Tests: END-1 Core drain/regen/lose-edge + persistence v4 (330/330 EditMode)
CoreSystemsTests (new): a breaching Husk drains + is consumed; idles at 0; regen fires once per interval in Calm only; no regen mid-Siege; caps at Max. CyclePhaseSystemTests: the soft-loss overrun edge ends the siege, drains the ledger, despawns husks, withholds the goal charge, and resolves once. StorageMathTests: DrainFraction floors per row, drops zeroed rows, clamps. SavePersistenceTests: CoreCurrent round-trips at v4; a pre-END-1 save with no CoreCurrent defaults to 0 (-> born full); the v3->v4 version pin updated. TuningConfig golden pin extended with the 3 Core defaults. See DR-034. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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using NUnit.Framework;
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using ProjectM.Server;
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using ProjectM.Simulation;
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using Unity.Core;
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using Unity.Entities;
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using Unity.Mathematics;
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using Unity.NetCode;
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using Unity.Transforms;
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namespace ProjectM.Tests
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{
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/// <summary>
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/// END-1 — plain-Entities EditMode tests for the Engine Core server systems. <see cref="CoreDamageSystem"/>:
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/// a Husk that reaches the base <see cref="BaseGridMath.PlotCenter"/> drains integrity (the live
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/// <see cref="TuningConfig"/> default with no singleton) and is consumed; a distant Husk is untouched; at 0
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/// the system idles (the lose-edge owns resolution). <see cref="CoreRestoreSystem"/>: the Core regenerates
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/// exactly +1 across one regen interval ONLY in Calm, never mid-Siege, and never past Max. The lose-edge
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/// itself is covered in <c>CyclePhaseSystemTests</c>. BaseAnchor is configured so PlotCenter == origin.
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/// </summary>
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public class CoreSystemsTests
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{
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static (World world, SimulationSystemGroup group) MakeWorld<T>(string name, uint serverTick)
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where T : unmanaged, ISystem
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{
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var world = new World(name);
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var group = world.GetOrCreateSystemManaged<SimulationSystemGroup>();
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group.AddSystemToUpdateList(world.GetOrCreateSystem<T>());
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group.SortSystems();
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world.SetTime(new TimeData(elapsedTime: 0f, deltaTime: 1f / 60f));
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SetServerTick(world, serverTick);
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return (world, group);
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}
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static void SetServerTick(World world, uint tick)
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{
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var em = world.EntityManager;
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using var q = em.CreateEntityQuery(typeof(NetworkTime));
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Entity e = q.IsEmpty ? em.CreateEntity(typeof(NetworkTime)) : q.GetSingletonEntity();
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em.SetComponentData(e, new NetworkTime { ServerTick = new NetworkTick(tick) });
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}
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static Entity MakeCore(EntityManager em, int current, int max)
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{
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var e = em.CreateEntity(typeof(CoreIntegrity));
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em.SetComponentData(e, new CoreIntegrity { Current = current, Max = max });
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return e;
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}
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// PlotCenter = GridOrigin.xz + GridDims*CellSize*0.5; origin + zero dims => (0,0,0).
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static void MakeBaseAnchor(EntityManager em)
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{
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var e = em.CreateEntity(typeof(BaseAnchor));
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em.SetComponentData(e, new BaseAnchor
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{
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AnchorPos = float3.zero,
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GridOrigin = float3.zero,
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CellSize = 1f,
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GridDims = int2.zero,
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});
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}
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static void MakeHusk(EntityManager em, float3 pos)
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{
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var e = em.CreateEntity(typeof(EnemyTag), typeof(LocalTransform));
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em.SetComponentData(e, LocalTransform.FromPosition(pos));
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}
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static Entity MakeCycle(EntityManager em, byte phase)
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{
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var e = em.CreateEntity(typeof(CycleState));
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em.SetComponentData(e, new CycleState { Phase = phase });
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return e;
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}
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[Test]
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public void CoreDamage_Breaching_Husk_Drains_And_Is_Consumed()
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{
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var (world, group) = MakeWorld<CoreDamageSystem>("CoreDamage", serverTick: 100);
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using (world)
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{
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var em = world.EntityManager;
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var core = MakeCore(em, current: 100, max: 100);
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MakeBaseAnchor(em);
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MakeHusk(em, new float3(0, 0, 0)); // at the Core -> breaches
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MakeHusk(em, new float3(20, 0, 20)); // far -> safe
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group.Update();
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Assert.AreEqual(90, em.GetComponentData<CoreIntegrity>(core).Current,
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"one breaching Husk drains the default 10 integrity.");
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using var hq = em.CreateEntityQuery(typeof(EnemyTag));
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Assert.AreEqual(1, hq.CalculateEntityCount(),
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"the breaching Husk is consumed; the distant one survives.");
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}
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}
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[Test]
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public void CoreDamage_Idles_When_Already_Breached()
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{
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var (world, group) = MakeWorld<CoreDamageSystem>("CoreBreached", serverTick: 100);
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using (world)
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{
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var em = world.EntityManager;
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MakeCore(em, current: 0, max: 100);
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MakeBaseAnchor(em);
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MakeHusk(em, float3.zero);
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group.Update();
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using var hq = em.CreateEntityQuery(typeof(EnemyTag));
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Assert.AreEqual(1, hq.CalculateEntityCount(),
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"at 0 integrity CoreDamageSystem idles (the lose-edge owns resolution).");
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}
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}
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[Test]
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public void CoreRestore_Regens_Exactly_Once_Per_Interval_In_Calm()
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{
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var (world, group) = MakeWorld<CoreRestoreSystem>("CoreRegenCalm", serverTick: 100);
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using (world)
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{
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var em = world.EntityManager;
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var core = MakeCore(em, current: 50, max: 100);
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MakeCycle(em, CyclePhase.Calm);
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// Across one full default interval (18) of consecutive ticks, exactly ONE is on the regen boundary.
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const uint interval = 18;
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for (uint t = 100; t < 100 + interval; t++)
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{
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SetServerTick(world, t);
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group.Update();
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}
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Assert.AreEqual(51, em.GetComponentData<CoreIntegrity>(core).Current,
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"Calm regenerates exactly +1 across one regen interval.");
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}
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}
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[Test]
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public void CoreRestore_Does_Not_Regen_During_Siege()
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{
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var (world, group) = MakeWorld<CoreRestoreSystem>("CoreNoRegenSiege", serverTick: 100);
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using (world)
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{
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var em = world.EntityManager;
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var core = MakeCore(em, current: 50, max: 100);
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MakeCycle(em, CyclePhase.Siege);
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for (uint t = 100; t < 100 + 18; t++)
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{
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SetServerTick(world, t);
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group.Update();
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}
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Assert.AreEqual(50, em.GetComponentData<CoreIntegrity>(core).Current,
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"no regen mid-Siege (a chipped Core heals only between sieges).");
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}
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}
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[Test]
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public void CoreRestore_Never_Exceeds_Max()
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{
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var (world, group) = MakeWorld<CoreRestoreSystem>("CoreCap", serverTick: 100);
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using (world)
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{
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var em = world.EntityManager;
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var core = MakeCore(em, current: 100, max: 100);
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MakeCycle(em, CyclePhase.Calm);
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for (uint t = 100; t < 100 + 18; t++)
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{
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SetServerTick(world, t);
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group.Update();
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}
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Assert.AreEqual(100, em.GetComponentData<CoreIntegrity>(core).Current,
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"regen clamps at Max.");
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}
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}
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}
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}
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