Replaces TheLockHoldsThroughMostOfItsDurationAndEndsAfter with a theory over Duration 1 and 2 at 0.25 s ticks. Builds. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
274 lines
12 KiB
C#
274 lines
12 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 CultMath;
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using GameCult.Caching;
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using Xunit;
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using static CultMath.math;
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// A ThrottleLock on an active consumable replaces the pilot's movement intent with full forward, read once at
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// the top of Ship.Update's active branch. Turn is untouched. Every observation is a thruster's Axis after a real
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// Ship.Update, with the effect started through Entity.ActivateConsumable.
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public sealed class ThrottleLockTests : IDisposable
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{
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private readonly string _root = Path.Combine(Path.GetTempPath(), "aetheria-throttlelock-" + Guid.NewGuid().ToString("N"));
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private string Catalog => Path.Combine(_root, "Aetheria.cc");
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public ThrottleLockTests() => Directory.CreateDirectory(_root);
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public void Dispose() => Directory.Delete(_root, true);
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private static GameplaySettings Settings() => new GameplaySettings
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{
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DefaultEntitySettings = new EntitySettings(),
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Tiers = new[] { new RarityTier { Name = "Common", Quality = .5f, Rarity = 0, Color = new float3(1, 1, 1) } },
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QualityPriceModifier = new ExponentialLerp()
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};
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private static PerformanceStat Constant(float v) => new PerformanceStat { Min = v, Max = v };
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private static EquippableItem Mint(CultCache cache, ItemManager items, ItemData design, ItemRotation rotation = ItemRotation.None) => new EquippableItem
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{
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Data = cache.RefOf<ItemData>(design),
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Durability = design is EquippableItemData equippable ? equippable.Durability : 0,
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Rotation = rotation,
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Lot = items.Lots.Add(new Lot { Design = cache.RefOf<ItemData>(design), Origin = new Attributed(), Quality = .5f, Roles = new List<RoleFill>() })
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};
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private sealed class Fixture
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{
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public CultCache Cache;
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public ItemManager Items;
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public Ship Ship;
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public ConsumableItemData Lock;
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public Thruster Forward, Reverse, Clockwise;
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public Thruster[] Right, Left; // pairs with opposing torque: a lone off-axis strafe thruster cancels its own torque
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public void ActivateLock() => Ship.ActivateConsumable(new ConsumableItem
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{
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Data = Cache.RefOf<ItemData>(Lock),
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Lot = Items.Lots.Add(new Lot { Design = Cache.RefOf<ItemData>(Lock), Origin = new Attributed(), Quality = .5f, Roles = new List<RoleFill>() })
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});
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}
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// One thruster per intent direction, plus two reverse thrusters either side of the centre line, one of
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// which has clockwise torque (the one Turn reaches). Thrusters are found by their item's rotation, as Ship
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// sorts them.
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private Fixture Build(float lockDuration)
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{
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var cache = AetheriaStores.Open(Catalog, catalogWritable: true);
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cache.Upsert(new TestCatalogGlobal { Name = "Temperament" });
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var hullShape = new Shape(5, 5);
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foreach (var cell in hullShape.AllCoordinates) hullShape[cell] = true;
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cache.Upsert(new HullData { Name = "Skiff", HullType = HullType.Ship, Shape = hullShape, Durability = 10, Mass = 1000 });
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cache.Upsert(new GearData
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{
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Name = "Thruster", Hardpoint = HardpointType.Tool, Shape = new Shape(), Durability = 10,
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MinimumTemperature = 0, MaximumTemperature = 1000, OptimalTemperature = 280, PlateauWidth = 400,
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Behaviors = { new ThrusterData { Thrust = Constant(100), Visibility = Constant(0), Heat = Constant(0), EnergyUsage = Constant(0) } }
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});
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var lockData = new ConsumableItemData { Name = "Overdrive", Duration = lockDuration, Behaviors = { new ThrottleLockData() } };
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cache.Upsert(lockData);
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cache.FlushAsync().Wait();
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var items = new ItemManager(cache, new ProvenanceLedger(), Settings(), _ => { });
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var zone = new Zone(items, new PlanetSettings(), new ZonePack(), new GalaxyZone { Name = "Test Zone", Owner = null }, null);
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var ship = new Ship(items, zone, Mint(cache, items, cache.GetByName<HullData>("Skiff")), new EntitySettings());
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var gear = cache.GetByName<GearData>("Thruster");
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Assert.True(ship.TryEquip(Mint(cache, items, gear, ItemRotation.Reversed), new int2(2, 1)));
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Assert.True(ship.TryEquip(Mint(cache, items, gear, ItemRotation.None), new int2(1, 2)));
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Assert.True(ship.TryEquip(Mint(cache, items, gear, ItemRotation.None), new int2(3, 2)));
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// Strafe pairs sit either side of the centre line across the ship's length, so their torques oppose.
