Aetheria/tests/Aetheria.Shared.Tests/FireControlTests.cs
Meta Vens b0d7ccb4f8 Pin the agent steering writes and the helm rules Soul found unpinned
Holding heading after a state stops piloting (SteeringTests, and a Minion that
loses its target), Combat leading a moving target, MoveTo's Aim and Turn in the
low-delta regime, the behind-the-hull threshold, the Turn clamp, and the hold
branch clearing a stale MovementDirection.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-07 16:23:56 +02:00

299 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.IO;
using System.Linq;
using CultMath;
using GameCult.Caching;
using Xunit;
using static CultMath.math;
using float3 = CultMath.float3;
// Cut 1 (docs/fire-control-cut.md): pins mount direction, arc authoring/defaulting and the headless
// engagement this cut exists to unbreak. Builds its own hull/catalog (the IffAndCombatTests Skiff/Gun
// fixture is fixed to one hardpoint) rather than reusing those private helpers.
public sealed class FireControlTests : IDisposable
{
private readonly string _root = Path.Combine(Path.GetTempPath(), "aetheria-firecontrol-" + Guid.NewGuid().ToString("N"));
private string Catalog => Path.Combine(_root, "Aetheria.cc");
public FireControlTests() => Directory.CreateDirectory(_root);
private CultCache _openCache;
public void Dispose()
{
_openCache?.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 = .5f,
FiringArc = 120
};
// A hull with one weapon hardpoint per (rotation, firingArc) pair, laid out along the X axis of a 1xN
// shape so each gets its own cell. FiringArc 0 on a hardpoint means "use GameplaySettings.FiringArc".
private (ItemManager items, Ship ship, EquippedItem[] weapons) BuildShipWithHardpoints(
params (ItemRotation rotation, float firingArc)[] hardpoints)
{
var hullShape = new Shape(Math.Max(hardpoints.Length, 3), 3);
foreach (var cell in hullShape.AllCoordinates) hullShape[cell] = true;
// Mass defaults to 0 (ItemData.cs:285), which zeroes ThermalMass (Entity.cs MapEntity) and NaNs
// UpdateTemperature -- author a real mass so the entity's own temperature stays a real number.
var hullData = new HullData { Name = "TestHull", HullType = HullType.Ship, Shape = hullShape, Durability = 1, Mass = 1000 };
for (var i = 0; i < hardpoints.Length; i++)
hullData.Hardpoints.Add(new HardpointData
{
Type = HardpointType.Sensors, Position = new int2(i, 0), Shape = new Shape(),
Rotation = hardpoints[i].rotation, FiringArc = hardpoints[i].firingArc
});
using (var buildCache = AetheriaStores.Open(Catalog, catalogWritable: true))
{
buildCache.Upsert(new TestCatalogGlobal { Name = "Temperament" });
buildCache.Upsert(hullData);
buildCache.Upsert(new GearData
{
// The default [0,100] temperature bounds (ItemData.cs:379-382) don't necessarily cover
// wherever this hull's heat model settles after a tick: author a wide plateau so
// EquippableItemData.Performance stays 1 and the item actually comes Online.
Name = "Gun", Hardpoint = HardpointType.Sensors, Shape = new Shape(), Durability = 1,
MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000,
Behaviors = { new InstantWeaponData() }
});
buildCache.FlushAsync().Wait();
}
_openCache = AetheriaStores.Open(Catalog, catalogWritable: true);
var ledger = new ProvenanceLedger();
ledger.Lots[1] = new Lot { Origin = new Attributed(), Quality = 1 }; // hull
for (var i = 0; i < hardpoints.Length; i++)
ledger.Lots[2 + i] = new Lot { Origin = new Attributed(), Quality = 1 }; // guns
var items = new ItemManager(_openCache, ledger, TestSettings(), _ => { });
var zone = new Zone(items, new PlanetSettings(), new ZonePack(), new GalaxyZone { Name = "Test Zone", Owner = null }, null);
var hullRef = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<HullData>("TestHull"));
var hull = new EquippableItem { Data = hullRef, Durability = 1, Lot = 1 };
var ship = new Ship(items, zone, hull, new EntitySettings());
// Entity.MapEntity equips the hull itself into Equipment at int2.zero, so hardpoint 0 (also at
// (0,0) here) shares a cell with the hull's own equipped-item entry: match guns by identity, not
// position.
var gunRef = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<GearData>("Gun"));
var weapons = new EquippedItem[hardpoints.Length];
for (var i = 0; i < hardpoints.Length; i++)
{
var gun = new EquippableItem { Data = gunRef, Durability = 1, Lot = 2 + i };
Assert.True(ship.TryEquip(gun, new int2(i, 0)));
weapons[i] = ship.Equipment.Single(e => e.EquippableItem == gun);
}
zone.Entities.Add(ship);
ship.Activate();
return (items, ship, weapons);
}
// R6: mount direction is the item's authored rotation, not the hull's facing. A target 90 degrees to
// starboard bears on the Clockwise hardpoint's weapon and not the None hardpoint's, and vice versa dead
// ahead. Mutation: make InArc read Entity.Direction instead of the item's rotation, or swap Rotate's
// Clockwise/CounterClockwise cases -- either breaks one of the four assertions below.
