using NUnit.Framework;
using ProjectM.Server;
using ProjectM.Simulation;
using Unity.Core;
using Unity.Entities;
using Unity.NetCode;
namespace ProjectM.Tests
{
///
/// END-2 (SL-3) — plain-Entities EditMode tests for the final-siege win/lose spine:
/// arming + 's FinalDefense-gated Victory/Loss latches + the
/// SiegeTimeout guard. A bare world is seeded with a NetworkTime singleton and a
/// CycleDirector entity carrying the full run-state set (CycleState/CycleRuntime/ThreatState/ThreatConfig/
/// GoalProgress/CoreIntegrity/RunPhase/RunOutcome/SaveRequest + a ledger). These pin: the goal cap arms a bigger
/// final siege EXACTLY once and CyclePhaseSystem enters it once; Charge clamps to Target; a survived final siege
/// latches Victory (no extra charge); a Core breach during the final siege latches Loss with NONE of the END-1
/// soft-loss side effects (no ledger drain, no OverrunTick); a NORMAL-phase overrun STILL takes the END-1 soft
/// path (the key regression); a restored Victory does not re-arm; and the SiegeTimeout cull is disabled during the
/// final siege so a timeout can't fake a Victory. All timing is wrap-safe NetworkTick math.
///
public class EndgameWinLoseTests
{
// ---- harness ----
static (World world, SimulationSystemGroup group) MakeWorld(string name, uint serverTick)
{
var world = new World(name);
var group = world.GetOrCreateSystemManaged();
// CyclePhaseSystem then GoalReachedSystem ([UpdateAfter(CyclePhaseSystem)] is honored by SortSystems).
group.AddSystemToUpdateList(world.GetOrCreateSystem());
group.AddSystemToUpdateList(world.GetOrCreateSystem());
group.SortSystems();
world.SetTime(new TimeData(elapsedTime: 0f, deltaTime: 1f / 60f));
var em = world.EntityManager;
var nt = em.CreateEntity(typeof(NetworkTime));
em.SetComponentData(nt, new NetworkTime { ServerTick = new NetworkTick(serverTick) });
return (world, group);
}
static (World world, SimulationSystemGroup group) MakeThreatWorld(string name, uint serverTick)
{
var world = new World(name);
var group = world.GetOrCreateSystemManaged();
group.AddSystemToUpdateList(world.GetOrCreateSystem());
group.SortSystems();
world.SetTime(new TimeData(elapsedTime: 0f, deltaTime: 1f / 60f));
var em = world.EntityManager;
var nt = em.CreateEntity(typeof(NetworkTime));
em.SetComponentData(nt, new NetworkTime { ServerTick = new NetworkTick(serverTick) });
return (world, group);
}
// SizeBase 5 / ScheduleSizePerWave 1 / immediate (delay 0) arm / no timeout — the END-2 arming math is
// (5 + 1*wave) * FinalSiegeMultiplier.
static ThreatConfig Cfg() => new ThreatConfig
{
PostExpeditionEnabled = 0,
ScheduleEnabled = 0,
PostExpeditionDelayTicks = 0,
SizeBase = 5,
ScheduleSizePerWave = 1,
StartCondition = ThreatStartCondition.Immediate,
SiegeTimeoutTicks = 0,
};
static Entity MakeDirector(EntityManager em, byte phase, int defendStartWave, int charge, int target,
int core, byte runPhase, byte runOutcome)
{
var e = em.CreateEntity();
em.AddComponentData(e, new CycleState { Phase = phase, PhaseEndTick = 0u, CycleNumber = 1 });
em.AddComponentData(e, new CycleRuntime { DefendStartWave = defendStartWave });
em.AddComponentData(e, new ThreatState());
em.AddComponentData(e, Cfg());
em.AddComponentData(e, new GoalProgress { Charge = charge, Target = target });
em.AddComponentData(e, new CoreIntegrity { Current = core, Max = 100, OverrunTick = 0u });
em.AddComponentData(e, new RunPhase { Value = runPhase });
em.AddComponentData(e, new RunOutcome { Value = runOutcome });
em.AddComponentData(e, new SaveRequest { Pending = 0 });
em.AddBuffer(e);
return e;
}
static Entity MakeWave(EntityManager em, int waveNumber, byte phase, int remaining)
{
var e = em.CreateEntity(typeof(WaveState));
em.SetComponentData(e, new WaveState { WaveNumber = waveNumber, Phase = phase, RemainingToSpawn = remaining });
return e;
}
static int ExpectedFinalSize(int sizeBase, int perWave, int wave)
=> (int)((sizeBase + perWave * wave) * TuningConfig.Defaults().FinalSiegeMultiplier);
// ---- tests ----
[Test]
public void GoalReached_Arms_Final_Siege_Then_CyclePhase_Enters_It_Once()
{
var (world, group) = MakeWorld("End2Arm", serverTick: 200);
using (world)
{
var em = world.EntityManager;
var dir = MakeDirector(em, CyclePhase.Calm, defendStartWave: 0, charge: 4, target: 4,
core: 100, RunPhaseId.Normal, RunOutcomeId.InProgress);
var wave = MakeWave(em, waveNumber: 4, phase: WavePhase.Lull, remaining: 0);
int expected = ExpectedFinalSize(5, 1, 4); // (5 + 4) * 2.5 = 22
// Tick 1: CyclePhase Calm (nothing pending) -> GoalReached arms the FINAL siege + flips FinalDefense.