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Assert.True(ship.TryEquip(Mint(cache, items, gear, ItemRotation.CounterClockwise), new int2(1, 1)));
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Assert.True(ship.TryEquip(Mint(cache, items, gear, ItemRotation.CounterClockwise), new int2(1, 3)));
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Assert.True(ship.TryEquip(Mint(cache, items, gear, ItemRotation.Clockwise), new int2(3, 1)));
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Assert.True(ship.TryEquip(Mint(cache, items, gear, ItemRotation.Clockwise), new int2(3, 3)));
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zone.Entities.Add(ship);
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ship.Aim = float3(0, 0, 1);
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ship.Activate();
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var thrusters = ship.GetBehaviors<Thruster>().ToArray();
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return new Fixture
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{
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Cache = cache, Items = items, Ship = ship, Lock = cache.GetByName<ConsumableItemData>("Overdrive"),
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Forward = thrusters.Single(t => t.Item.EquippableItem.Rotation == ItemRotation.Reversed),
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Right = thrusters.Where(t => t.Item.EquippableItem.Rotation == ItemRotation.CounterClockwise).ToArray(),
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Left = thrusters.Where(t => t.Item.EquippableItem.Rotation == ItemRotation.Clockwise).ToArray(),
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Reverse = thrusters.First(t => t.Item.EquippableItem.Rotation == ItemRotation.None && t.Torque <= 0),
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Clockwise = thrusters.First(t => t.Item.EquippableItem.Rotation == ItemRotation.None && t.Torque > 0)
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};
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}
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// Spec ALockedThrottleIgnoresIntent. Mutation: read MovementDirection in place of move at any of the six
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// sites in Ship.Update and the matching assertion goes red.
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[Fact]
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public void ALockedThrottleIgnoresIntent()
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{
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var f = Build(100f);
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using var _ = f.Cache;
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f.ActivateLock();
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Assert.True(f.Ship.ThrottleLocked);
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foreach (var intent in new[] { float2(0, -1), float2(1, 0), float2(-1, 0) })
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{
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f.Ship.MovementDirection = intent;
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f.Ship.Turn = 0;
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f.Ship.Update(0.01f);
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Assert.Equal(1f, f.Forward.Axis);
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Assert.Equal(0f, f.Reverse.Axis);
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Assert.All(f.Right, t => Assert.Equal(0f, t.Axis));
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Assert.All(f.Left, t => Assert.Equal(0f, t.Axis));
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}
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// Turning stays with the pilot: the clockwise-torque thruster follows Turn while the lock holds.
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f.Ship.MovementDirection = float2(0, -1);
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f.Ship.Turn = 1;
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f.Ship.Update(0.01f);
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Assert.Equal(1f, f.Clockwise.Axis);
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f.Ship.Turn = 0;
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f.Ship.Update(0.01f);
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Assert.Equal(0f, f.Clockwise.Axis);
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}
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// Spec TheLockEndsWithItsEffect. Mutation: make ThrottleLocked a latch (set on activation, never cleared)
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// and the post-expiry reverse axis stays 0.
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[Fact]
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public void TheLockEndsWithItsEffect()
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{
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var f = Build(1f);
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using var _ = f.Cache;
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f.ActivateLock();
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f.Ship.MovementDirection = float2(0, -1);
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f.Ship.Update(0.5f);
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Assert.Equal(0f, f.Reverse.Axis);
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f.Ship.Update(2f); // runs past the Duration; the effect leaves at the end of this tick
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Assert.False(f.Ship.ThrottleLocked);
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f.Ship.Update(0.01f);
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Assert.Equal(1f, f.Reverse.Axis);
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Assert.Equal(0f, f.Forward.Axis);
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}
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// Spec AnUnlockedShipFollowsIntent. Mutation: replace the conditional by an unconditional float2(0, 1) and
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// the reverse and strafe assertions go red.
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[Fact]
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public void AnUnlockedShipFollowsIntent()
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{
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var f = Build(1f);
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using var _ = f.Cache;
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Assert.False(f.Ship.ThrottleLocked);
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f.Ship.MovementDirection = float2(0, -1);
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f.Ship.Update(0.01f);
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Assert.Equal(1f, f.Reverse.Axis);
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Assert.Equal(0f, f.Forward.Axis);
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f.Ship.MovementDirection = float2(1, 0);
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f.Ship.Update(0.01f);
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Assert.All(f.Right, t => Assert.Equal(1f, t.Axis));
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Assert.All(f.Left, t => Assert.Equal(0f, t.Axis));
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Assert.Equal(0f, f.Forward.Axis);
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f.Ship.MovementDirection = float2(-1, 0);
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f.Ship.Update(0.01f);
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Assert.All(f.Left, t => Assert.Equal(1f, t.Axis));
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Assert.All(f.Right, t => Assert.Equal(0f, t.Axis));
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f.Ship.MovementDirection = float2(0, 1);
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f.Ship.Update(0.01f);
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Assert.Equal(1f, f.Forward.Axis);
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Assert.Equal(0f, f.Reverse.Axis);
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}
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// Finding zero-stick-unpinned. Mutation: float2(0, length(MovementDirection)) as the locked intent. The lock
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// supplies full forward whatever the stick's magnitude, including none and a short reverse push.