[Fact]
public void ArcFollowsMountRotation()
{
var (_, _, weapons) = BuildShipWithHardpoints((ItemRotation.None, 0f), (ItemRotation.Clockwise, 0f));
var forward = weapons[0];
var starboardMounted = weapons[1];
var deadAhead = float3(0, 0, 1);
var abeamStarboard = float3(1, 0, 0);
Assert.True(FireControl.InArc(forward, deadAhead));
Assert.False(FireControl.InArc(forward, abeamStarboard));
Assert.True(FireControl.InArc(starboardMounted, abeamStarboard));
Assert.False(FireControl.InArc(starboardMounted, deadAhead));
}
// FiringArc is full width: at the default 120, a target 59 degrees off the mount bears and one at 61
// does not. Mutation: compare against cos(radians(arc)) instead of cos(radians(arc/2)).
[Fact]
public void ArcBoundaryIsHalfWidth()
{
var (_, _, weapons) = BuildShipWithHardpoints((ItemRotation.None, 0f));
var weapon = weapons[0];
float3 AtAngle(float degrees)
{
var r = radians(degrees);
return float3(sin(r), 0, cos(r));
}
Assert.True(FireControl.InArc(weapon, AtAngle(59)));
Assert.False(FireControl.InArc(weapon, AtAngle(61)));
}
// R7: the simulation is 2D. A target inside the arc horizontally but far above the firer still bears.
// Mutation: normalize and dot the full 3D vector instead of zeroing height first.
[Fact]
public void ArcIsPlanar()
{
var (_, _, weapons) = BuildShipWithHardpoints((ItemRotation.None, 0f));
var weapon = weapons[0];
var highButAhead = float3(0, 1000, 1);
Assert.True(FireControl.InArc(weapon, highButAhead));
}
// The per-hardpoint override wins over the default, and an authored 0 means "use the default," not
// "zero-degree arc." A hardpoint authored FiringArc: 360 bears 170 degrees off; a hardpoint left at 0
// falls back to GameplaySettings.FiringArc (120) and fails there, but still bears a target only 5
// degrees off. Mutation: ignore HardpointData.FiringArc entirely (both hardpoints fail at 170), or
// treat an authored 0 as a literal zero-width arc (the second hardpoint then fails even at 5 degrees).
[Fact]
public void HardpointOverrideBeatsDefault()
{
var (_, _, weapons) = BuildShipWithHardpoints((ItemRotation.None, 360f), (ItemRotation.None, 0f));
var turret = weapons[0];
var defaultArc = weapons[1];
float3 AtAngle(float degrees)
{
var r = radians(degrees);
return float3(sin(r), 0, cos(r));
}
Assert.True(FireControl.InArc(turret, AtAngle(170)));
Assert.False(FireControl.InArc(defaultArc, AtAngle(170)));
Assert.True(FireControl.InArc(defaultArc, AtAngle(5)));
}
// A shooter with one in-range, in-arc gun, a detected target at `targetPosition`, and a Minion driving the shooter.
private (Ship shooter, Ship target, Zone zone) BuildCombatEncounter(float3 targetPosition, float projectileSpeed = 0f)
{
var (items, shooter, weapons) = BuildShipWithHardpoints((ItemRotation.None, 0f));
var weaponData = (InstantWeaponData) weapons[0].Data.Behaviors.Single(b => b is InstantWeaponData);
weaponData.Damage = new PerformanceStat { Min = 10, Max = 10 };
weaponData.Cooldown = new PerformanceStat { Min = 1, Max = 1 };
weaponData.Range = new PerformanceStat { Min = 1000, Max = 1000 };
weaponData.MinRange = new PerformanceStat { Min = 0, Max = 0 };
weaponData.Velocity = new PerformanceStat { Min = projectileSpeed, Max = projectileSpeed };
weaponData.DamageCurve = new BezierCurve { Keys = new[] { float4(0, 1, 0, 0), float4(1, 1, 0, 0) } };
var zone = shooter.Zone;
var targetHullRef = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<HullData>("TestHull"));
var target = new Ship(items, zone, new EquippableItem { Data = targetHullRef, Durability = 1, Lot = 1 }, new EntitySettings());
// Entity._orderedEquipment is populated only by TryEquip (Entity.cs:813); a ship that never equips
// anything leaves it null, and Entity.Update (:932) throws on that regardless of this cut. Equip a
// gun so the target is a real, ordinarily-constructed ship rather than a workaround-shaped one.
