Aetheria/tests/Aetheria.Shared.Tests/FireControlCut6cTests.cs
Meta Vens 04d2947a80 Gear without presence: IsAvailable reaches by allegiance alone
Presence in the galaxy no longer gates gear (ruling gear-without-presence).
Delete the IsPrelude exception, Galaxy.ContainsFaction with its cache, and
the AetherDb loadout exclude-sellers mode that existed to exercise the
presence gate. An absent maker weighs as one jump beyond the farthest zone
the generator's zone reaches. Not yet verified; may not build.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-08 14:10:58 +02:00

278 lines
15 KiB
C#

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using CultMath;
using GameCult.Caching;
using Xunit;
using static CultMath.math;
using float3 = CultMath.float3;
using int2 = CultMath.int2;
using Random = CultMath.Random;
// Cut 6c (docs/fire-control-cut.md, "the formula gets fixed, and the single point of failure"): pins 6c.1
// (Resolution is a benefit, not a cost -- HitProbability takes its reciprocal) and 6c.2 (a galaxy with no
// seller of a required targeting design degrades the loadout instead of throwing). Builds its own fixtures,
// the same convention every earlier cut's test file establishes.
public sealed class FireControlCut6cTests : IDisposable
{
private readonly string _root = Path.Combine(Path.GetTempPath(), "aetheria-firecontrolcut6c-" + Guid.NewGuid().ToString("N"));
private string Catalog => Path.Combine(_root, "Aetheria.cc");
public FireControlCut6cTests() => Directory.CreateDirectory(_root);
private readonly List<CultCache> _openCaches = new List<CultCache>();
public void Dispose()
{
foreach (var c in _openCaches) c.Dispose();
Directory.Delete(_root, true);
}
private static GameplaySettings TestSettings() => new GameplaySettings
{
DefaultEntitySettings = new EntitySettings(),
Tiers = new[] { new RarityTier { Name = "Common", Quality = .5f, Rarity = 0, Color = new float3(1, 1, 1) } },
QualityPriceModifier = new ExponentialLerp(),
TargetDetectionInfoThreshold = .1f,
TargetArmorInfoThreshold = .2f,
TargetGearInfoThreshold = .8f,
FiringArc = 170,
CommitHorizon = .5f,
SchematicCellSize = 1f,
UnaidedAccuracy = .05f,
UnaidedTracking = 10f,
AgentMinHitProbability = 0f,
BeamResolveInterval = .1f
};
private static PerformanceStat Constant(float v) => new PerformanceStat { Min = v, Max = v };
private static Shape SolidShape(int w, int h)
{
var shape = new Shape(w, h);
foreach (var cell in shape.AllCoordinates) shape[cell] = true;
return shape;
}
// ---- 6c.1: a shooter/target engagement, resolution-parameterised, the same shape FireAuthorityTests'
// and FireControlCut5Tests' own Build helpers use. ----
private sealed class Engagement
{
public ItemManager Items;
public Zone Zone;
public Ship Shooter;
public Ship Target;
public EquippedItem WeaponItem;
public InstantWeapon Weapon;
}
private Engagement Build(GameplaySettings settings, float resolution, float targetRange = 100, float range = 200)
{
var hullShape = SolidShape(5, 5);
var hullData = new HullData
{
Name = "Hull", HullType = HullType.Ship, Shape = hullShape, Durability = 1000, Mass = 1000,
Hardpoints = { new HardpointData { Type = HardpointType.Sensors, Position = new int2(0, 0), Shape = new Shape() } }
};
var cache = AetheriaStores.Open(Catalog + Guid.NewGuid().ToString("N"), catalogWritable: true);
_openCaches.Add(cache);
cache.Upsert(new TestCatalogGlobal { Name = "Temperament" });
cache.Upsert(hullData);
cache.Upsert(new GearData
{
Name = "Gun", Hardpoint = HardpointType.Sensors, Shape = new Shape(), Durability = 1,
MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000,
Behaviors = { new InstantWeaponData
{
Damage = Constant(10), Range = Constant(range), MinRange = Constant(0),
Velocity = Constant(0), Spread = Constant(0), DamageSpread = Constant(0),
Penetration = Constant(0), Count = Constant(1), BurstTime = Constant(0), Cooldown = Constant(1000),
DamageCurve = new BezierCurve { Keys = new[] { float4(0, 1, 0, 0), float4(1, 1, 0, 0) } }
} }
});
cache.Upsert(new GearData
{
Name = "Targeting", Hardpoint = HardpointType.Tool, Shape = new Shape(), Durability = 1,
MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000,
Behaviors = { new TargetingSystemData
{
Accuracy = Constant(1f), Resolution = Constant(resolution), Precision = Constant(0f), Tracking = Constant(1000f)
} }
});
cache.FlushAsync().Wait();
var ledger = new ProvenanceLedger();
