Loadouts are ship presets (variants) for spawners, not a player feature. - Route Loadout to the catalog; the player store no longer holds it. - Materialize takes no credits: affordability, the charge and Loadouts.Price are deleted, since only the player menu priced loadouts. Availability, key-order product choice, all-or-nothing failures and the weapon-group rules stay. - Delete the InventoryPanel Save Loadout and Restore Loadout entries and RestoreLoadout, which also removes its docking-bay overwrite. - The editor opens the catalog writable in the one process cache, and the editor-only console command capturepreset "<name>" [replace] captures the piloted ship. Loadouts.Commit keys a preset by name, refuses a same-name replace unless asked, and commits conditionally on that key. The single-file store then lands only that record onto the file as it is on disk. An unconditional commit would re-serialize every live catalog instance, including any that play has mutated. - Tests: capture -> commit -> fresh reopen round-trip, explicit replace with no duplicate, and a preset commit that does not persist a mutated live Faction. The money-only tests are removed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
350 lines
17 KiB
C#
350 lines
17 KiB
C#
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 System.Security.Cryptography;
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using CultMath;
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using GameCult.Caching;
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using GameCult.Caching.MessagePack;
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using Xunit;
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// Loadouts are ship presets: item designs only, authored into the catalog, materialized all-or-nothing against it.
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// The fixture hull is 3x3: InteriorCells is Shape.Shrink(), so a 2x2 hull has no interior cell a cargo bay could use.
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public sealed class LoadoutTests : IDisposable
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{
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private readonly string _root = Path.Combine(Path.GetTempPath(), "aetheria-loadout-" + Guid.NewGuid().ToString("N"));
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private string Catalog => Path.Combine(_root, "Aetheria.cc");
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private string Run => Path.Combine(_root, "run.cc");
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private string Player => Path.Combine(_root, "player.cc");
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private static readonly int2 HardpointCell = new int2(0, 0);
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private static readonly int2 InteriorCell = new int2(1, 1);
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public LoadoutTests()
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{
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Directory.CreateDirectory(_root);
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using var cache = AetheriaStores.Open(Catalog, catalogWritable: true);
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cache.Upsert(new TestCatalogGlobal { Name = "Temperament" });
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var maker = cache.Upsert(new Faction { Name = "Maker", ShortName = "MKR" });
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var hullShape = new Shape(3, 3);
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foreach (var cell in hullShape.AllCoordinates) hullShape[cell] = true;
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var hull = cache.Upsert(new HullData
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{
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Name = "Skiff", HullType = HullType.Ship, Shape = hullShape, Price = 100,
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Hardpoints = { new HardpointData { Type = HardpointType.Sensors, Position = HardpointCell, Shape = new Shape() } }
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});
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var gear = cache.Upsert(new GearData { Name = "Lamp", Hardpoint = HardpointType.Sensors, Shape = new Shape(), Price = 10 });
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var cargo = cache.Upsert(new CargoBayData { Name = "Crate", Shape = new Shape(), InteriorShape = new Shape(), Price = 5 });
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var gun = cache.Upsert(new GearData { Name = "Gun", Hardpoint = HardpointType.Sensors, Shape = new Shape(), Price = 1, Behaviors = { new InstantWeaponData() } });
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cache.Upsert(new GearData { Name = "Orphan", Hardpoint = HardpointType.Sensors, Shape = new Shape(), Price = 1 });
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foreach (var (name, design) in new[] { ("Skiff by Maker", hull.Key), ("Lamp by Maker", gear.Key), ("Crate by Maker", cargo.Key), ("Gun by Maker", gun.Key) })
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cache.Upsert(new FactionProductData { Name = name, Design = new CultRecordRef<CraftedItemData>(design), Manufacturer = maker });
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cache.FlushAsync().Wait();
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}
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public void Dispose() => Directory.Delete(_root, true);
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// The game's shape: a read-only catalog with the run and player stores.
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private CultCache Open() => AetheriaStores.Open(Catalog, Run, Player);
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// The editor's shape: the catalog writable, as the capture command sees it.
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private CultCache OpenAuthoring() => AetheriaStores.Open(Catalog, Run, Player, catalogWritable: true);
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// Gear on the hull's hardpoint cell, cargo on an interior cell, and two empty weapon groups (fewer than the game's six).
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private static Loadout HandBuilt(CultCache cache, string name = "Skiff build") => new Loadout
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{
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Name = name,
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Hull = cache.RefOf(cache.GetByName<HullData>("Skiff")),
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Slots =
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{
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new LoadoutSlot { Position = HardpointCell, Design = cache.RefOf<EquippableItemData>(cache.GetByName<GearData>("Lamp")) },
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new LoadoutSlot { Position = InteriorCell, Design = cache.RefOf<EquippableItemData>(cache.GetByName<CargoBayData>("Crate")) }
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},
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WeaponGroups = new[] { new int[0], new int[0] }
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};
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// HandBuilt with the Gun on the hardpoint, alone in the first of the game's six weapon groups.