var targetGunRef = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<GearData>("Gun"));
Assert.True(target.TryEquip(new EquippableItem { Data = targetGunRef, Durability = 1, Lot = 1 }, new int2(0, 0)));
zone.Entities.Add(target);
target.Activate();
shooter.Position = float3.zero;
target.Position = targetPosition;
shooter.SetTarget(target);
// Cut 3: CombatState now gates on FireControl.HitProbability, which is zero for an undetected target
// (the target is not in VisibleEntities) regardless of arc -- cross TargetDetectionInfoThreshold
// directly, the same way a Sensor's own info accrual eventually would.
shooter.EntityInfoGathered[target] = 1f;
// This fixture's shooter carries no targeting system, so Accuracy falls back to UnaidedAccuracy (Q4:
// authored deliberately bad). This test's own concern is the headless pipeline reaching a fire
// decision at all (Cut 1's regression), not AgentMinHitProbability tuning -- zero the threshold so an
// unaided shot still counts as "worth it."
items.GameplaySettings.AgentMinHitProbability = 0f;
zone.Agents.Add(new Minion(shooter));
return (shooter, target, zone);
}
// The cut's real deliverable: Entity.HardpointTransforms is gone, so a Minion can step through a full
// Zone.Update tick and reach the fire decision without Unity ever having run. Before this cut,
// Combat.cs:100-102 threw KeyNotFoundException on the first combat tick headless, because the AI's aim
// direction was a readback from a renderer that never ran. Mutation: restore the HardpointTransforms
// read in Behavior.Direction / Combat.cs -- this throws again outside Unity.
[Fact]
public void CombatStateStepsHeadless()
{
// dead ahead of the None-rotation hardpoint, well within range and arc
var (shooter, _, zone) = BuildCombatEncounter(float3(0, 0, 10));
var ex = Record.Exception(() =>
{
zone.Update(1f); // tick 1: transitions the Minion into CombatState and evaluates weapon stats for the first time
zone.Update(1f); // tick 2: CombatState.Update reaches FireControl.InArc -- the line that used to throw headless
});
Assert.Null(ex);
var weapon = shooter.Weapons.Single();
Assert.True(weapon.Firing); // arc + range satisfied: the fight actually decided to fire, not just avoided a crash
}
// Controls cut (helm split): Combat aims the shooter at the intercept (Aim) and commands the hull toward it
// through the one steering law (Turn); it never turns the hull by writing Aim.
[Fact]
public void CombatAimsAtTheInterceptAndTurnsTowardIt()
{
var (shooter, target, zone) = BuildCombatEncounter(float3(10, 0, 10)); // 45 degrees to starboard, in arc
var direction = shooter.Direction;
zone.Update(1f);
zone.Update(1f);
var bearing = normalize(target.Position.xz - shooter.Position.xz);
var aim = normalize(shooter.Aim.xz);
Assert.True(dot(aim, bearing) > .999f, "Aim points at the stationary target's intercept");
Assert.Equal(direction, shooter.Direction); // no thrusters on this hull: only Turn was commanded
Assert.Equal(Steering.Toward(shooter, shooter.Aim.xz), shooter.Turn);
Assert.True(abs(shooter.Turn) > .5f);
}
// Against a target that moves, Combat aims at where the round will meet it (FireControl.PredictedIntercept),
// not where the target is: the aim leads, and the hull's Turn follows the intercept bearing.
[Fact]
public void CombatLeadsAMovingTarget()
{
var (shooter, target, zone) = BuildCombatEncounter(float3(0, 0, 100), projectileSpeed: 20f);
zone.Update(1f); // transitions the Minion into CombatState and evaluates weapon stats
// Agents update before entities, so Combat reads exactly this state on the next tick.
target.Position = float3(0, 0, 100);
target.Velocity = float2(4, 0);
var weapon = shooter.Weapons.Single();
var intercept = normalize((FireControl.PredictedIntercept(weapon, shooter, target) - shooter.Position).xz);
var bearing = normalize(target.Position.xz - shooter.Position.xz);
Assert.True(dot(intercept, bearing) < cos(radians(5f)), "the fixture really leads the target");
zone.Update(1f);
var aim = normalize(shooter.Aim.xz);
Assert.True(dot(aim, intercept) > .9999f, $"aim {shooter.Aim}");
Assert.Equal(Steering.Toward(shooter, intercept), shooter.Turn);
Assert.True(shooter.Turn > 0f);
}
// A Minion whose target goes away returns to its root state, which pilots nothing: the hull must stop
// turning rather than keep the rate Combat last commanded.
[Fact]
public void AMinionThatLosesItsTargetStopsTurning()
{
var (shooter, _, zone) = BuildCombatEncounter(float3(10, 0, 10));
zone.Update(1f);
zone.Update(1f);
Assert.True(abs(shooter.Turn) > .5f, "Combat commanded a turn");
shooter.SetTarget(TargetRef.None);
zone.Update(1f); // Combat has no target and the Minion transitions to its root state
zone.Update(1f);
Assert.Equal(0f, shooter.Turn);
}
}