Aetheria/tests/Aetheria.Shared.Tests/FireControlCut4Tests.cs
Meta Vens fa911f2d85 Zone.Entities read-only outside Zone: Admit and Remove are the only membership writers
Entities is a MemberView with no mutating member; Admit installs the death watch with the
membership and refuses a member already present, Remove takes it away with the membership.
The Reset and duplicate-Add bypass paths of the death watch cannot be spelled any more.
Tests move to Admit/Remove; Admit also activates, so the explicit Activate calls that followed
a raw Add are dropped. Unity call sites route through Zone.Remove.

Builds: unverified at this commit (verified in the job at the head).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 02:13:43 +02:00

305 lines
16 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 UniRx;
using Xunit;
using static CultMath.math;
using float2 = CultMath.float2;
using float3 = CultMath.float3;
using int2 = CultMath.int2;
// Cut 4 (docs/fire-control-cut.md): pins the two rules this cut actually adds -- a continuous weapon is a
// sequence of rolls rather than a continuous truth, and splash (mine/airburst blast) is one rule applied to
// every entity in radius, directional over each target's own hull. FireAuthorityTests.cs already pins the
// roll itself (seeding, commit horizon, the shield-absorb branch, the damage rule); this file builds its own
// minimal fixtures rather than reusing that one's InstantWeapon-shaped Engagement, the same convention that
// file's own comment establishes.
public sealed class FireControlCut4Tests : IDisposable
{
private readonly string _root = Path.Combine(Path.GetTempPath(), "aetheria-firecontrolcut4-" + Guid.NewGuid().ToString("N"));
private string Catalog => Path.Combine(_root, "Aetheria.cc");
public FireControlCut4Tests() => 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,
FiringArc = 170,
CommitHorizon = .5f,
SchematicCellSize = 1f,
UnaidedAccuracy = .05f,
AgentMinHitProbability = 0f,
BeamResolveInterval = .1f
};
private static PerformanceStat Constant(float v) => new PerformanceStat { Min = v, Max = v };
// A 5x5 fully-solid hull, the same shape FireAuthorityTests.Build uses.
private static HullData MakeHullData(float armor = 0) => new HullData
{
Name = "Hull", HullType = HullType.Ship, Shape = SolidShape(), Durability = 1000, Mass = 1000, Armor = armor,
Hardpoints = { new HardpointData { Type = HardpointType.Sensors, Position = new int2(0, 0), Shape = new Shape() } }
};
private static Shape SolidShape()
{
var shape = new Shape(5, 5);
foreach (var cell in shape.AllCoordinates) shape[cell] = true;
return shape;
}
// ---- Cut 4's beam rule: ConstantWeapon rolls once per BeamResolveInterval, not once per tick and not
// once for the whole burst. ----
private sealed class BeamEngagement
{
public ItemManager Items;
public Zone Zone;
public Ship Shooter;
public Ship Target;
public ConstantWeapon Weapon;
}
private BeamEngagement BuildBeam(GameplaySettings settings, float damage, float targetRange = 100)
{
var cache = AetheriaStores.Open(Catalog + Guid.NewGuid().ToString("N"), catalogWritable: true);
_openCaches.Add(cache);
cache.Upsert(new VerseGrammar { Revision = 1 });
cache.Upsert(MakeHullData());
cache.Upsert(new GearData
{
Name = "Beam", Hardpoint = HardpointType.Sensors, Shape = new Shape(), Durability = 1,
MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000,
Behaviors = { new ConstantWeaponData
{
Damage = Constant(damage), Range = Constant(1000), MinRange = Constant(0),
Velocity = Constant(0), Spread = Constant(0), DamageSpread = Constant(0), Penetration = Constant(0),
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,
// Cut 6d (docs/fire-control-cut.md): Precision now feeds pOnHull (the dart-throw kernel's sigma)
// for every shot, aimed or not -- 0 would balloon sigma and starve this fixture's rolls, which
// don't care about aim placement. See FireAuthorityTests.Build's own comment on this same change.