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private static Loadout Armed(CultCache cache, string name = "Armed build")
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{
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var armed = HandBuilt(cache, name);
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armed.Slots[0].Design = cache.RefOf<EquippableItemData>(cache.GetByName<GearData>("Gun"));
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armed.WeaponGroups = Enumerable.Range(0, 6).Select(g => g == 0 ? new[] { 0 } : new int[0]).ToArray();
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return armed;
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}
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private static Loadout WithDesign(Loadout loadout, int slot, CultCache cache, string gear)
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{
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loadout.Slots[slot].Design = cache.RefOf<EquippableItemData>(cache.GetByName<GearData>(gear));
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return loadout;
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}
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// Capture from a built ship, commit to the catalog, reopen fresh read-only: the preset and the ship it builds match.
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[Fact]
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public void CapturedPresetRoundTripsThroughTheCatalog()
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{
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Loadout hand;
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using (var cache = OpenAuthoring())
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{
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var items = new ItemManager(cache, RunSaveTests.TestSettings(), _ => { });
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hand = Armed(cache);
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var failures = new List<string>();
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var ship = Build(items, hand, failures);
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Assert.Empty(failures);
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Assert.NotNull(ship);
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Assert.True(Loadouts.Commit(cache, Loadouts.Capture(items, ship, hand.Name), replace: false));
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}
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using (var cache = Open())
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{
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var loaded = Assert.Single(cache.GetAll<Loadout>());
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Assert.Equal(Loadouts.KeyOf(hand.Name), cache.RefOf(loaded).Key);
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Assert.Equal(hand.Name, loaded.Name);
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Assert.Equal(hand.Hull.Key, loaded.Hull.Key);
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Assert.Equal(hand.Slots.Select(Describe), loaded.Slots.Select(Describe));
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Assert.Equal(hand.WeaponGroups, loaded.WeaponGroups);
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var items = new ItemManager(cache, RunSaveTests.TestSettings(), _ => { });
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var failures = new List<string>();
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var ship = Build(items, loaded, failures);
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Assert.Empty(failures);
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Assert.Equal(hand.Slots.Select(slot => (slot.Position, slot.Design.Key)),
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ship.Equipment.Concat<EquippedItem>(ship.CargoBays)
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.Where(item => item != ship.EquippedHull)
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.Select(item => (item.Position, cache.RefOf(items.GetData(item.EquippableItem)).Key)));
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}
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Assert.Single(SchemaNames(Catalog), name => name == "aetheria.loadout");
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Assert.True(!File.Exists(Player) || !SchemaNames(Player).Contains("aetheria.loadout"));
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}
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// Recapturing a name refuses without replace and leaves the file untouched; with replace it replaces, never duplicates.
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[Fact]
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public void SameNameCaptureReplacesOnlyWhenAsked()
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{
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using (var cache = OpenAuthoring())
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{
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Assert.True(Loadouts.Commit(cache, HandBuilt(cache), replace: false));
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var before = Hash(Catalog);
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var error = Assert.Throws<InvalidOperationException>(() => Loadouts.Commit(cache, Armed(cache, "Skiff build"), replace: false));
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Assert.Contains("Skiff build", error.Message);
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Assert.Equal(before, Hash(Catalog));
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Assert.Equal(2, Assert.Single(cache.GetAll<Loadout>()).WeaponGroups.Length);
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Assert.True(Loadouts.Commit(cache, Armed(cache, "Skiff build"), replace: true));
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Assert.Equal(6, Assert.Single(cache.GetAll<Loadout>()).WeaponGroups.Length);
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}
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using (var cache = Open())
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Assert.Equal(6, Assert.Single(cache.GetAll<Loadout>()).WeaponGroups.Length);
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}
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// The editor's catalog is writable while play mutates live catalog instances; a preset commit must land only itself.
