Tests: EB-2 Charge spend + ledger-fed Fabricator (318/318 EditMode)
- TurretFireSystem: seed a Charge pool for existing tests; add soft-fail-when-dry, consume-one-Charge-per-shot, two-turrets-share-a-finite-pool. - FabricatorProductionSystem: ledger-fed withdraw/deposit, two machines split via the live in-loop read, and a catch-up affordability-clamp regression pin. See DR-033. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -11,15 +11,21 @@ namespace ProjectM.Tests
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{
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/// <summary>
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/// Plain-Entities EditMode tests for the server-only <see cref="TurretFireSystem"/> (hitscan defense turret).
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/// A bare world is seeded with a <c>NetworkTime</c> singleton, a turret (PlacedStructure + Turret + RegionTag
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/// + LocalTransform) and Husks (Health + EnemyTag + RegionTag + LocalTransform + a DamageEvent buffer). The
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/// system snapshots living Husks, fires at the nearest in-range one in its OWN region on the
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/// <c>PlacedStructure.NextTick</c> cooldown, and appends a <c>DamageEvent{SourceNetworkId=-1}</c>. These tests
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/// pin range filtering, region gating, and the wrap-safe cooldown.
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/// A bare world is seeded with a <c>NetworkTime</c> singleton, a <see cref="ResourceLedger"/> Charge pool (the
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/// turret's EB-2 ammo), a turret (PlacedStructure + Turret + RegionTag + LocalTransform) and Husks (Health +
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/// EnemyTag + RegionTag + LocalTransform + a DamageEvent buffer). The system snapshots living Husks, fires at
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/// the nearest in-range one in its OWN region on the <c>PlacedStructure.NextTick</c> cooldown — but ONLY when
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/// it can withdraw <see cref="Tuning.TurretChargeCostPerShot"/> Charge from the ledger; out of Charge =
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/// soft-fail (no shot, no cooldown burn, so it fires the instant Charge returns). These tests pin range
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/// filtering, region gating, the wrap-safe cooldown, and the EB-2 Charge spend / soft-fail.
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/// </summary>
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public class TurretFireSystemTests
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{
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static (World world, SimulationSystemGroup group) MakeWorld(string name, uint serverTick)
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// Range/region/cooldown tests never need to run dry; the spend tests pass an explicit small pool.
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const int AmpleCharge = 1_000_000;
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static (World world, SimulationSystemGroup group, Entity ledger) MakeWorld(
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string name, uint serverTick, int charge = AmpleCharge)
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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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@@ -27,7 +33,12 @@ namespace ProjectM.Tests
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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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var em = world.EntityManager;
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var ledger = em.CreateEntity(typeof(ResourceLedger));
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var buf = em.AddBuffer<StorageEntry>(ledger);
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if (charge > 0)
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buf.Add(new StorageEntry { ItemId = ResourceId.Charge, Count = charge });
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return (world, group, ledger);
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}
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static void SetServerTick(World world, uint tick)
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@@ -59,10 +70,18 @@ namespace ProjectM.Tests
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return e;
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}
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static int LedgerCharge(EntityManager em, Entity ledger)
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{
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var buf = em.GetBuffer<StorageEntry>(ledger);
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for (int i = 0; i < buf.Length; i++)
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if (buf[i].ItemId == ResourceId.Charge) return buf[i].Count;
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return 0;
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}
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[Test]
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public void Turret_Fires_At_InRange_Husk_In_Its_Region()
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{
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var (world, group) = MakeWorld("TurretFireWorld", serverTick: 200);
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var (world, group, _) = MakeWorld("TurretFireWorld", serverTick: 200);
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using (world)
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{
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var em = world.EntityManager;
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@@ -83,7 +102,7 @@ namespace ProjectM.Tests
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[Test]
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public void Turret_Ignores_Husk_Out_Of_Range()
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{
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var (world, group) = MakeWorld("TurretRangeWorld", serverTick: 200);
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var (world, group, _) = MakeWorld("TurretRangeWorld", serverTick: 200);
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using (world)
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{
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var em = world.EntityManager;
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@@ -99,7 +118,7 @@ namespace ProjectM.Tests
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[Test]
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public void Turret_Ignores_Husk_In_A_Different_Region()
