3109b86d71
Reactivate the dormant Expedition region as a procedural combat venue.
v1 loop: walk the gate -> fight an epoch-seeded enemy wave in the
expedition -> clear -> return -> flat Ore reward (once per epoch) ->
escalated retaliation base siege.
- New sim types: ZoneEnemyTag, ZoneEnemyDirector (+ ZoneEnemyPrefab
buffer), ZoneEnemyState, ZoneEnemyMath (grunt->charger composition
by epoch). ZoneEnemyDirectorSystem (server, Burst): drip-spawns the
wave at a deterministic ring under a MaxAlive cap while a player is
out and the base is Calm; marks ClearedThisEpoch on a real clear.
[UpdateAfter(ExpeditionFieldSystem)] only (avoids a sort cycle).
- BLOCKER 1: EnemyAISystem region-filters target selection (player +
structure snapshots gain parallel region lists; no base structures /
no Core fallback for expedition husks).
- BLOCKER 3: WaveSystem, ThreatDirectorSystem timeout cull, and
CyclePhaseSystem DefendCleared + Core-breach cull all count/cull
RegionTag{Base} husks only (the breach cull was caught region-blind
by the post-impl review: a base breach wiped the live expedition
wave and spuriously paid the reward).
- BLOCKER 4: reward de-duped via CycleRuntime.LastRewardedEpoch +
ClearedThisEpoch; ExpeditionGateSystem deposits RewardOre once/epoch.
- ExpeditionFieldSystem teardown also culls zone enemies + region-
guards the clutter loop. Subscene wired with the director + roster.
368/368 EditMode green + clean netcode Play smoke. Docs: DR-040 ->
built, session log, CLAUDE.md cross-region tag-reaudit rule.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
395 lines
22 KiB
C#
395 lines
22 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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/// END-2 (SL-3) — plain-Entities EditMode tests for the final-siege win/lose spine: <see cref="GoalReachedSystem"/>
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/// arming + <see cref="CyclePhaseSystem"/>'s FinalDefense-gated Victory/Loss latches + the
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/// <see cref="ThreatDirectorSystem"/> SiegeTimeout guard. A bare world is seeded with a NetworkTime singleton and a
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/// CycleDirector entity carrying the full run-state set (CycleState/CycleRuntime/ThreatState/ThreatConfig/
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/// GoalProgress/CoreIntegrity/RunPhase/RunOutcome/SaveRequest + a ledger). These pin: the goal cap arms a bigger
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/// final siege EXACTLY once and CyclePhaseSystem enters it once; Charge clamps to Target; a survived final siege
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/// latches Victory (no extra charge); a Core breach during the final siege latches Loss with NONE of the END-1
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/// soft-loss side effects (no ledger drain, no OverrunTick); a NORMAL-phase overrun STILL takes the END-1 soft
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/// path (the key regression); a restored Victory does not re-arm; and the SiegeTimeout cull is disabled during the
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/// final siege so a timeout can't fake a Victory. All timing is wrap-safe NetworkTick math.
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/// </summary>
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public class EndgameWinLoseTests
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{
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// ---- harness ----
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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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// CyclePhaseSystem then GoalReachedSystem ([UpdateAfter(CyclePhaseSystem)] is honored by SortSystems).
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group.AddSystemToUpdateList(world.GetOrCreateSystem<CyclePhaseSystem>());
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group.AddSystemToUpdateList(world.GetOrCreateSystem<GoalReachedSystem>());
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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 (World world, SimulationSystemGroup group) MakeThreatWorld(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<ThreatDirectorSystem>());
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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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// SizeBase 5 / ScheduleSizePerWave 1 / immediate (delay 0) arm / no timeout — the END-2 arming math is
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// (5 + 1*wave) * FinalSiegeMultiplier.