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[Fact]
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public void PresetCommitWritesNoOtherInMemoryCatalogState()
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{
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using (var cache = OpenAuthoring())
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{
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cache.GetByName<Faction>("Maker").ShortName = "XXX";
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Assert.True(Loadouts.Commit(cache, HandBuilt(cache), replace: false));
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}
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using (var cache = Open())
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{
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Assert.Equal("MKR", cache.GetByName<Faction>("Maker").ShortName);
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Assert.Single(cache.GetAll<Loadout>());
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}
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}
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[Fact]
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public void LoadoutHoldsNoRunOrGalaxyRefs()
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{
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var forbidden = new[] { typeof(ItemInstance), typeof(EntityPack), typeof(FactionProductData), typeof(Faction) }
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.Concat(AetheriaStores.RunTypes)
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.ToArray();
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var seen = new HashSet<Type>();
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var pending = new Queue<Type>(new[] { typeof(Loadout) });
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while (pending.Count > 0)
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{
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var type = pending.Dequeue();
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if (!seen.Add(type)) continue;
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Assert.DoesNotContain(forbidden, bad => bad.IsAssignableFrom(type));
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if (type.IsGenericType && type.GetGenericTypeDefinition() == typeof(CultRecordRef<>))
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{
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Assert.True(typeof(EquippableItemData).IsAssignableFrom(type.GetGenericArguments()[0]), $"{type} names a non-design record");
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continue;
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}
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if (type.IsArray) pending.Enqueue(type.GetElementType());
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foreach (var argument in type.IsGenericType ? type.GetGenericArguments() : Type.EmptyTypes) pending.Enqueue(argument);
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if (type.Assembly == typeof(Loadout).Assembly)
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foreach (var field in type.GetFields(System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.NonPublic))
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pending.Enqueue(field.FieldType);
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}
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using (var cache = OpenAuthoring())
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Loadouts.Commit(cache, HandBuilt(cache), replace: false);
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Assert.Contains("aetheria.loadout", SchemaNames(Catalog));
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Assert.True(!File.Exists(Run) || SchemaNames(Run).Length == 0);
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Assert.True(!File.Exists(Player) || SchemaNames(Player).Length == 0);
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}
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[Fact]
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public void MissingDesignReports()
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{
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using (var cache = Open())
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cache.Commit(batch => batch.Upsert(new PlayerSettings()));
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var before = new[] { Catalog, Run, Player }.Select(Hash).ToArray();
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using (var cache = Open())
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{
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var items = new ItemManager(cache, RunSaveTests.TestSettings(), _ => { });
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var missing = HandBuilt(cache);
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missing.Slots[1].Design = new CultRecordRef<EquippableItemData>(new CultRecordKey("absent-design"));
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var failures = new List<string>();
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Assert.Null(Build(items, missing, failures));
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var failure = Assert.Single(failures);
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Assert.Contains("1,1", failure);
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Assert.Contains("absent-design", failure);
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missing.Slots.Add(new LoadoutSlot { Position = new int2(2, 2), Design = cache.RefOf<EquippableItemData>(cache.GetByName<GearData>("Orphan")) });
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failures.Clear();
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Assert.Null(Build(items, missing, failures));
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Assert.Equal(2, failures.Count);
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Assert.Contains("slot 1,1", failures[0]);
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Assert.Contains("slot 2,2", failures[1]);
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Assert.Contains("no available product of Orphan", failures[1]);
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}
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Assert.Equal(before, new[] { Catalog, Run, Player }.Select(Hash).ToArray());
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}
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[Fact]
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public void FailedFitBuildsNothing()
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{
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using var cache = Open();
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var items = new ItemManager(cache, RunSaveTests.TestSettings(), _ => { });
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var clash = HandBuilt(cache);
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clash.Slots[1].Position = HardpointCell;
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var failures = new List<string>();
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Assert.Null(Build(items, clash, failures));
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var failure = Assert.Single(failures);
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Assert.Contains("slot 0,0: Crate does not fit", failure);
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}
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// Two more Lamp products, upserted into the live cache so its enumeration order (z before a) disagrees with
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// record-key order; a reopened snapshot could already hand them back sorted.