group.Update();
Assert.AreEqual(expected, em.GetComponentData(dir).PendingSiegeSize,
"final siege armed at (SizeBase + perWave*wave) * FinalSiegeMultiplier (visibly bigger than a normal siege).");
Assert.Greater(expected, 5 + 1 * 4, "the final siege is strictly larger than the would-be normal siege.");
Assert.AreEqual(RunPhaseId.FinalDefense, em.GetComponentData(dir).Value,
"RunPhase flips to FinalDefense exactly when the goal cap is reached.");
Assert.AreEqual(CyclePhase.Calm, em.GetComponentData(dir).Phase,
"still Calm on the arm tick (CyclePhase consumes the pending siege the next tick).");
// Tick 2: CyclePhase Calm consumes the armed siege -> Siege; GoalReached no-ops (RunPhase != Normal).
group.Update();
Assert.AreEqual(CyclePhase.Siege, em.GetComponentData(dir).Phase,
"the final siege starts.");
Assert.AreEqual(expected, em.GetComponentData(wave).RemainingToSpawn,
"WaveState is seeded with the EXACT multiplied final-siege size.");
Assert.AreEqual(0, em.GetComponentData(dir).PendingSiegeSize,
"the final siege is consumed exactly once (no re-arm by GoalReached while in FinalDefense).");
}
}
[Test]
public void Charge_Clamps_To_Target_On_Survived_Siege()
{
var (world, group) = MakeWorld("End2Clamp", serverTick: 200);
using (world)
{
var em = world.EntityManager;
// Charge already AT Target, a NORMAL (non-final) siege is survived -> Charge must not exceed Target.
var dir = MakeDirector(em, CyclePhase.Siege, defendStartWave: 5, charge: 4, target: 4,
core: 100, RunPhaseId.Normal, RunOutcomeId.InProgress);
MakeWave(em, waveNumber: 6, phase: WavePhase.Spawning, remaining: 0); // DefendCleared
group.Update();
Assert.AreEqual(4, em.GetComponentData(dir).Charge,
"Charge clamps at Target on a survived siege (min(Charge+1, Target)); it never runs away.");
}
}
[Test]
public void Victory_Latches_Once_On_Final_DefendCleared()
{
var (world, group) = MakeWorld("End2Victory", serverTick: 200);
using (world)
{
var em = world.EntityManager;
var dir = MakeDirector(em, CyclePhase.Siege, defendStartWave: 5, charge: 4, target: 4,
core: 100, RunPhaseId.FinalDefense, RunOutcomeId.InProgress);
MakeWave(em, waveNumber: 6, phase: WavePhase.Spawning, remaining: 0); // cleared, no husks alive
group.Update();
Assert.AreEqual(RunOutcomeId.Victory, em.GetComponentData(dir).Value,
"surviving the final siege latches Victory.");
Assert.AreEqual(CyclePhase.Calm, em.GetComponentData(dir).Phase, "the run ends in Calm.");
Assert.AreEqual(4, em.GetComponentData(dir).Charge,
"a Victory does NOT increment the already-capped goal.");
// A second tick must not change the latched outcome (GoalReached + the branch are inert once decided).