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static ThreatConfig Cfg() => new ThreatConfig
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{
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PostExpeditionEnabled = 0,
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ScheduleEnabled = 0,
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PostExpeditionDelayTicks = 0,
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SizeBase = 5,
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ScheduleSizePerWave = 1,
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StartCondition = ThreatStartCondition.Immediate,
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SiegeTimeoutTicks = 0,
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};
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static Entity MakeDirector(EntityManager em, byte phase, int defendStartWave, int charge, int target,
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int core, byte runPhase, byte runOutcome)
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{
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var e = em.CreateEntity();
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em.AddComponentData(e, new CycleState { Phase = phase, PhaseEndTick = 0u, CycleNumber = 1 });
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em.AddComponentData(e, new CycleRuntime { DefendStartWave = defendStartWave });
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em.AddComponentData(e, new ThreatState());
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em.AddComponentData(e, Cfg());
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em.AddComponentData(e, new GoalProgress { Charge = charge, Target = target });
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em.AddComponentData(e, new CoreIntegrity { Current = core, Max = 100, OverrunTick = 0u });
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em.AddComponentData(e, new RunPhase { Value = runPhase });
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em.AddComponentData(e, new RunOutcome { Value = runOutcome });
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em.AddComponentData(e, new SaveRequest { Pending = 0 });
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em.AddBuffer<StorageEntry>(e);
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return e;
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}
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static Entity MakeWave(EntityManager em, int waveNumber, byte phase, int remaining)
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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 = remaining });
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return e;
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}
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static int ExpectedFinalSize(int sizeBase, int perWave, int wave)
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=> (int)((sizeBase + perWave * wave) * TuningConfig.Defaults().FinalSiegeMultiplier);
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// ---- tests ----
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[Test]
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public void GoalReached_Arms_Final_Siege_Then_CyclePhase_Enters_It_Once()
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{
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var (world, group) = MakeWorld("End2Arm", 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 dir = MakeDirector(em, CyclePhase.Calm, defendStartWave: 0, charge: 4, target: 4,
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core: 100, RunPhaseId.Normal, RunOutcomeId.InProgress);
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var wave = MakeWave(em, waveNumber: 4, phase: WavePhase.Lull, remaining: 0);
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int expected = ExpectedFinalSize(5, 1, 4); // (5 + 4) * 2.5 = 22
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// Tick 1: CyclePhase Calm (nothing pending) -> GoalReached arms the FINAL siege + flips FinalDefense.
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group.Update();
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Assert.AreEqual(expected, em.GetComponentData<ThreatState>(dir).PendingSiegeSize,
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"final siege armed at (SizeBase + perWave*wave) * FinalSiegeMultiplier (visibly bigger than a normal siege).");
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Assert.Greater(expected, 5 + 1 * 4, "the final siege is strictly larger than the would-be normal siege.");
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Assert.AreEqual(RunPhaseId.FinalDefense, em.GetComponentData<RunPhase>(dir).Value,
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"RunPhase flips to FinalDefense exactly when the goal cap is reached.");
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Assert.AreEqual(CyclePhase.Calm, em.GetComponentData<CycleState>(dir).Phase,
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"still Calm on the arm tick (CyclePhase consumes the pending siege the next tick).");
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// Tick 2: CyclePhase Calm consumes the armed siege -> Siege; GoalReached no-ops (RunPhase != Normal).
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group.Update();
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Assert.AreEqual(CyclePhase.Siege, em.GetComponentData<CycleState>(dir).Phase,
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"the final siege starts.");
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Assert.AreEqual(expected, em.GetComponentData<WaveState>(wave).RemainingToSpawn,
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"WaveState is seeded with the EXACT multiplied final-siege size.");
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Assert.AreEqual(0, em.GetComponentData<ThreatState>(dir).PendingSiegeSize,
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"the final siege is consumed exactly once (no re-arm by GoalReached while in FinalDefense).");
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}
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}
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[Test]
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public void Charge_Clamps_To_Target_On_Survived_Siege()
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{
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var (world, group) = MakeWorld("End2Clamp", serverTick: 200);
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using (world)
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{
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var em = world.EntityManager;
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// Charge already AT Target, a NORMAL (non-final) siege is survived -> Charge must not exceed Target.