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[Fact]
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public void FirstAvailableProductInKeyOrderBuildsTheSlot()
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{
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using var cache = AetheriaStores.Open(Catalog, catalogWritable: true);
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var maker = cache.RefOf(cache.GetByName<Faction>("Maker"));
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var lamp = new CultRecordRef<CraftedItemData>(cache.RefOf(cache.GetByName<GearData>("Lamp")).Key);
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foreach (var key in new[] { "lamp-z", "lamp-a" })
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cache.Commit(batch => batch.Upsert(typeof(FactionProductData), new FactionProductData { Name = key, Design = lamp, Manufacturer = maker }, new CultRecordKey(key)));
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Assert.Equal(new[] { "lamp-z", "lamp-a" }, cache.GetAll<FactionProductData>().Select(p => p.Name).Where(name => name.StartsWith("lamp-")));
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var items = new ItemManager(cache, RunSaveTests.TestSettings(), _ => { });
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var hand = HandBuilt(cache);
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string LampProduct(Predicate<FactionProductData> available, List<string> failures)
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{
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var ship = Loadouts.Materialize(items, null, hand, available, failures);
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return ship == null ? null : cache.Get(ship.Equipment.Single(item => item.EquippableItem != ship.Hull && item.Position.Equals(HardpointCell)).EquippableItem.Product).Name;
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}
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var failures = new List<string>();
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Assert.Equal("lamp-a", LampProduct(p => p.Name != "Lamp by Maker", failures));
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Assert.Equal("lamp-z", LampProduct(p => p.Name != "Lamp by Maker" && p.Name != "lamp-a", failures));
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Assert.Empty(failures);
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Assert.Null(LampProduct(p => !p.Name.StartsWith("Lamp") && !p.Name.StartsWith("lamp"), failures));
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Assert.Contains("slot 0,0: no available product of Lamp", Assert.Single(failures));
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}
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[Fact]
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public void OutOfRangeWeaponGroupIndexBuildsNothing()
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{
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using var cache = Open();
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var items = new ItemManager(cache, RunSaveTests.TestSettings(), _ => { });
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var stale = Armed(cache);
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stale.WeaponGroups = new[] { new[] { 0, 2 }, new[] { -1 } };
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var failures = new List<string>();
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Assert.Null(Build(items, stale, failures));
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Assert.Equal(new[] { "weapon group: no slot 2", "weapon group: no slot -1" }, failures);
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}
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[Fact]
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public void UnequippingAGroupedWeaponRemovesItFromItsGroups()
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{
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using var cache = Open();
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var items = new ItemManager(cache, RunSaveTests.TestSettings(), _ => { });
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var ship = Build(items, Armed(cache), new List<string>());
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var item = Assert.Single(ship.WeaponGroups[0].items);
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Assert.NotNull(item.GetBehavior<Weapon>());
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Assert.NotNull(ship.TryUnequip(item));
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Assert.All(ship.WeaponGroups, group => Assert.Empty(group.items));
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Assert.All(ship.WeaponGroups, group => Assert.Empty(group.weapons));
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}
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// A group index on a non-weapon slot would put a null weapon in the group; it is refused before anything is built.
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[Fact]
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public void NonWeaponGroupIndexBuildsNothing()
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{
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using var cache = Open();
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var items = new ItemManager(cache, RunSaveTests.TestSettings(), _ => { });
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var lampGrouped = WithDesign(Armed(cache), 0, cache, "Lamp");
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var failures = new List<string>();
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Assert.Null(Build(items, lampGrouped, failures));
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Assert.Equal("weapon group: slot 0,0: Lamp is not a weapon", Assert.Single(failures));
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}
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[Fact]
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public void MoreWeaponGroupsThanTheGameHasBuildsNothing()
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{
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using var cache = Open();
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var items = new ItemManager(cache, RunSaveTests.TestSettings(), _ => { });
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var wide = Armed(cache);
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wide.WeaponGroups = wide.WeaponGroups.Append(new[] { 0 }).ToArray();
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var failures = new List<string>();
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Assert.Null(Build(items, wide, failures));
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Assert.Equal("weapon groups: 7 groups, at most 6", Assert.Single(failures));
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}
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// Fewer groups, or none, still give the ship exactly WeaponGroupCount groups, so GenerateWeaponGroups and G1-G6
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// bindings can index every one.
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[Fact]
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public void FewerWeaponGroupsArePaddedToTheGameCount()
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{
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using var cache = Open();
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var items = new ItemManager(cache, RunSaveTests.TestSettings(), _ => { });
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var armed = Armed(cache);
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armed.WeaponGroups = new[] { new[] { 0 } };
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foreach (var groups in new[] { armed.WeaponGroups, null })
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{
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armed.WeaponGroups = groups;
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var failures = new List<string>();
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var ship = Build(items, armed, failures);
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Assert.Empty(failures);
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Assert.Equal(6, ship.WeaponGroups.Length);
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Assert.All(ship.WeaponGroups.Skip(1), group => Assert.Empty(group.items));
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Assert.Equal(groups == null ? 0 : 1, ship.WeaponGroups[0].items.Count);
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ship.GenerateWeaponGroups();
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}
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}
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// Everything available: for tests about placement and failure lists.
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private static Ship Build(ItemManager items, Loadout loadout, List<string> failures) =>
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Loadouts.Materialize(items, null, loadout, _ => true, failures);
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private static (int2, ItemRotation, CultRecordKey) Describe(LoadoutSlot slot) => (slot.Position, slot.Rotation, slot.Design.Key);
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private static string Hash(string path) => File.Exists(path) ? Convert.ToHexString(SHA256.HashData(File.ReadAllBytes(path))) : "absent";
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private static string[] SchemaNames(string path)
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{
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var snapshot = CultDocumentMessagePackSerialization.DeserializeSnapshot(File.ReadAllBytes(path));
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return snapshot.Records
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.Select(record => snapshot.SchemaCatalog.Single(entry => entry.SchemaId == record.SchemaId).SchemaName)
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.ToArray();
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}
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}
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