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{
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var (world, group) = MakeWorld("TurretRegionWorld", serverTick: 200);
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var (world, group, _) = MakeWorld("TurretRegionWorld", serverTick: 200);
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using (world)
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{
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var em = world.EntityManager;
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@@ -116,7 +135,7 @@ namespace ProjectM.Tests
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[Test]
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public void Turret_Respects_Cooldown_Then_Fires_Again()
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{
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var (world, group) = MakeWorld("TurretCooldownWorld", serverTick: 200);
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var (world, group, _) = MakeWorld("TurretCooldownWorld", serverTick: 200);
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using (world)
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{
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var em = world.EntityManager;
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@@ -135,5 +154,66 @@ namespace ProjectM.Tests
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Assert.AreEqual(2, em.GetBuffer<DamageEvent>(husk).Length, "Fires again once the cooldown elapses.");
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}
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}
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// ---- EB-2: turret ammo (Charge) spend + soft-fail ----
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[Test]
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public void Turret_Out_Of_Charge_Soft_Fails_No_Shot_No_Cooldown_Burn()
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{
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var (world, group, ledger) = MakeWorld("TurretNoChargeWorld", serverTick: 200, charge: 0);
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using (world)
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{
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var em = world.EntityManager;
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var turret = MakeTurret(em, new float3(0, 1, 0), RegionId.Base, range: 50f, cooldown: 30, damage: 10f);
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var husk = MakeHusk(em, new float3(3, 1, 0), RegionId.Base, health: 50f);
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group.Update();
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Assert.AreEqual(0, em.GetBuffer<DamageEvent>(husk).Length,
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"With an empty Charge pool the turret cannot fire (soft-fail).");
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Assert.AreEqual(0u, em.GetComponentData<PlacedStructure>(turret).NextTick,
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"A soft-failed shot burns no cooldown — the turret stays ready for the instant Charge returns.");
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Assert.AreEqual(0, LedgerCharge(em, ledger), "No Charge is consumed when no shot is fired.");
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}
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}
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[Test]
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public void Turret_Consumes_One_Charge_Per_Shot()
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{
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var (world, group, ledger) = MakeWorld("TurretSpendWorld", serverTick: 200, charge: 5);
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using (world)
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{
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var em = world.EntityManager;
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MakeTurret(em, new float3(0, 1, 0), RegionId.Base, range: 50f, cooldown: 30, damage: 10f);
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var husk = MakeHusk(em, new float3(3, 1, 0), RegionId.Base, health: 50f);
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group.Update();
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Assert.AreEqual(1, em.GetBuffer<DamageEvent>(husk).Length, "A funded turret fires.");
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Assert.AreEqual(5 - Tuning.TurretChargeCostPerShot, LedgerCharge(em, ledger),
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"Exactly TurretChargeCostPerShot Charge is withdrawn for the shot.");
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}
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}
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[Test]
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public void Two_Turrets_Share_A_Finite_Charge_Pool_Second_Soft_Fails()
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{
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// One Charge, two turrets, one Husk: the first turret (query/creation order) spends the last Charge and
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// fires; the second withdraws 0 and soft-fails. The Husk takes exactly one hit and the pool empties.
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var (world, group, ledger) = MakeWorld("TurretSharedPoolWorld", serverTick: 200, charge: 1);
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using (world)
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{
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var em = world.EntityManager;
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MakeTurret(em, new float3(-2, 1, 0), RegionId.Base, range: 50f, cooldown: 30, damage: 10f);
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MakeTurret(em, new float3(2, 1, 0), RegionId.Base, range: 50f, cooldown: 30, damage: 10f);
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var husk = MakeHusk(em, new float3(0, 1, 0), RegionId.Base, health: 500f);
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group.Update();
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Assert.AreEqual(1, em.GetBuffer<DamageEvent>(husk).Length,
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"A single Charge funds exactly one of the two turrets this tick.");
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Assert.AreEqual(0, LedgerCharge(em, ledger), "The shared Charge pool is drained to zero.");
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}
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}
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}
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}
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