group.Update();
Assert.AreEqual(RunOutcomeId.Victory, em.GetComponentData(dir).Value,
"Victory is latched (stable across ticks).");
}
}
[Test]
public void Loss_Latches_On_Final_Core_Breach_Without_Soft_Side_Effects()
{
var (world, group) = MakeWorld("End2Loss", serverTick: 200);
using (world)
{
var em = world.EntityManager;
var dir = MakeDirector(em, CyclePhase.Siege, defendStartWave: 5, charge: 4, target: 4,
core: 0, RunPhaseId.FinalDefense, RunOutcomeId.InProgress); // Core breached during the final siege
var ledger = em.GetBuffer(dir);
ledger.Add(new StorageEntry { ItemId = ResourceId.Ore, Count = 100 });
ledger.Add(new StorageEntry { ItemId = ResourceId.Charge, Count = 40 });
MakeWave(em, waveNumber: 6, phase: WavePhase.Spawning, remaining: 3);
em.CreateEntity(typeof(EnemyTag));
em.CreateEntity(typeof(EnemyTag));
group.Update();
Assert.AreEqual(RunOutcomeId.Loss, em.GetComponentData(dir).Value,
"a Core breach during the FINAL siege latches a terminal Loss.");
Assert.AreEqual(CyclePhase.Calm, em.GetComponentData(dir).Phase, "the run ends.");
var l = em.GetBuffer(dir);
Assert.AreEqual(100, l[0].Count, "terminal Loss does NOT drain the ledger (unlike the soft overrun).");
Assert.AreEqual(40, l[1].Count, "terminal Loss does NOT drain the ledger.");
Assert.AreEqual(0u, em.GetComponentData(dir).OverrunTick,
"terminal Loss does NOT stamp OverrunTick (the dedicated Loss banner shows instead of the soft flash).");
using var huskQ = em.CreateEntityQuery(typeof(EnemyTag));
Assert.AreEqual(0, huskQ.CalculateEntityCount(), "the siege disperses (remaining husks despawned).");
}
}
[Test]
public void Normal_Overrun_Stays_Soft_When_RunPhase_Normal()
{
// REGRESSION: END-2 must not change END-1's soft-loss for a NORMAL (non-final) siege overrun.
var (world, group) = MakeWorld("End2NormalSoft", serverTick: 200);
using (world)
{
var em = world.EntityManager;
var dir = MakeDirector(em, CyclePhase.Siege, defendStartWave: 5, charge: 3, target: 10,
core: 0, RunPhaseId.Normal, RunOutcomeId.InProgress); // breached, but NOT the final siege
var ledger = em.GetBuffer(dir);
ledger.Add(new StorageEntry { ItemId = ResourceId.Ore, Count = 100 });
ledger.Add(new StorageEntry { ItemId = ResourceId.Charge, Count = 40 });
MakeWave(em, waveNumber: 6, phase: WavePhase.Spawning, remaining: 0);
em.CreateEntity(typeof(EnemyTag));
em.CreateEntity(typeof(EnemyTag));
group.Update();
Assert.AreEqual(CyclePhase.Calm, em.GetComponentData(dir).Phase, "the soft loss ends the siege -> Calm.");
Assert.AreEqual(RunOutcomeId.InProgress, em.GetComponentData(dir).Value,
"a NORMAL overrun must NOT latch a terminal outcome (END-1 soft-loss preserved).");
var l = em.GetBuffer(dir);
Assert.AreEqual(50, l[0].Count, "the soft loss drains the ledger 50% (END-1 behaviour, unchanged).");
Assert.AreEqual(20, l[1].Count, "the soft loss drains the ledger 50%.");
Assert.AreNotEqual(0u, em.GetComponentData(dir).OverrunTick,
"the soft loss stamps OverrunTick for the HUD flash (END-1 behaviour, unchanged).");
Assert.AreEqual(3, em.GetComponentData(dir).Charge, "no goal charge on a loss.");
}
}
[Test]
public void Restored_Victory_Does_Not_Rearm_Final_Siege()
{
// Born-correct of a finished-run Continue (SaveData v5): RunOutcome=Victory restored; RunPhase boots Normal
// (server-only, not persisted). The RunOutcome guard must keep GoalReached inert so the win is durable.
