163 lines
7.6 KiB
C#
163 lines
7.6 KiB
C#
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 PLAYER-DRIVEN
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/// run-state director (Calm ↔ Siege). A bare world is seeded with a NetworkTime singleton and a cycle entity
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/// carrying CycleState + CycleRuntime (+ optionally ThreatState / WaveState / GoalProgress). The global phase
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/// is only ever Calm or Siege — being out on an expedition is per-player presence, NOT a global phase — so
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/// these pin: Calm holds with no pending siege; an armed ThreatState.PendingSiegeSize enters Siege and seeds
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/// WaveState's Spawning entry at the EXACT size; a cleared Siege returns to Calm and charges the goal once;
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/// and split co-op presence never produces a non-Calm phase. All timing is wrap-safe NetworkTick math.
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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, 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 = 0u, CycleNumber = 1 });
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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 AddThreat(EntityManager em, Entity cycle, int pendingSiegeSize, uint armTick)
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{
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em.AddComponentData(cycle, new ThreatState { PendingSiegeSize = pendingSiegeSize, ArmTick = armTick });
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}
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static Entity MakeWaveState(EntityManager em, int waveNumber, byte phase, 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, Phase = phase, RemainingToSpawn = remainingToSpawn });
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return e;
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}
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[Test]
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public void Calm_Holds_When_No_PendingSiege()
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{
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var (world, group) = MakeWorld("CalmHolds", 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.Calm, defendStartWave: 0);
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AddThreat(em, cycle, pendingSiegeSize: 0, armTick: 0);
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group.Update();
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Assert.AreEqual(CyclePhase.Calm, em.GetComponentData<CycleState>(cycle).Phase,
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"With no pending siege the base stays Calm — no forced timer.");
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}
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}
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[Test]
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public void PendingSiege_Enters_Siege_And_Seeds_WaveState_Spawning_With_Exact_Size()
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{
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var (world, group) = MakeWorld("PendingSiege", 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.Calm, defendStartWave: 0);
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AddThreat(em, cycle, pendingSiegeSize: 7, armTick: 0); // armTick 0 => fire immediately
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var wave = MakeWaveState(em, waveNumber: 5, phase: WavePhase.Lull, remainingToSpawn: 0);
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group.Update();
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Assert.AreEqual(CyclePhase.Siege, em.GetComponentData<CycleState>(cycle).Phase,
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"An armed pending siege enters Siege.");
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var w = em.GetComponentData<WaveState>(wave);
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Assert.AreEqual(WavePhase.Spawning, w.Phase,
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"WaveState is driven into Spawning (bypassing the Lull escalation recompute).");
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Assert.AreEqual(7, w.RemainingToSpawn,
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"RemainingToSpawn is the EXACT director-chosen siege size (not the escalation curve).");
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Assert.AreEqual(6, w.WaveNumber, "WaveNumber advances by one for the siege.");
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Assert.AreEqual(5, em.GetComponentData<CycleRuntime>(cycle).DefendStartWave,
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"DefendStartWave captures the pre-bump wave number.");
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Assert.AreEqual(0, em.GetComponentData<ThreatState>(cycle).PendingSiegeSize,
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"The pending siege is consumed (zeroed) so it fires exactly once.");
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}
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}
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[Test]
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public void Siege_Exits_To_Calm_On_DefendCleared_And_Charges_Goal_Once()
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{
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var (world, group) = MakeWorld("SiegeClears", 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.Siege, defendStartWave: 5);
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em.AddComponentData(cycle, new GoalProgress { Charge = 0, Target = 10 });
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// Wave advanced past the captured start, fully spawned, no Husks alive (none created).
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MakeWaveState(em, waveNumber: 6, phase: WavePhase.Spawning, remainingToSpawn: 0);
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group.Update();
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Assert.AreEqual(CyclePhase.Calm, em.GetComponentData<CycleState>(cycle).Phase,
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"A cleared siege returns to Calm.");
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Assert.AreEqual(1, em.GetComponentData<GoalProgress>(cycle).Charge,
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"One goal charge accrues per siege survived (single writer).");
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}
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}
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[Test]
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public void Coop_Split_Presence_Keeps_Global_Phase_Calm()
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{
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var (world, group) = MakeWorld("CoopSplit", 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.Calm, defendStartWave: 0);
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AddThreat(em, cycle, pendingSiegeSize: 0, armTick: 0);
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// One player out on expedition, one home — the GLOBAL phase machine must ignore presence.
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var pOut = em.CreateEntity(typeof(RegionTag), typeof(PlayerTag));
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em.SetComponentData(pOut, new RegionTag { Region = RegionId.Expedition });
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var pHome = em.CreateEntity(typeof(RegionTag), typeof(PlayerTag));
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em.SetComponentData(pHome, new RegionTag { Region = RegionId.Base });
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group.Update();
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Assert.AreEqual(CyclePhase.Calm, em.GetComponentData<CycleState>(cycle).Phase,
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"Split presence (one out, one home) never drives the single global phase — Expedition is per-player.");
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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("WaveSync", 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.Siege, defendStartWave: 5);
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MakeWaveState(em, waveNumber: 4, phase: WavePhase.Spawning, 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 for the replicated-state-only HUD.");
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}
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}
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}
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}
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