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var dir = MakeDirector(em, CyclePhase.Siege, defendStartWave: 5, charge: 4, target: 4,
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core: 100, RunPhaseId.Normal, RunOutcomeId.InProgress);
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MakeWave(em, waveNumber: 6, phase: WavePhase.Spawning, remaining: 0); // DefendCleared
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group.Update();
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Assert.AreEqual(4, em.GetComponentData<GoalProgress>(dir).Charge,
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"Charge clamps at Target on a survived siege (min(Charge+1, Target)); it never runs away.");
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}
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}
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[Test]
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public void Victory_Latches_Once_On_Final_DefendCleared()
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{
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var (world, group) = MakeWorld("End2Victory", 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 dir = MakeDirector(em, CyclePhase.Siege, defendStartWave: 5, charge: 4, target: 4,
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core: 100, RunPhaseId.FinalDefense, RunOutcomeId.InProgress);
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MakeWave(em, waveNumber: 6, phase: WavePhase.Spawning, remaining: 0); // cleared, no husks alive
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group.Update();
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Assert.AreEqual(RunOutcomeId.Victory, em.GetComponentData<RunOutcome>(dir).Value,
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"surviving the final siege latches Victory.");
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Assert.AreEqual(CyclePhase.Calm, em.GetComponentData<CycleState>(dir).Phase, "the run ends in Calm.");
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Assert.AreEqual(4, em.GetComponentData<GoalProgress>(dir).Charge,
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"a Victory does NOT increment the already-capped goal.");
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// A second tick must not change the latched outcome (GoalReached + the branch are inert once decided).
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group.Update();
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Assert.AreEqual(RunOutcomeId.Victory, em.GetComponentData<RunOutcome>(dir).Value,
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"Victory is latched (stable across ticks).");
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}
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}
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[Test]
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public void Loss_Latches_On_Final_Core_Breach_Without_Soft_Side_Effects()
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{
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var (world, group) = MakeWorld("End2Loss", 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 dir = MakeDirector(em, CyclePhase.Siege, defendStartWave: 5, charge: 4, target: 4,
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core: 0, RunPhaseId.FinalDefense, RunOutcomeId.InProgress); // Core breached during the final siege
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var ledger = em.GetBuffer<StorageEntry>(dir);
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ledger.Add(new StorageEntry { ItemId = ResourceId.Ore, Count = 100 });
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ledger.Add(new StorageEntry { ItemId = ResourceId.Charge, Count = 40 });
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MakeWave(em, waveNumber: 6, phase: WavePhase.Spawning, remaining: 3);
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em.CreateEntity(typeof(EnemyTag), typeof(RegionTag));
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em.CreateEntity(typeof(EnemyTag), typeof(RegionTag));
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group.Update();
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Assert.AreEqual(RunOutcomeId.Loss, em.GetComponentData<RunOutcome>(dir).Value,
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"a Core breach during the FINAL siege latches a terminal Loss.");
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Assert.AreEqual(CyclePhase.Calm, em.GetComponentData<CycleState>(dir).Phase, "the run ends.");
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var l = em.GetBuffer<StorageEntry>(dir);
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Assert.AreEqual(100, l[0].Count, "terminal Loss does NOT drain the ledger (unlike the soft overrun).");
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Assert.AreEqual(40, l[1].Count, "terminal Loss does NOT drain the ledger.");
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Assert.AreEqual(0u, em.GetComponentData<CoreIntegrity>(dir).OverrunTick,
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"terminal Loss does NOT stamp OverrunTick (the dedicated Loss banner shows instead of the soft flash).");
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using var huskQ = em.CreateEntityQuery(typeof(EnemyTag));
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Assert.AreEqual(0, huskQ.CalculateEntityCount(), "the siege disperses (remaining husks despawned).");
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}
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}
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[Test]
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public void Normal_Overrun_Stays_Soft_When_RunPhase_Normal()
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{
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// REGRESSION: END-2 must not change END-1's soft-loss for a NORMAL (non-final) siege overrun.