ledger.Lots[1] = new Lot { Origin = new Attributed(), Quality = 1 };
ledger.Lots[2] = new Lot { Origin = new Attributed(), Quality = 1 };
ledger.Lots[3] = new Lot { Origin = new Attributed(), Quality = 1 };
ledger.Lots[4] = new Lot { Origin = new Attributed(), Quality = 1 };
for (var i = 5; i <= 12; 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 = "Test", Owner = null }, null);
var hullRef = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<HullData>("Hull"));
var shooterHull = new EquippableItem { Data = hullRef, Durability = 1000, Lot = 1 };
var shooter = new Ship(items, zone, shooterHull, new EntitySettings());
var gunRef = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<GearData>("Gun"));
var gun = new EquippableItem { Data = gunRef, Durability = 1, Lot = 2 };
Assert.True(shooter.TryEquip(gun, new int2(0, 0)));
var weaponItem = shooter.Equipment.Single(e => e.EquippableItem == gun);
var weapon = (InstantWeapon) weaponItem.Behaviors.Single(b => b is Weapon);
var targetingRef = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<GearData>("Targeting"));
var targeting = new EquippableItem { Data = targetingRef, Durability = 1, Lot = 3 };
Assert.True(shooter.TryFindSpace(targeting, out var tpos));
Assert.True(shooter.TryEquip(targeting, tpos));
var targetHull = new EquippableItem { Data = hullRef, Durability = 1000, Lot = 4 };
var target = new Ship(items, zone, targetHull, new EntitySettings());
var targetGunRef = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<GearData>("Gun"));
var targetGun = new EquippableItem { Data = targetGunRef, Durability = 1, Lot = 9 };
Assert.True(target.TryEquip(targetGun, new int2(0, 0)));
zone.Entities.Add(shooter);
zone.Entities.Add(target);
shooter.Activate();
target.Activate();
shooter.Position = float3.zero;
target.Position = float3(0, 0, targetRange);
shooter.SetTarget(target);
shooter.SetIff(target, true);
zone.Update(0f); // warm-up: resolves the targeting system's stats before HitProbability reads them
return new Engagement { Items = items, Zone = zone, Shooter = shooter, Target = target, WeaponItem = weaponItem, Weapon = weapon };
}
// 6c.1 (operator ruling 2026-09-19): Resolution is a benefit -- higher stays better -- so two identical
// engagements differing only in Resolution must have the HIGHER-Resolution one score the higher (or
// equal, at saturation) HitProbability at every info level between detection and full, strictly higher
// at a level where neither has yet saturated. Mutation: read Resolution as the ceiling directly instead
// of taking its reciprocal (the shipped Cut 6a behaviour) -- that inverts the relationship, so the low-
// Resolution engagement scores higher and this test goes red.
[Fact]
public void HigherResolutionYieldsHigherOrEqualHitProbability()
{
var settings = TestSettings();
var low = Build(settings, resolution: 2f);
var high = Build(settings, resolution: 4f);
foreach (var info in new[] { .15f, .2f, .3f, .5f, .75f, .99f })
{
low.Shooter.EntityInfoGathered[low.Target] = info;
high.Shooter.EntityInfoGathered[high.Target] = info;
var pLow = FireControl.HitProbability(low.Weapon, low.Shooter, low.Target);
var pHigh = FireControl.HitProbability(high.Weapon, high.Shooter, high.Target);
Assert.True(pHigh >= pLow - 1e-5f, $"at info {info}: expected higher Resolution (4) to score >= lower Resolution (2), got pHigh={pHigh} pLow={pLow}");
}
// Neither design is saturated at info .3 (ceilings are .55 and .325 respectively, per the spec's own
// worked numbers), so the higher-Resolution engagement must be strictly ahead here.
low.Shooter.EntityInfoGathered[low.Target] = .3f;
high.Shooter.EntityInfoGathered[high.Target] = .3f;
var pLowMid = FireControl.HitProbability(low.Weapon, low.Shooter, low.Target);
var pHighMid = FireControl.HitProbability(high.Weapon, high.Shooter, high.Target);
Assert.True(pHighMid > pLowMid, $"expected strictly higher at info .3, got pHigh={pHighMid} pLow={pLowMid}");
}
// 6c.2: a galaxy that contains no seller of the one targeting design in the catalog still generates an
// armed loadout instead of throwing InvalidLoadoutException, and the resulting entity resolves the
// unaided fallback (Cut 5.1's floor), not a targeting system it was never able to equip.
// Mutation: restore `required: true` on the targeting-system RandomProduct call in
// LoadoutGenerator.FillInterior (the shipped Cut 6a behaviour) -- that throws instead of degrading.
