Files
Project-M/Assets/_Project/Tests/EditMode/ZoneEnemyMathTests.cs
T
kronic 62e48a3b0b LANTERN purge: delete the superseded base/expedition shell (audit H1/H3/M5)
The 2026-08-06 audit found the shipping scene was still the abandoned
co-op-Hades game with LANTERN combat bolted on, and that a third of the
codebase was live code for a direction abandoned on 2026-07-13. Operator
chose deletion over freezing: "everything is saved in source control if
needed. I want the project to be clean."

DELETED (~140 source files, Scripts 335->231, Tests 77->43):
- Enemy variants + boss (H3). ChargerAuthoring / SpitterAuthoring /
  SwarmerAuthoring were attached to ZERO prefabs, so LungeState /
  SpitterState / SwarmerTag were never baked: ~272 lines of Bursted AI
  passes, BossAISystem (261 lines) and the whole MixBands escalation
  curve could not match a single chunk at runtime, while 734 lines of
  green tests certified them. Both shipping enemy prefabs were already
  byte-identical in stats.
- Run/room lifecycle: RunDirector FSM, RunInfo/RunMap/RoomPlan/RoomTag,
  route select, portal interact, ready-check, room field/teardown.
- Meta shop, prep loadout, boons (incl. KillRewardSystem and
  DashTrailDamageSystem, which existed only to serve boon flags).
- Build palette + structures, shared storage, inventory/equipment
  (already recorded PAUSED in CLAUDE.md).
- The HUD panels driving all of the above (HudSystem 1168 -> 610).

KEPT deliberately: BaseGridMath + BaseAnchor (8 systems use PlotCenter
for spawn rings, respawn and dynamic light), the resource ledger +
StorageMath, the save system, region/relevancy. Three of these were in
the delete set until I checked their consumers — worth remembering that
the file-level manifest was wrong about them.

Also folds in audit finding M5: PlayerClass was a second, server-only
copy of the byte FrameId already replicates. It existed for the meta
shop; with that gone, FrameId is the single frame identity.

Harvest is now single-sink (ledger). HarvestMath keeps its shape so
LANTERN's carried-vs-banked cargo split lands in one place, not two.

295/295 EditMode green, zero compile errors. Subscene re-bake and Play
validation follow in the next commit.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 12:59:39 -07:00

46 lines
1.9 KiB
C#

using NUnit.Framework;
using ProjectM.Simulation;
namespace ProjectM.Tests
{
/// <summary>
/// Pure-function tests for <see cref="ZoneEnemyMath"/> (no ECS world): the deterministic, save-reproducible
/// wave size. Pins the lower bound and the per-epoch ramp.
///
/// 2026-08-07 audit purge: the IsChargerSlot / weighted-composition tests are gone with the 4-kind MixBands
/// model. They were green the whole time while the behaviour they certified could not execute — no prefab
/// carried ChargerAuthoring, so every weighted slot resolved to Grunt at runtime. That false confidence is
/// exactly what the audit flagged. Recover them from git alongside MixBands if the model returns.
/// </summary>
public class ZoneEnemyMathTests
{
[Test]
public void WaveSize_LowerBoundedAtOne()
{
Assert.AreEqual(1, ZoneEnemyMath.WaveSize(0, 0), "an occupied arena always has at least one enemy");
Assert.AreEqual(1, ZoneEnemyMath.WaveSize(-5, 0), "epoch is floored at 1 internally");
}
[Test]
public void WaveSize_BaselinePlusOnePerEpoch()
{
Assert.AreEqual(5, ZoneEnemyMath.WaveSize(1, 5), "epoch 1 == the baked base count");
Assert.AreEqual(7, ZoneEnemyMath.WaveSize(3, 5), "epoch 3: baseline 5 + (3-1) ramp");
}
[Test]
public void WaveSize_NegativeBaseCount_StillFights()
{
Assert.AreEqual(1, ZoneEnemyMath.WaveSize(1, -4), "a mis-authored negative base count still fights");
}
[Test]
public void WaveSize_Deterministic()
{
for (int epoch = 1; epoch < 9; epoch++)
Assert.AreEqual(ZoneEnemyMath.WaveSize(epoch, 5), ZoneEnemyMath.WaveSize(epoch, 5),
"same inputs must give the same wave size — a replayed wave is identical");
}
}
}