Further Tests & Progress
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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.NetCode;
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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="CyclePhaseSystem"/> — the macro-loop director
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/// (Expedition → Defend → Build → next cycle). A bare world is seeded with a NetworkTime singleton and a cycle
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/// entity carrying CycleState + CycleRuntime (and optionally WaveState / GoalProgress). All timing is wrap-safe
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/// NetworkTick math; these tests pin each phase transition and the per-cycle goal-charge increment.
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/// </summary>
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public class CyclePhaseSystemTests
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{
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static (World world, SimulationSystemGroup group) MakeWorld(string name, uint serverTick)
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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<CyclePhaseSystem>());
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group.SortSystems();
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world.SetTime(new TimeData(elapsedTime: 0f, deltaTime: 1f / 60f));
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var em = world.EntityManager;
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var nt = em.CreateEntity(typeof(NetworkTime));
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em.SetComponentData(nt, new NetworkTime { ServerTick = new NetworkTick(serverTick) });
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return (world, group);
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}
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static Entity MakeCycle(EntityManager em, byte phase, uint phaseEndTick, int cycleNumber, int defendStartWave)
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{
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var e = em.CreateEntity(typeof(CycleState), typeof(CycleRuntime));
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em.SetComponentData(e, new CycleState { Phase = phase, PhaseEndTick = phaseEndTick, CycleNumber = cycleNumber });
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em.SetComponentData(e, new CycleRuntime { DefendStartWave = defendStartWave });
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return e;
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}
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static void MakeWaveState(EntityManager em, int waveNumber, int remainingToSpawn)
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{
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var e = em.CreateEntity(typeof(WaveState));
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em.SetComponentData(e, new WaveState { WaveNumber = waveNumber, RemainingToSpawn = remainingToSpawn });
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}
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[Test]
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public void Expedition_Enters_Defend_When_Timer_Due_Capturing_StartWave()
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{
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var (world, group) = MakeWorld("CycleExpToDefend", serverTick: 200);
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using (world)
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{
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var em = world.EntityManager;
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var cycle = MakeCycle(em, CyclePhase.Expedition, phaseEndTick: 100, cycleNumber: 1, defendStartWave: 0);
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MakeWaveState(em, waveNumber: 5, remainingToSpawn: 0);
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group.Update();
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var cs = em.GetComponentData<CycleState>(cycle);
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Assert.AreEqual(CyclePhase.Defend, cs.Phase, "An expired Expedition timer enters Defend.");
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Assert.AreEqual(0u, cs.PhaseEndTick, "Defend is wave-driven, so PhaseEndTick is cleared.");
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Assert.AreEqual(5, em.GetComponentData<CycleRuntime>(cycle).DefendStartWave,
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"DefendStartWave captures the current WaveState.WaveNumber.");
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}
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}
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[Test]
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public void Expedition_Holds_While_Timer_Pending()
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{
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var (world, group) = MakeWorld("CycleExpHold", serverTick: 200);
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using (world)
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{
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var em = world.EntityManager;
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var cycle = MakeCycle(em, CyclePhase.Expedition, phaseEndTick: 5000, cycleNumber: 1, defendStartWave: 0);
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group.Update();
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Assert.AreEqual(CyclePhase.Expedition, em.GetComponentData<CycleState>(cycle).Phase,
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"Expedition holds until its timer is due.");
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}
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}
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[Test]
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public void Defend_Enters_Build_When_Wave_Cleared()
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{
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var (world, group) = MakeWorld("CycleDefendToBuild", serverTick: 200);
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using (world)
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{
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var em = world.EntityManager;
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var cycle = MakeCycle(em, CyclePhase.Defend, phaseEndTick: 0, cycleNumber: 1, defendStartWave: 1);
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// Wave advanced past the captured start, fully spawned, and no Husks alive (none created).
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MakeWaveState(em, waveNumber: 2, remainingToSpawn: 0);
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group.Update();
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var cs = em.GetComponentData<CycleState>(cycle);
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Assert.AreEqual(CyclePhase.Build, cs.Phase, "A cleared Defend wave enters Build.");
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Assert.AreNotEqual(0u, cs.PhaseEndTick, "Build is timed, so a PhaseEndTick is stamped.");
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}
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}
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[Test]
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public void Build_Enters_Expedition_Incrementing_Cycle_And_Goal()
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{
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var (world, group) = MakeWorld("CycleBuildToExp", serverTick: 200);
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using (world)
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{
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var em = world.EntityManager;
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var cycle = MakeCycle(em, CyclePhase.Build, phaseEndTick: 100, cycleNumber: 1, defendStartWave: 0);
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em.AddComponentData(cycle, new GoalProgress { Charge = 0, Target = 10 });
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group.Update();
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var cs = em.GetComponentData<CycleState>(cycle);
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Assert.AreEqual(CyclePhase.Expedition, cs.Phase, "An expired Build timer starts the next Expedition.");
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Assert.AreEqual(2, cs.CycleNumber, "CycleNumber increments on the new cycle.");
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Assert.AreEqual(1, em.GetComponentData<GoalProgress>(cycle).Charge,
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"One goal charge accrues per completed cycle (single writer).");
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}
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}
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[Test]
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public void WaveNumber_Is_Synced_From_WaveState_For_The_Hud()
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{
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var (world, group) = MakeWorld("CycleWaveSync", serverTick: 200);
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using (world)
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{
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var em = world.EntityManager;
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var cycle = MakeCycle(em, CyclePhase.Defend, phaseEndTick: 0, cycleNumber: 1, defendStartWave: 1);
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MakeWaveState(em, waveNumber: 4, remainingToSpawn: 2);
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group.Update();
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Assert.AreEqual(4, em.GetComponentData<CycleState>(cycle).WaveNumber,
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"CycleState.WaveNumber mirrors the server-only WaveState.WaveNumber so the replicated-state-only HUD can show it.");
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}
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}
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}
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}
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