[Fact]
public void NoSellerDegradesToUnaidedInsteadOfThrowing()
{
string Run() => Path.Combine(_root, "run.cc");
string Player() => Path.Combine(_root, "player.cc");
CultRecordRef<Faction> maker, targetingMaker;
using (var seedCache = AetheriaStores.Open(Catalog, catalogWritable: true))
{
seedCache.Upsert(new TestCatalogGlobal { Name = "Temperament" });
maker = seedCache.Upsert(new Faction { Name = "Maker", ShortName = "MKR" });
targetingMaker = seedCache.Upsert(new Faction { Name = "Targeting Maker", ShortName = "TGM" });
var hullShape = SolidShape(5, 5);
var hull = seedCache.Upsert(new HullData
{
Name = "Armed", HullType = HullType.Ship, Shape = hullShape, Price = 100,
Hardpoints = { new HardpointData { Type = HardpointType.Sensors, Position = new int2(0, 0), Shape = new Shape() } }
});
var gun = seedCache.Upsert(new GearData { Name = "Gun", Hardpoint = HardpointType.Sensors, Shape = new Shape(), Price = 1, Behaviors = { new InstantWeaponData() } });
var cargo = seedCache.Upsert(new CargoBayData { Name = "Crate", Shape = new Shape(), InteriorShape = new Shape(), Price = 5 });
var capacitor = seedCache.Upsert(new GearData { Name = "Cap", Hardpoint = HardpointType.Tool, Shape = new Shape(), Price = 1, Behaviors = { new CapacitorData() } });
var targeting = seedCache.Upsert(new GearData { Name = "Targeting", Hardpoint = HardpointType.Tool, Shape = new Shape(), Price = 1, Behaviors = { new TargetingSystemData() } });
// Everything but the targeting system is sold by Maker, who IS in the galaxy. Targeting is sold
// only by Targeting Maker, who is NOT -- the single point of failure 6c.2 fixes.
foreach (var (name, design, factionMaker) in new[]
{
("Armed by Maker", hull.Key, maker), ("Gun by Maker", gun.Key, maker),
("Crate by Maker", cargo.Key, maker), ("Cap by Maker", capacitor.Key, maker),
("Targeting by Targeting Maker", targeting.Key, targetingMaker)
})
seedCache.Upsert(new FactionProductData { Name = name, Design = new CultRecordRef<CraftedItemData>(design), Manufacturer = factionMaker });
seedCache.FlushAsync().Wait();
}
// RunSave.Commit needs a run store to write SavedGame/SavedZone into (a catalog-only cache is "home"
// to neither), the same three-store shape AetheriaStores.Open(Catalog, Run, Player) gives the game
// in every build (RunSaveTests.Open).
var cache = AetheriaStores.Open(Catalog, Run(), Player());
_openCaches.Add(cache);
// A minimal one-zone galaxy the same SavedGame/Galaxy round trip RunSaveTests uses builds, without standing
// up full procedural generation. Its generator's faction is Maker, whose allegiance does not name
// Targeting Maker, so IsAvailable rejects Targeting Maker's products by allegiance.
var game = new SavedGame
{
Factions = new[] { maker },
Relationships = new[] { FactionRelationship.Neutral },
HomeZones = new Dictionary<int, int> { { 0, 0 } },
BossZones = new Dictionary<int, int>(),
DiscoveredZones = new[] { 0 },
ActionBarBindings = new SavedActionBarBinding[0],
Exit = -1
};
var zones = new[]
{
new SavedZone { Name = "Zone 0", Position = float2(0, 0), AdjacentZones = Array.Empty<int>(), Factions = new[] { 0 }, Owner = 0, Contents = null }
};
RunSave.Commit(cache, game, zones, new ProvenanceLedger());
var galaxy = new Galaxy(cache, cache.GetGlobal<SavedGame>(), _ => { });
var makerFaction = cache.Get(maker);
Assert.False(makerFaction.Allegiance.ContainsKey(targetingMaker));
var random = new Random(1u);
var settings = TestSettings();
var log = new List<string>();
var items = new ItemManager(cache, new ProvenanceLedger(), settings, log.Add);
var generator = new LoadoutGenerator(ref random, items, galaxy, null, makerFaction, .5f);
var pack = generator.GenerateShipLoadout(candidate => candidate.Name == "Armed");
Assert.NotNull(pack); // must not have thrown InvalidLoadoutException
Assert.DoesNotContain(pack.Equipment, e => (cache.Get(e.item.Data) as GearData)?.Behaviors.Any(b => b is TargetingSystemData) ?? false);
Assert.Contains(log, l => l.Contains("targeting", StringComparison.OrdinalIgnoreCase));
var zone = new Zone(items, new PlanetSettings(), new ZonePack(), new GalaxyZone { Name = "Test", Owner = null }, null);
var entity = EntitySerializer.Unpack(items, zone, pack);
zone.Entities.Add(entity);
entity.Activate();
zone.Update(0f);
Assert.Null(entity.GetBehavior<TargetingSystem>());
Assert.Equal(settings.UnaidedAccuracy, FireControl.Accuracy(entity), 4);
Assert.Equal(settings.UnaidedTracking, FireControl.Tracking(entity), 4);
}
}