Files
Project-M/Assets/_Project/Tests/EditMode/TurretFireSystemTests.cs
T
kronic 44da26cdf6 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>
2026-06-12 19:14:58 -07:00

220 lines
10 KiB
C#

using NUnit.Framework;
using ProjectM.Server;
using ProjectM.Simulation;
using Unity.Core;
using Unity.Entities;
using Unity.Mathematics;
using Unity.NetCode;
using Unity.Transforms;
namespace ProjectM.Tests
{
/// <summary>
/// Plain-Entities EditMode tests for the server-only <see cref="TurretFireSystem"/> (hitscan defense turret).
/// A bare world is seeded with a <c>NetworkTime</c> singleton, a <see cref="ResourceLedger"/> Charge pool (the
/// turret's EB-2 ammo), a turret (PlacedStructure + Turret + RegionTag + LocalTransform) and Husks (Health +
/// EnemyTag + RegionTag + LocalTransform + a DamageEvent buffer). The system snapshots living Husks, fires at
/// the nearest in-range one in its OWN region on the <c>PlacedStructure.NextTick</c> cooldown — but ONLY when
/// it can withdraw <see cref="Tuning.TurretChargeCostPerShot"/> Charge from the ledger; out of Charge =
/// soft-fail (no shot, no cooldown burn, so it fires the instant Charge returns). These tests pin range
/// filtering, region gating, the wrap-safe cooldown, and the EB-2 Charge spend / soft-fail.
/// </summary>
public class TurretFireSystemTests
{
// Range/region/cooldown tests never need to run dry; the spend tests pass an explicit small pool.
const int AmpleCharge = 1_000_000;
static (World world, SimulationSystemGroup group, Entity ledger) MakeWorld(
string name, uint serverTick, int charge = AmpleCharge)
{
var world = new World(name);
var group = world.GetOrCreateSystemManaged<SimulationSystemGroup>();
group.AddSystemToUpdateList(world.GetOrCreateSystem<TurretFireSystem>());
group.SortSystems();
world.SetTime(new TimeData(elapsedTime: 0f, deltaTime: 1f / 60f));
SetServerTick(world, serverTick);
var em = world.EntityManager;
var ledger = em.CreateEntity(typeof(ResourceLedger));
var buf = em.AddBuffer<StorageEntry>(ledger);
if (charge > 0)
buf.Add(new StorageEntry { ItemId = ResourceId.Charge, Count = charge });
return (world, group, ledger);
}
static void SetServerTick(World world, uint tick)
{
var em = world.EntityManager;
using var q = em.CreateEntityQuery(typeof(NetworkTime));
Entity e = q.IsEmpty ? em.CreateEntity(typeof(NetworkTime)) : q.GetSingletonEntity();
em.SetComponentData(e, new NetworkTime { ServerTick = new NetworkTick(tick) });
}
static Entity MakeTurret(EntityManager em, float3 pos, byte region, float range, int cooldown, float damage)
{
var e = em.CreateEntity();
em.AddComponentData(e, LocalTransform.FromPosition(pos));
em.AddComponentData(e, new RegionTag { Region = region });
em.AddComponentData(e, new PlacedStructure { Type = StructureType.Turret, NextTick = 0 });
em.AddComponentData(e, new Turret { Range = range, CooldownTicks = cooldown, Damage = damage });
return e;
}
static Entity MakeHusk(EntityManager em, float3 pos, byte region, float health)
{
var e = em.CreateEntity();
em.AddComponentData(e, LocalTransform.FromPosition(pos));
em.AddComponentData(e, new RegionTag { Region = region });
em.AddComponentData(e, new Health { Current = health, Max = health });
em.AddComponent<EnemyTag>(e);
em.AddBuffer<DamageEvent>(e);
return e;
}
static int LedgerCharge(EntityManager em, Entity ledger)
{
var buf = em.GetBuffer<StorageEntry>(ledger);
for (int i = 0; i < buf.Length; i++)
if (buf[i].ItemId == ResourceId.Charge) return buf[i].Count;
return 0;
}
[Test]
public void Turret_Fires_At_InRange_Husk_In_Its_Region()
{
var (world, group, _) = MakeWorld("TurretFireWorld", serverTick: 200);
using (world)
{
var em = world.EntityManager;
var turret = MakeTurret(em, new float3(5, 1, 5), RegionId.Base, range: 20f, cooldown: 30, damage: 10f);
var husk = MakeHusk(em, new float3(10, 1, 10), RegionId.Base, health: 50f);
group.Update();
var dmg = em.GetBuffer<DamageEvent>(husk);
Assert.AreEqual(1, dmg.Length, "An in-range, same-region Husk takes exactly one turret hit.");
Assert.AreEqual(10f, dmg[0].Amount, 1e-4f, "DamageEvent carries the turret's damage.");
Assert.AreEqual(-1, dmg[0].SourceNetworkId, "Turret damage uses the -1 (world) source id.");
Assert.AreNotEqual(0u, em.GetComponentData<PlacedStructure>(turret).NextTick,