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var (world, group) = MakeWorld("End2NormalSoft", 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 dir = MakeDirector(em, CyclePhase.Siege, defendStartWave: 5, charge: 3, target: 10,
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core: 0, RunPhaseId.Normal, RunOutcomeId.InProgress); // breached, but NOT the final siege
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var ledger = em.GetBuffer<StorageEntry>(dir);
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ledger.Add(new StorageEntry { ItemId = ResourceId.Ore, Count = 100 });
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ledger.Add(new StorageEntry { ItemId = ResourceId.Charge, Count = 40 });
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MakeWave(em, waveNumber: 6, phase: WavePhase.Spawning, remaining: 0);
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em.CreateEntity(typeof(EnemyTag), typeof(RegionTag));
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em.CreateEntity(typeof(EnemyTag), typeof(RegionTag));
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group.Update();
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Assert.AreEqual(CyclePhase.Calm, em.GetComponentData<CycleState>(dir).Phase, "the soft loss ends the siege -> Calm.");
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Assert.AreEqual(RunOutcomeId.InProgress, em.GetComponentData<RunOutcome>(dir).Value,
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"a NORMAL overrun must NOT latch a terminal outcome (END-1 soft-loss preserved).");
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var l = em.GetBuffer<StorageEntry>(dir);
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Assert.AreEqual(50, l[0].Count, "the soft loss drains the ledger 50% (END-1 behaviour, unchanged).");
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Assert.AreEqual(20, l[1].Count, "the soft loss drains the ledger 50%.");
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Assert.AreNotEqual(0u, em.GetComponentData<CoreIntegrity>(dir).OverrunTick,
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"the soft loss stamps OverrunTick for the HUD flash (END-1 behaviour, unchanged).");
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Assert.AreEqual(3, em.GetComponentData<GoalProgress>(dir).Charge, "no goal charge on a loss.");
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}
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}
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[Test]
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public void Restored_Victory_Does_Not_Rearm_Final_Siege()
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{
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// Born-correct of a finished-run Continue (SaveData v5): RunOutcome=Victory restored; RunPhase boots Normal
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// (server-only, not persisted). The RunOutcome guard must keep GoalReached inert so the win is durable.
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var (world, group) = MakeWorld("End2Restore", 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 dir = MakeDirector(em, CyclePhase.Calm, defendStartWave: 0, charge: 4, target: 4,
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core: 100, RunPhaseId.Normal, RunOutcomeId.Victory);
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MakeWave(em, waveNumber: 4, phase: WavePhase.Lull, remaining: 0);
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group.Update();
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Assert.AreEqual(0, em.GetComponentData<ThreatState>(dir).PendingSiegeSize,
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"a restored Victory does NOT re-arm the final siege (Continue loads finished).");
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Assert.AreEqual(RunPhaseId.Normal, em.GetComponentData<RunPhase>(dir).Value, "RunPhase stays Normal (no flip).");
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Assert.AreEqual(RunOutcomeId.Victory, em.GetComponentData<RunOutcome>(dir).Value, "the win persists.");
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}
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}
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[Test]
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public void Final_Siege_Is_Not_Culled_By_SiegeTimeout()
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{
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// F5: the SiegeTimeout cull must be disabled during the final siege — otherwise a timeout-cull trips
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// DefendCleared and fakes a Victory. (The NORMAL-phase timeout cull is covered by ThreatDirectorSystemTests.)
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var (world, group) = MakeThreatWorld("End2NoTimeoutCull", serverTick: 1000);
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using (world)
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{
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var em = world.EntityManager;
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var e = em.CreateEntity();
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em.AddComponentData(e, new CycleState { Phase = CyclePhase.Siege, CycleNumber = 1 });
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var cfg = Cfg();
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cfg.SiegeTimeoutTicks = 10; // would normally fire: 1000 - 900 = 100 ticks elapsed >> 10
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em.AddComponentData(e, cfg);
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em.AddComponentData(e, new ThreatState { SiegeStartTick = 900 });
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em.AddComponentData(e, new RunPhase { Value = RunPhaseId.FinalDefense });
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em.AddComponentData(e, new RunOutcome { Value = RunOutcomeId.InProgress });
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var w = em.CreateEntity(typeof(WaveState));
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em.SetComponentData(w, new WaveState { RemainingToSpawn = 5, Phase = WavePhase.Spawning });
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for (int i = 0; i < 3; i++)
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em.CreateEntity(typeof(EnemyTag), typeof(RegionTag)); // base husks (RegionTag defaults to Base)
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group.Update();
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using var huskQ = em.CreateEntityQuery(typeof(EnemyTag));
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Assert.AreEqual(3, huskQ.CalculateEntityCount(),
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"the final siege is NOT culled by SiegeTimeout (a cull would fake a Victory).");
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}
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}
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// ---- review-driven additions: M-3/N-4 (full-pipeline arming) + M-4 (multiplier) ----
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static (World world, SimulationSystemGroup group) MakeFullWorld(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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// Sorted by attributes: ThreatDirector [UpdateBefore CyclePhase] -> CyclePhase -> GoalReached [UpdateAfter].