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[Fact]
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public void ALockedShipGetsFullForwardWhateverTheStickLength()
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{
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var f = Build(100f);
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using var _ = f.Cache;
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f.ActivateLock();
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foreach (var intent in new[] { float2(0, 0), float2(.3f, .2f), float2(-.5f, -.5f) })
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{
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f.Ship.MovementDirection = intent;
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f.Ship.Turn = 0;
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f.Ship.Update(0.01f);
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Assert.Equal(1f, f.Forward.Axis);
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Assert.Equal(0f, f.Reverse.Axis);
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Assert.All(f.Right, t => Assert.Equal(0f, t.Axis));
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Assert.All(f.Left, t => Assert.Equal(0f, t.Axis));
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}
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}
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// Finding ccw-turn-unpinned. Mutation: drop the counter-clockwise Turn. Turn in either sign reaches only the
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// thrusters with torque of that sign, at full, while the lock holds forward.
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[Fact]
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public void ALockedShipTurnsBothWays()
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{
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var f = Build(100f);
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using var _ = f.Cache;
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f.ActivateLock();
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var all = f.Ship.GetBehaviors<Thruster>().ToArray();
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var cw = all.Where(t => t.Torque > 0 && t.Item.EquippableItem.Rotation == ItemRotation.None).ToArray();
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var ccw = all.Where(t => t.Torque < 0 && t.Item.EquippableItem.Rotation == ItemRotation.None).ToArray();
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Assert.NotEmpty(cw);
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Assert.NotEmpty(ccw);
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f.Ship.MovementDirection = float2(1, -1);
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foreach (var turn in new[] { 1f, -1f })
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{
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f.Ship.Turn = turn;
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f.Ship.Update(0.01f);
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Assert.All(turn > 0 ? cw : ccw, t => Assert.Equal(1f, t.Axis));
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Assert.All(turn > 0 ? ccw : cw, t => Assert.Equal(0f, t.Axis));
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Assert.Equal(1f, f.Forward.Axis);
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}
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}
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// Finding non-lock-consumable-unpinned. Mutation: any active consumable locks. A consumable without
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// ThrottleLockData leaves the pilot's intent in force.
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[Fact]
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public void AConsumableWithoutTheLockDoesNotLock()
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{
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var f = Build(100f);
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using var _ = f.Cache;
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var plain = new ConsumableItemData { Name = "Plain", Duration = 100f };
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f.Cache.Upsert(plain);
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f.Ship.ActivateConsumable(new ConsumableItem
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{
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Data = f.Cache.RefOf<ItemData>(plain),
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Lot = f.Items.Lots.Add(new Lot { Design = f.Cache.RefOf<ItemData>(plain), Origin = new Attributed(), Quality = .5f, Roles = new List<RoleFill>() })
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});
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Assert.False(f.Ship.ThrottleLocked);
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f.Ship.MovementDirection = float2(0, -1);
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f.Ship.Update(0.01f);
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Assert.Equal(1f, f.Reverse.Axis);
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Assert.Equal(0f, f.Forward.Axis);
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}
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// Finding lock-end-boundary-unpinned, finding lock-end-at-90pct-unpinned. Mutations: the lock ends at half
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// Duration, at 0.8 or 0.9 of Duration, or one tick late. Duration 1 stepped in 0.25 s ticks (exact in
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// floats) locks the axes on exactly four ticks (reverse stays 0), the effect is gone when the fourth ends,
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// and the fifth tick follows the stick. The count scales with Duration: 2 s locks eight ticks.
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[Theory]
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[InlineData(1f, 4)]
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[InlineData(2f, 8)]
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public void TheLockEndsAtTheExactTickOfItsDuration(float duration, int lockedTicks)
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{
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var f = Build(duration);
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using var _ = f.Cache;
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f.ActivateLock();
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f.Ship.MovementDirection = float2(0, -1);
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for (var i = 0; i < lockedTicks; i++)
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{
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Assert.True(f.Ship.ThrottleLocked);
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f.Ship.Update(.25f);
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Assert.Equal(0f, f.Reverse.Axis);
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Assert.Equal(1f, f.Forward.Axis);
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}
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Assert.False(f.Ship.ThrottleLocked);
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f.Ship.Update(.25f);
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Assert.Equal(1f, f.Reverse.Axis);
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Assert.Equal(0f, f.Forward.Axis);
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}
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}
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