"The cooldown tick is stamped after firing.");
}
}
[Test]
public void Turret_Ignores_Husk_Out_Of_Range()
{
var (world, group, _) = MakeWorld("TurretRangeWorld", serverTick: 200);
using (world)
{
var em = world.EntityManager;
MakeTurret(em, new float3(0, 1, 0), RegionId.Base, range: 5f, cooldown: 30, damage: 10f);
var husk = MakeHusk(em, new float3(100, 1, 0), RegionId.Base, health: 50f);
group.Update();
Assert.AreEqual(0, em.GetBuffer<DamageEvent>(husk).Length, "A Husk beyond Range takes no hit.");
}
}
[Test]
public void Turret_Ignores_Husk_In_A_Different_Region()
{
var (world, group, _) = MakeWorld("TurretRegionWorld", serverTick: 200);
using (world)
{
var em = world.EntityManager;
MakeTurret(em, new float3(0, 1, 0), RegionId.Base, range: 50f, cooldown: 30, damage: 10f);
var husk = MakeHusk(em, new float3(2, 1, 2), RegionId.Expedition, health: 50f);
group.Update();
Assert.AreEqual(0, em.GetBuffer<DamageEvent>(husk).Length,
"A Husk in a different region is never targeted (region gating).");
}
}
[Test]
public void Turret_Respects_Cooldown_Then_Fires_Again()
{
var (world, group, _) = MakeWorld("TurretCooldownWorld", serverTick: 200);
using (world)
{
var em = world.EntityManager;
MakeTurret(em, new float3(0, 1, 0), RegionId.Base, range: 50f, cooldown: 30, damage: 10f);
var husk = MakeHusk(em, new float3(3, 1, 0), RegionId.Base, health: 5000f);
group.Update(); // fires at tick 200, NextTick -> 230
Assert.AreEqual(1, em.GetBuffer<DamageEvent>(husk).Length, "Fires on the first ready tick.");
SetServerTick(world, 210);
group.Update(); // 210 < 230 -> still cooling down
Assert.AreEqual(1, em.GetBuffer<DamageEvent>(husk).Length, "No second shot while cooling down.");
SetServerTick(world, 240);
group.Update(); // 240 >= 230 -> ready again
Assert.AreEqual(2, em.GetBuffer<DamageEvent>(husk).Length, "Fires again once the cooldown elapses.");
}
}
// ---- EB-2: turret ammo (Charge) spend + soft-fail ----
[Test]
public void Turret_Out_Of_Charge_Soft_Fails_No_Shot_No_Cooldown_Burn()
{
var (world, group, ledger) = MakeWorld("TurretNoChargeWorld", serverTick: 200, charge: 0);
using (world)
{
var em = world.EntityManager;
var turret = MakeTurret(em, new float3(0, 1, 0), RegionId.Base, range: 50f, cooldown: 30, damage: 10f);
var husk = MakeHusk(em, new float3(3, 1, 0), RegionId.Base, health: 50f);
group.Update();
Assert.AreEqual(0, em.GetBuffer<DamageEvent>(husk).Length,
"With an empty Charge pool the turret cannot fire (soft-fail).");
Assert.AreEqual(0u, em.GetComponentData<PlacedStructure>(turret).NextTick,
"A soft-failed shot burns no cooldown — the turret stays ready for the instant Charge returns.");
Assert.AreEqual(0, LedgerCharge(em, ledger), "No Charge is consumed when no shot is fired.");
}
}
[Test]
public void Turret_Consumes_One_Charge_Per_Shot()
{
var (world, group, ledger) = MakeWorld("TurretSpendWorld", serverTick: 200, charge: 5);
using (world)
{
var em = world.EntityManager;
MakeTurret(em, new float3(0, 1, 0), RegionId.Base, range: 50f, cooldown: 30, damage: 10f);
var husk = MakeHusk(em, new float3(3, 1, 0), RegionId.Base, health: 50f);
group.Update();
Assert.AreEqual(1, em.GetBuffer<DamageEvent>(husk).Length, "A funded turret fires.");
Assert.AreEqual(5 - Tuning.TurretChargeCostPerShot, LedgerCharge(em, ledger),
"Exactly TurretChargeCostPerShot Charge is withdrawn for the shot.");
}
}
[Test]
public void Two_Turrets_Share_A_Finite_Charge_Pool_Second_Soft_Fails()
{
// One Charge, two turrets, one Husk: the first turret (query/creation order) spends the last Charge and
// fires; the second withdraws 0 and soft-fails. The Husk takes exactly one hit and the pool empties.
var (world, group, ledger) = MakeWorld("TurretSharedPoolWorld", serverTick: 200, charge: 1);
using (world)
{
var em = world.EntityManager;
MakeTurret(em, new float3(-2, 1, 0), RegionId.Base, range: 50f, cooldown: 30, damage: 10f);
MakeTurret(em, new float3(2, 1, 0), RegionId.Base, range: 50f, cooldown: 30, damage: 10f);
var husk = MakeHusk(em, new float3(0, 1, 0), RegionId.Base, health: 500f);
group.Update();
Assert.AreEqual(1, em.GetBuffer<DamageEvent>(husk).Length,
"A single Charge funds exactly one of the two turrets this tick.");
Assert.AreEqual(0, LedgerCharge(em, ledger), "The shared Charge pool is drained to zero.");
}
}
}
}