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group.AddSystemToUpdateList(world.GetOrCreateSystem<ThreatDirectorSystem>());
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group.AddSystemToUpdateList(world.GetOrCreateSystem<CyclePhaseSystem>());
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group.AddSystemToUpdateList(world.GetOrCreateSystem<GoalReachedSystem>());
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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 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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em.SetComponentData(q.GetSingletonEntity(), new NetworkTime { ServerTick = new NetworkTick(tick) });
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}
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[Test]
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public void Final_Siege_Arms_On_Goal_Edge_Through_Pipeline_Not_Stomped_By_Scheduler()
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{
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// M-3 + N-4: drive the REAL cross-system handoff (ThreatDirector -> CyclePhase -> GoalReached) over the
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// Charge edge (3 -> 4 via a survived siege), then prove a DUE scheduled source can't stomp the armed final
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// siege (the FinalDefense + PendingSiegeSize!=0 guards) and the FINAL size flows through to the wave.
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var (world, group) = MakeFullWorld("End2Pipeline", 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 dir = MakeDirector(em, CyclePhase.Siege, defendStartWave: 5, charge: 3, target: 4,
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core: 100, RunPhaseId.Normal, RunOutcomeId.InProgress);
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var cfg = Cfg(); cfg.ScheduleEnabled = 1; cfg.ScheduleIntervalTicks = 100;
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em.SetComponentData(dir, cfg);
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em.SetComponentData(dir, new ThreatState { NextScheduledTick = 150 }); // a scheduled siege is pending
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var wave = MakeWave(em, waveNumber: 6, phase: WavePhase.Spawning, remaining: 0); // DefendCleared this tick
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int expected = ExpectedFinalSize(5, 1, 6); // (5 + 6) * 2.5 = 27
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// Tick 1: ThreatDirector (Siege -> no arm) -> CyclePhase (survive -> Charge 3->4, Calm) -> GoalReached (arm).
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group.Update();
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Assert.AreEqual(4, em.GetComponentData<GoalProgress>(dir).Charge, "the survived siege reaches the cap.");
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Assert.AreEqual(RunPhaseId.FinalDefense, em.GetComponentData<RunPhase>(dir).Value,
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"GoalReached flips FinalDefense the same tick the Charge edge is crossed.");
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Assert.AreEqual(expected, em.GetComponentData<ThreatState>(dir).PendingSiegeSize,
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"the final siege is armed at the multiplied size.");
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// Advance the clock so the scheduled source is DUE, then tick: it must NOT stomp the armed final siege;
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// CyclePhase consumes it into the wave at the FINAL size (not a scheduled SizeBase).
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SetServerTick(world, 400);
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group.Update();
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Assert.AreEqual(CyclePhase.Siege, em.GetComponentData<CycleState>(dir).Phase, "the final siege starts.");
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Assert.AreEqual(expected, em.GetComponentData<WaveState>(wave).RemainingToSpawn,
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"the FINAL size (not a scheduled SizeBase) is seeded -> the due scheduler did not stomp it.");
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Assert.AreEqual(0, em.GetComponentData<ThreatState>(dir).PendingSiegeSize, "consumed exactly once.");
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}
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}
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[Test]
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public void FinalSiegeMultiplier_LiveOverride_Scales_Final_Size()
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{
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var (world, group) = MakeWorld("End2MultOverride", 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 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));
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|
var cfg = TuningConfig.Defaults(); cfg.FinalSiegeMultiplier = 1.5f;
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|
em.SetComponentData(tc, cfg);
|
|
|
|
group.Update();
|
|
|
|
int normal = 5 + 1 * 4; // 9
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|
Assert.AreEqual((int)(normal * 1.5f), em.GetComponentData<ThreatState>(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<ThreatState>(dir).PendingSiegeSize,
|
|
"a sub-1 multiplier floors at 1x (math.max(1,...)) -> the final siege is never smaller than a normal one.");
|
|
}
|
|
}
|
|
}
|
|
}
|