var (world, group) = MakeWorld("End2Restore", serverTick: 200);
using (world)
{
var em = world.EntityManager;
var dir = MakeDirector(em, CyclePhase.Calm, defendStartWave: 0, charge: 4, target: 4,
core: 100, RunPhaseId.Normal, RunOutcomeId.Victory);
MakeWave(em, waveNumber: 4, phase: WavePhase.Lull, remaining: 0);
group.Update();
Assert.AreEqual(0, em.GetComponentData(dir).PendingSiegeSize,
"a restored Victory does NOT re-arm the final siege (Continue loads finished).");
Assert.AreEqual(RunPhaseId.Normal, em.GetComponentData(dir).Value, "RunPhase stays Normal (no flip).");
Assert.AreEqual(RunOutcomeId.Victory, em.GetComponentData(dir).Value, "the win persists.");
}
}
[Test]
public void Final_Siege_Is_Not_Culled_By_SiegeTimeout()
{
// F5: the SiegeTimeout cull must be disabled during the final siege — otherwise a timeout-cull trips
// DefendCleared and fakes a Victory. (The NORMAL-phase timeout cull is covered by ThreatDirectorSystemTests.)
var (world, group) = MakeThreatWorld("End2NoTimeoutCull", serverTick: 1000);
using (world)
{
var em = world.EntityManager;
var e = em.CreateEntity();
em.AddComponentData(e, new CycleState { Phase = CyclePhase.Siege, CycleNumber = 1 });
var cfg = Cfg();
cfg.SiegeTimeoutTicks = 10; // would normally fire: 1000 - 900 = 100 ticks elapsed >> 10
em.AddComponentData(e, cfg);
em.AddComponentData(e, new ThreatState { SiegeStartTick = 900 });
em.AddComponentData(e, new RunPhase { Value = RunPhaseId.FinalDefense });
em.AddComponentData(e, new RunOutcome { Value = RunOutcomeId.InProgress });
var w = em.CreateEntity(typeof(WaveState));
em.SetComponentData(w, new WaveState { RemainingToSpawn = 5, Phase = WavePhase.Spawning });
for (int i = 0; i < 3; i++)
em.CreateEntity(typeof(EnemyTag));
group.Update();
using var huskQ = em.CreateEntityQuery(typeof(EnemyTag));
Assert.AreEqual(3, huskQ.CalculateEntityCount(),
"the final siege is NOT culled by SiegeTimeout (a cull would fake a Victory).");
}
}
// ---- review-driven additions: M-3/N-4 (full-pipeline arming) + M-4 (multiplier) ----
static (World world, SimulationSystemGroup group) MakeFullWorld(string name, uint serverTick)
{
var world = new World(name);
var group = world.GetOrCreateSystemManaged();
// Sorted by attributes: ThreatDirector [UpdateBefore CyclePhase] -> CyclePhase -> GoalReached [UpdateAfter].
group.AddSystemToUpdateList(world.GetOrCreateSystem());
group.AddSystemToUpdateList(world.GetOrCreateSystem());
group.AddSystemToUpdateList(world.GetOrCreateSystem());
group.SortSystems();
world.SetTime(new TimeData(elapsedTime: 0f, deltaTime: 1f / 60f));
var em = world.EntityManager;
var nt = em.CreateEntity(typeof(NetworkTime));
em.SetComponentData(nt, new NetworkTime { ServerTick = new NetworkTick(serverTick) });
return (world, group);
}
static void SetServerTick(World world, uint tick)
{
var em = world.EntityManager;
using var q = em.CreateEntityQuery(typeof(NetworkTime));
em.SetComponentData(q.GetSingletonEntity(), new NetworkTime { ServerTick = new NetworkTick(tick) });
}
[Test]
public void Final_Siege_Arms_On_Goal_Edge_Through_Pipeline_Not_Stomped_By_Scheduler()
{
// M-3 + N-4: drive the REAL cross-system handoff (ThreatDirector -> CyclePhase -> GoalReached) over the
// Charge edge (3 -> 4 via a survived siege), then prove a DUE scheduled source can't stomp the armed final
// siege (the FinalDefense + PendingSiegeSize!=0 guards) and the FINAL size flows through to the wave.
