096c62862f
8 new EditMode tests (302 total, all green): BaseFieldSpawnSystem (target count + Base/Ore + cadence + top-up), ExpeditionFieldSystem teardown preserves the base field, ThreatDirector schedule arming, and melee harvest routing (base->ledger, expedition->personal inventory) which guards the cross-region leak the post-impl review caught. See DR-031. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
146 lines
6.9 KiB
C#
146 lines
6.9 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.Collections;
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using Unity.Core;
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using Unity.Entities;
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using Unity.Mathematics;
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using Unity.NetCode;
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using Unity.Transforms;
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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="BaseFieldSpawnSystem"/> — the home-base mining
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/// field. A bare world is seeded with a NetworkTime singleton, a BaseAnchor (plot centred on origin), a
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/// ResourceNode prefab (Prefab-tagged so it is excluded from the live count) and a BaseFieldSpawner +
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/// BaseFieldRuntime. Pins: the first pass seeds the field to TargetCount with every node RegionTag{Base} +
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/// ResourceId.Ore inside the [Inner,Outer] annulus; the cadence gate suppresses a respawn before the interval
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/// elapses; and a depleted field tops back up to TargetCount once the interval passes (no economy soft-lock).
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/// </summary>
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public class BaseFieldSpawnSystemTests
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{
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static (World world, SimulationSystemGroup group, Entity spawner, Entity prefab) MakeWorld(string name, uint serverTick, int target, float inner, float outer, int interval)
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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<BaseFieldSpawnSystem>());
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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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// Plot centred on origin: GridOrigin -16, dims 16, cell 2 => PlotCenter = (0,0,0).
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var anchor = em.CreateEntity(typeof(BaseAnchor));
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em.SetComponentData(anchor, new BaseAnchor
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{
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AnchorPos = float3.zero,
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GridOrigin = new float3(-16f, 0f, -16f),
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CellSize = 2f,
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GridDims = new int2(16, 16),
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});
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// The node prefab: Prefab-tagged so the live-count query (and the system's) skip it.
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var prefab = em.CreateEntity(typeof(Prefab), typeof(LocalTransform), typeof(ResourceNode), typeof(RegionTag), typeof(HitRadius));
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em.SetComponentData(prefab, LocalTransform.FromPosition(float3.zero));
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em.SetComponentData(prefab, new ResourceNode { ResourceId = ResourceId.Aether, Remaining = 30, HarvestPerHit = 5f });
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em.SetComponentData(prefab, new RegionTag { Region = RegionId.Expedition });
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em.SetComponentData(prefab, new HitRadius { Value = 1.2f });
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var spawner = em.CreateEntity(typeof(BaseFieldSpawner), typeof(BaseFieldRuntime));
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em.SetComponentData(spawner, new BaseFieldSpawner
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{
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Prefab = prefab,
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TargetCount = target,
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InnerRadius = inner,
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OuterRadius = outer,
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RespawnIntervalTicks = interval,
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});
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em.SetComponentData(spawner, new BaseFieldRuntime { Epoch = 0, NextSpawnTick = 0u });
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return (world, group, spawner, prefab);
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}
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static Entity[] LiveNodes(EntityManager em)
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{
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// Default query options exclude Prefab + Disabled, so the prefab is not counted.
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using var q = em.CreateEntityQuery(ComponentType.ReadOnly<ResourceNode>(), ComponentType.ReadOnly<RegionTag>());
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return q.ToEntityArray(Allocator.Temp).ToArray();
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}
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static void SetServerTick(EntityManager em, uint tick)
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{
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using var q = em.CreateEntityQuery(ComponentType.ReadWrite<NetworkTime>());
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var nt = q.GetSingletonEntity();
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em.SetComponentData(nt, new NetworkTime { ServerTick = new NetworkTick(tick) });
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}
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[Test]
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public void First_Pass_Seeds_Target_Count_Base_Ore_Nodes_In_Annulus()
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{
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var (world, group, _, _) = MakeWorld("BaseFieldSeed", serverTick: 100, target: 8, inner: 10f, outer: 20f, interval: 600);
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using (world)
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{
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var em = world.EntityManager;
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group.Update();
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var nodes = LiveNodes(em);
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Assert.AreEqual(8, nodes.Length, "The first pass seeds exactly TargetCount base nodes.");
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foreach (var n in nodes)
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{
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Assert.AreEqual(RegionId.Base, em.GetComponentData<RegionTag>(n).Region, "Base nodes are RegionTag.Base so RegionRelevancy keeps them for base players.");
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Assert.AreEqual(ResourceId.Ore, em.GetComponentData<ResourceNode>(n).ResourceId, "Base nodes are Ore-only (the build currency).");
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float2 xz = em.GetComponentData<LocalTransform>(n).Position.xz;
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float r = math.length(xz);
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Assert.GreaterOrEqual(r, 10f - 0.01f, "A node is no nearer than InnerRadius (clears the build plot).");
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Assert.LessOrEqual(r, 20f + 0.01f, "A node is no farther than OuterRadius (stays reachable).");
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}
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}
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}
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[Test]
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public void Does_Not_Respawn_Before_The_Interval_Elapses()
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{
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var (world, group, _, _) = MakeWorld("BaseFieldCadence", serverTick: 100, target: 8, inner: 10f, outer: 20f, interval: 600);
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using (world)
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{
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var em = world.EntityManager;
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group.Update(); // seeds 8, NextSpawnTick = 700
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// Deplete 3 nodes.
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var nodes = LiveNodes(em);
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for (int i = 0; i < 3; i++)
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em.DestroyEntity(nodes[i]);
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Assert.AreEqual(5, LiveNodes(em).Length);
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// Same tick (100 < 700): the cadence gate suppresses a refill.
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group.Update();
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Assert.AreEqual(5, LiveNodes(em).Length, "No top-up before RespawnIntervalTicks elapses.");
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}
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}
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[Test]
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public void Tops_Up_To_Target_After_Depletion_Once_Interval_Passes()
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{
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var (world, group, _, _) = MakeWorld("BaseFieldTopUp", serverTick: 100, target: 8, inner: 10f, outer: 20f, interval: 600);
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using (world)
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{
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var em = world.EntityManager;
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group.Update(); // seeds 8, NextSpawnTick = 700
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var nodes = LiveNodes(em);
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for (int i = 0; i < 3; i++)
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em.DestroyEntity(nodes[i]);
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Assert.AreEqual(5, LiveNodes(em).Length);
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// Advance past the interval (800 > 700): refill the 3-node deficit back to TargetCount.
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SetServerTick(em, 800);
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group.Update();
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Assert.AreEqual(8, LiveNodes(em).Length, "A depleted field tops back up to TargetCount (no economy soft-lock).");
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}
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}
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}
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}
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