunWithCooldown(0f) }, new[] { "Targeting", "Reactor" });
|
|
var rounds = HoldTrigger(ship, Guns(ship)[0], 1f / 30f, 1f);
|
|
Assert.InRange(rounds.Count, 1, 2001);
|
|
}
|
|
|
|
// The cluster's cost: a point-defence battery of 0.005 s guns holding its trigger, every round a queued shot with its own
|
|
// roll. The step wall time and the heap bytes per round are written beside the test for the report.
|
|
[Fact, Trait("Category", "Slow")]
|
|
public void ADenseClusterStepsAtAffordableCost()
|
|
{
|
|
const int guns = 16;
|
|
var dt = SimClock.GameStep;
|
|
var ships = Enumerable.Range(0, guns).Select(i => Add(float3(i * 3, 0, 0), new[] { GunWithCooldown(.005f) }, new[] { "Targeting", "Reactor" })).ToList();
|
|
var weapons = ships.Select(s => (InstantWeapon) Guns(s)[0].Behaviors.Single(b => b is InstantWeapon)).ToList();
|
|
var capacitors = weapons.Select(w => (InputCapacitor) typeof(InstantWeapon).GetField("_capacitor", BindingFlags.Instance | BindingFlags.NonPublic).GetValue(w)).ToList();
|
|
var rounds = 0;
|
|
foreach (var w in weapons) w.OnFire += _ => rounds++;
|
|
foreach (var s in ships) s.SetTarget(TargetRef.None);
|
|
void Step()
|
|
{
|
|
for (var i = 0; i < guns; i++) { capacitors[i].AddStepCharge(1000f, dt); weapons[i].Activate(); }
|
|
Tick(dt);
|
|
}
|
|
for (var i = 0; i < 30; i++) Step(); // warm the JIT and the shot queue
|
|
foreach (var w in weapons) w.Deactivate(); // the triggers stay down until released
|
|
for (var i = 0; i < 60; i++) Tick(dt); // let the in-flight rounds resolve
|
|
var steps = 300;
|
|
var idleBytes = GC.GetAllocatedBytesForCurrentThread();
|
|
var idle = System.Diagnostics.Stopwatch.StartNew();
|
|
for (var i = 0; i < steps; i++) Tick(dt);
|
|
idle.Stop();
|
|
idleBytes = GC.GetAllocatedBytesForCurrentThread() - idleBytes;
|
|
rounds = 0;
|
|
var bytes = GC.GetAllocatedBytesForCurrentThread();
|
|
var watch = System.Diagnostics.Stopwatch.StartNew();
|
|
for (var i = 0; i < steps; i++) Step();
|
|
watch.Stop();
|
|
bytes = GC.GetAllocatedBytesForCurrentThread() - bytes;
|
|
// Where the bytes go: a round's birth (FireControl.Fire) alone, and the queued rounds' commit and resolution alone.
|
|
var item0 = Guns(ships[0])[0];
|
|
for (var i = 0; i < 2000; i++) FireControl.Fire(weapons[0], item0, ships[0]); // grows the shot queue once
|
|
Tick(dt);
|
|
var born = GC.GetAllocatedBytesForCurrentThread();
|
|
for (var i = 0; i < 1000; i++) FireControl.Fire(weapons[0], item0, ships[0]);
|
|
born = GC.GetAllocatedBytesForCurrentThread() - born;
|
|
var settle = GC.GetAllocatedBytesForCurrentThread();
|
|
Tick(dt);
|
|
settle = GC.GetAllocatedBytesForCurrentThread() - settle;
|
|
var line = $"born {born / 1000.0:F0} B per round, 1050 rounds resolved in one step {settle / 1050.0:F0} B per round; {guns} guns at .005 s, {SimClock.TickRate} Hz: {rounds / (double) steps:F1} rounds per step, {watch.Elapsed.TotalMilliseconds / steps:F3} ms per step, {(bytes - idleBytes) / (double) rounds:F0} heap bytes per round beyond the idle step (idle step {idle.Elapsed.TotalMilliseconds / steps:F3} ms, {idleBytes / (double) steps:F0} bytes)";
|
|
System.IO.File.WriteAllText(System.IO.Path.Combine(System.IO.Path.GetTempPath(), "simrate-stepcost.txt"), line);
|
|
Assert.True(Math.Abs(rounds / (double) steps - guns * dt / .005) < 1.0 * guns, line);
|
|
}
|
|
|
|
[Fact]
|
|
public void MagazineCadenceIsPerSecond()
|
|
{
|
|
foreach (var dt in CadenceSteps)
|
|
{
|
|
var name = "Magazine3";
|
|
if (_openCache.GetByName<ItemData>(name) == null)
|
|
{
|
|
var gun = Armed(new InstantWeaponData { Count = Const(1), BurstTime = Const(0), Cooldown = Const(.1f), ReloadTime = .9f }, 3);
|
|
_openCache.Upsert(new WeaponItemData
|
|
{
|
|
Name = name, Hardpoint = HardpointType.Sensors, Shape = new Shape(), Durability = 1,
|
|
MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000,
|
|
Fuse = WeaponFuse.Proximity, BlastRadius = 30f,
|
|
Behaviors = { gun }
|
|
});
|
|
}
|
|
var ship = Add(float3(0, 0, 0), new[] { name }, new[] { "Targeting", "Reactor" });
|
|
var rounds = HoldTrigger(ship, Guns(ship)[0], dt, 33f);
|
|
Assert.True(abs(rounds.Count - 90f) <= 3.01f, $"dt {dt}: {rounds.Count} rounds in 33 s, expected 90 +-3");
|
|
}
|
|
}
|
|
}
|
|
|
|
public sealed partial class RunStartTests
|
|
{
|
|
private static readonly string EquivalenceTable = System.IO.Path.Combine(System.IO.Path.GetTempPath(), "simrate-equivalence.txt");
|
|
|
|
// The two-AI fight over 40 match seeds at the old 60 Hz and at the game's step: the same fight to within noise. The
|
|
// win rate (east's hull above west's) differs by less than a 95% two-proportion interval, and the mean survivor hull
|
|
// and the mean time to first kill each differ by less than their 95% interval. The table is written beside the test for the report.