var (world, group) = MakeFullWorld("End2Pipeline", serverTick: 200);
using (world)
{
var em = world.EntityManager;
var dir = MakeDirector(em, CyclePhase.Siege, defendStartWave: 5, charge: 3, target: 4,
core: 100, RunPhaseId.Normal, RunOutcomeId.InProgress);
var cfg = Cfg(); cfg.ScheduleEnabled = 1; cfg.ScheduleIntervalTicks = 100;
em.SetComponentData(dir, cfg);
em.SetComponentData(dir, new ThreatState { NextScheduledTick = 150 }); // a scheduled siege is pending
var wave = MakeWave(em, waveNumber: 6, phase: WavePhase.Spawning, remaining: 0); // DefendCleared this tick
int expected = ExpectedFinalSize(5, 1, 6); // (5 + 6) * 2.5 = 27
// Tick 1: ThreatDirector (Siege -> no arm) -> CyclePhase (survive -> Charge 3->4, Calm) -> GoalReached (arm).
group.Update();
Assert.AreEqual(4, em.GetComponentData(dir).Charge, "the survived siege reaches the cap.");
Assert.AreEqual(RunPhaseId.FinalDefense, em.GetComponentData(dir).Value,
"GoalReached flips FinalDefense the same tick the Charge edge is crossed.");
Assert.AreEqual(expected, em.GetComponentData(dir).PendingSiegeSize,
"the final siege is armed at the multiplied size.");
// Advance the clock so the scheduled source is DUE, then tick: it must NOT stomp the armed final siege;
// CyclePhase consumes it into the wave at the FINAL size (not a scheduled SizeBase).
SetServerTick(world, 400);
group.Update();
Assert.AreEqual(CyclePhase.Siege, em.GetComponentData(dir).Phase, "the final siege starts.");
Assert.AreEqual(expected, em.GetComponentData(wave).RemainingToSpawn,
"the FINAL size (not a scheduled SizeBase) is seeded -> the due scheduler did not stomp it.");
Assert.AreEqual(0, em.GetComponentData(dir).PendingSiegeSize, "consumed exactly once.");
}
}
[Test]
public void FinalSiegeMultiplier_LiveOverride_Scales_Final_Size()
{
var (world, group) = MakeWorld("End2MultOverride", serverTick: 200);
using (world)
{
var em = world.EntityManager;
var dir = MakeDirector(em, CyclePhase.Calm, defendStartWave: 0, charge: 4, target: 4,
core: 100, RunPhaseId.Normal, RunOutcomeId.InProgress);
MakeWave(em, waveNumber: 4, phase: WavePhase.Lull, remaining: 0);
var tc = em.CreateEntity(typeof(TuningConfig));
var cfg = TuningConfig.Defaults(); cfg.FinalSiegeMultiplier = 1.5f;
em.SetComponentData(tc, cfg);
group.Update();
int normal = 5 + 1 * 4; // 9
Assert.AreEqual((int)(normal * 1.5f), em.GetComponentData(dir).PendingSiegeSize,
"the final size scales by the LIVE FinalSiegeMultiplier (1.5x), not the 2.5 default.");
}
}
[Test]
public void FinalSiegeMultiplier_Below_One_Floors_To_Normal_Size()
{
var (world, group) = MakeWorld("End2MultFloor", serverTick: 200);
using (world)
{
var em = world.EntityManager;
var dir = MakeDirector(em, CyclePhase.Calm, defendStartWave: 0, charge: 4, target: 4,
core: 100, RunPhaseId.Normal, RunOutcomeId.InProgress);
MakeWave(em, waveNumber: 4, phase: WavePhase.Lull, remaining: 0);
var tc = em.CreateEntity(typeof(TuningConfig));
var cfg = TuningConfig.Defaults(); cfg.FinalSiegeMultiplier = 0.5f; // degenerate sub-1
em.SetComponentData(tc, cfg);
group.Update();
int normal = 5 + 1 * 4; // 9
Assert.AreEqual(normal, em.GetComponentData(dir).PendingSiegeSize,
"a sub-1 multiplier floors at 1x (math.max(1,...)) -> the final siege is never smaller than a normal one.");
}
}
}
}