Behaviors = { new TargetingSystemData
{
Accuracy = Constant(1), Resolution = Constant(1), Precision = Constant(2), Tracking = Constant(1000)
} }
});
// Powers the beam: with no Reactor, PowerBus grants nothing and ConstantWeapon.Execute safes itself
// off (Item.PowerSupply <= 1e-4f) after the first tick, same rake FireAuthorityTests.ShieldTakesHit
// notes for its own Reactor/Shield pair.
cache.Upsert(new GearData
{
Name = "Reactor", Hardpoint = HardpointType.Tool, Shape = new Shape(), Durability = 10,
MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000,
Behaviors = { new ReactorData { Charge = Constant(1000), Efficiency = Constant(1), OverloadEfficiency = Constant(1), ThrottlingFactor = Constant(2) } }
});
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 };
ledger.Lots[5] = new Lot { Origin = new Attributed(), Quality = 1 };
ledger.Lots[9] = 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>("Beam"));
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 = (ConstantWeapon) 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 reactorRef = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<GearData>("Reactor"));
var reactor = new EquippableItem { Data = reactorRef, Durability = 10, Lot = 5 };
Assert.True(shooter.TryFindSpace(reactor, out var rpos));
Assert.True(shooter.TryEquip(reactor, rpos));
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>("Beam"));
var targetGun = new EquippableItem { Data = targetGunRef, Durability = 1, Lot = 9 };
Assert.True(target.TryEquip(targetGun, new int2(0, 0)));
zone.Admit(shooter, piloted: false);
zone.Admit(target, piloted: false);
shooter.Position = float3.zero;
target.Position = float3(0, 0, targetRange);
shooter.SetTarget(target);
shooter.EntityInfoGathered[target] = 1f;
shooter.SetIff(target, true);
zone.Update(0f); // warm up resolved stats, same as FireAuthorityTests.Build
return new BeamEngagement { Items = items, Zone = zone, Shooter = shooter, Target = target, Weapon = weapon };
}
// A beam is a sequence of discrete rolls, not a continuous truth: over one second it produces exactly
// 1/BeamResolveInterval outcomes (the damage each carries is FireControlCut11Tests.ADamageOverrideIsWhatTheShotCarries). Interval (.25s)
// and tick (.125s) are both exact dyadic fractions so float accumulation cannot drift the count -- and the
// tick is strictly smaller than the interval, so the two are distinguishable from a "one roll per tick"
// mutant (which would produce 8 outcomes here, not 4) and from a "one roll per burst" mutant (1, not 4).
[Fact]
public void BeamRollsPerInterval()
{
var settings = TestSettings();
settings.BeamResolveInterval = .25f;
var e = BuildBeam(settings, damage: 10);
var outcomes = new List<ShotOutcome>();
e.Zone.ShotResolved.Subscribe(outcome => { outcomes.Add(outcome); });
e.Weapon.Activate();
for (var i = 0; i < 8; i++) e.Zone.Update(.125f); // 1 second in 8 ticks of .125s
Assert.Equal(4, outcomes.Count); // 1s / .25s per roll
Assert.All(outcomes, o => Assert.True(o.Hit));
}
// ---- Regression: FireControl.Fire must run whether or not a presentation is listening. Both
// InstantWeapon.Execute and ConstantWeapon.Execute used to write `OnFire?.Invoke(FireControl.Fire(...))`
// inline -- C#'s null-conditional short-circuits the WHOLE expression, argument included, whenever the
// event has no subscriber, so with no Unity EntityInstance wired up (a headless run,
// docs/headless-playground-cut.md) the shot silently never fired. Caught by this cut's own
// BeamRollsPerInterval fixture; this test pins the discrete-weapon half of the same fix, which no
// existing test could catch because FireAuthorityTests.cs always calls FireControl.Fire directly, never
// through Trigger()/Execute(). Mutation: inline the call back into the null-conditional. ----
[Fact]
public void InstantWeaponFiresWithoutAnyOnFireSubscriber()
{
var cache = AetheriaStores.Open(Catalog + Guid.NewGuid().ToString("N"), catalogWritable: true);
_openCaches.Add(cache);
cache.Upsert(new VerseGrammar { Revision = 1 });
cache.Upsert(MakeHullData());
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(1000), 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.FlushAsync().Wait();
var ledger = new ProvenanceLedger { Lots = { [1] = new Lot { Origin = new Attributed(), Quality = 1 } } };
var items = new ItemManager(cache, ledger, TestSettings(), _ => { });
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 = 1 };
Assert.True(shooter.TryEquip(gun, new int2(0, 0)));
var weapon = (InstantWeapon) shooter.Equipment.Single(e => e.EquippableItem == gun).Behaviors.Single(b => b is Weapon);
zone.Admit(shooter, piloted: false);
zone.Update(0f); // warm up resolved stats
// No target, no OnFire subscriber -- exactly a headless shooter with no target and no presentation.