|
|
[Fact, Trait("Category", "Slow")]
|
|
public void SimRateEquivalence()
|
|
{
|
|
const int seeds = 40;
|
|
var table = new System.Text.StringBuilder();
|
|
(double wins, double survivor, double firstKill, double seconds, double survivorVar, double firstKillVar) Run(float dt)
|
|
{
|
|
var wins = 0;
|
|
double survivor = 0, firstKill = 0, seconds = 0;
|
|
var survivors = new List<double>();
|
|
var kills = new List<double>();
|
|
for (uint seed = 1; seed <= seeds; seed++)
|
|
{
|
|
var fight = TwoAiFight(seed, dt);
|
|
if (fight.eastHull > fight.westHull) wins++;
|
|
survivor += Math.Max(fight.eastHull, fight.westHull);
|
|
survivors.Add(Math.Max(fight.eastHull, fight.westHull));
|
|
kills.Add(fight.firstKill);
|
|
firstKill += fight.firstKill;
|
|
seconds += fight.stepSeconds;
|
|
table.AppendLine($"dt {dt:R} seed {seed}: east {fight.eastHull:R} west {fight.westHull:R} first kill {fight.firstKill:R} s, {fight.stepSeconds:F2} s wall");
|
|
}
|
|
double Variance(List<double> xs) { var m = xs.Average(); return xs.Sum(x => (x - m) * (x - m)) / (xs.Count - 1); }
|
|
return (wins / (double) seeds, survivor / seeds, firstKill / seeds, seconds, Variance(survivors), Variance(kills));
|
|
}
|
|
|
|
var old = Run(1f / 60f);
|
|
var now = Run(SimClock.GameStep);
|
|
var se = Math.Sqrt(old.wins * (1 - old.wins) / seeds + now.wins * (1 - now.wins) / seeds);
|
|
table.AppendLine($"60 Hz: east wins {old.wins:P0}, mean survivor hull {old.survivor:F1}, mean first kill {old.firstKill:F2} s, {old.seconds:F1} s wall");
|
|
table.AppendLine($"{SimClock.TickRate} Hz: east wins {now.wins:P0}, mean survivor hull {now.survivor:F1}, mean first kill {now.firstKill:F2} s, {now.seconds:F1} s wall");
|
|
table.AppendLine($"win-rate difference {Math.Abs(old.wins - now.wins):F3} (95% interval +-{1.96 * se:F3}); wall-time speedup {old.seconds / now.seconds:F2}x");
|
|
System.IO.File.WriteAllText(EquivalenceTable, table.ToString());
|
|
|
|
Assert.True(Math.Abs(old.wins - now.wins) <= 1.96 * se, table.ToString());
|
|
// The survivor hull is heavy-tailed (a dead hull reads near zero, a survivor up to a few hundred), so its tolerance is the
|
|
// 95% interval of the difference of the two means, as the win rate's is, not a fixed fraction of one mean.
|
|
var survivorSe = Math.Sqrt(old.survivorVar / seeds + now.survivorVar / seeds);
|
|
var killSe = Math.Sqrt(old.firstKillVar / seeds + now.firstKillVar / seeds);
|
|
table.AppendLine($"mean survivor hull difference {Math.Abs(now.survivor - old.survivor):F2} (95% interval +-{1.96 * survivorSe:F2}); mean first kill difference {Math.Abs(now.firstKill - old.firstKill):F2} s (95% interval +-{1.96 * killSe:F2})");
|
|
System.IO.File.WriteAllText(EquivalenceTable, table.ToString());
|
|
Assert.True(Math.Abs(now.survivor - old.survivor) <= 1.96 * survivorSe, table.ToString());
|
|
Assert.True(Math.Abs(now.firstKill - old.firstKill) <= 1.96 * killSe, table.ToString());
|
|
}
|
|
}
|