var resolvedCount = 0;
zone.ShotResolved.Subscribe(_ => resolvedCount++);
weapon.Activate(); // Trigger() -> queues a burst
zone.Update(.016f); // one ordinary tick -- Execute() should fire and the zero-velocity shot resolves same tick
Assert.Equal(1, resolvedCount);
}
// ---- Cut 4's blast rule (12.4(b) renames FireControl.Splash to Detonate, and areas replace the
// directional half-hull split): FireControl.Detonate is an unconditional area effect, no roll. Tested
// directly against the function, no weapon/gear catalog needed -- Entity.MapEntity (called from the Entity
// constructor) is enough to give a Ship its Armor/GearOccupancy/Hull. ----
private ProvenanceLedger _splashLedger;
private (ItemManager Items, Zone Zone) BuildSplashZone(GameplaySettings settings, float armor = 0)
{
var cache = AetheriaStores.Open(Catalog + Guid.NewGuid().ToString("N"), catalogWritable: true);
_openCaches.Add(cache);
cache.Upsert(new VerseGrammar { Revision = 1 });
cache.Upsert(MakeHullData(armor));
cache.FlushAsync().Wait();
_splashLedger = new ProvenanceLedger();
var items = new ItemManager(cache, _splashLedger, settings, _ => { });
var zone = new Zone(items, new PlanetSettings(), new ZonePack(), new GalaxyZone { Name = "Test", Owner = null }, null);
return (items, zone);
}
private Ship AddShip(ItemManager items, Zone zone, float3 position, float2 direction, int lot)
{
_splashLedger.Lots[lot] = new Lot { Origin = new Attributed(), Quality = 1 };
var hullRef = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<HullData>("Hull"));
var hull = new EquippableItem { Data = hullRef, Durability = 1000, Lot = lot };
var ship = new Ship(items, zone, hull, new EntitySettings());
ship.Position = position;
ship.Direction = direction;
zone.Admit(ship, piloted: false);
return ship;
}
// A blast is one rule, not per-effect: every entity within radius takes damage, one outside radius takes
// none. Mutation: damage only the nearest entity in range instead of every one.
[Fact]
public void ABlastHitsEveryEntityItCovers()
{
var (items, zone) = BuildSplashZone(TestSettings());
var near = AddShip(items, zone, float3(10, 0, 0), float2(0, 1), 1);
var far = AddShip(items, zone, float3(20, 0, 0), float2(0, 1), 2);
var outOfRange = AddShip(items, zone, float3(1000, 0, 0), float2(0, 1), 3);
var nearBefore = near.Hull.Durability;
var farBefore = far.Hull.Durability;
var outBefore = outOfRange.Hull.Durability;
FireControl.Detonate(zone, float2.zero, radius: 30, damage: 50, damageType: DamageType.Kinetic);
Assert.True(near.Hull.Durability < nearBefore);
Assert.True(far.Hull.Durability < farBefore);
Assert.Equal(outBefore, outOfRange.Hull.Durability);
}
// Superseded (docs/fire-control-cut.md, "Symmetry and frame"): ABlastDamagesTheCellsNearestIt in
// FireControlCut124Tests.cs succeeds this test (SplashIsDirectional) and Cut11Tests'
// SplashDamagesTheSideTheBlastCameFrom -- a blast is now an area (12.4(b)), not a directional half-hull
// split, so "which cells take it" is pinned by the disc's own coverage, not a facing-rotated half-shape.
}