/** * Lane D selftests — player state machine, weather effects, interactions. (PLAN3D §5-D.5) * * Everything asserted here is renderer-free: player.sim.js and interact.js import nothing, so this * suite is pure logic driven at fixed dt, never rAF. (rAF being throttled in a hidden tab is not * theoretical — this lane's dev harness froze mid-knockdown at stateT=0.333 until it was driven by * a fixed loop, which is exactly the trap Lane A called out.) * * The rig half of player.js — bone binding, head-bone scale, clip retarget — can't be asserted * headlessly; it needs a GL context and two GLB fetches. That is verified by hand in * web/world/dev_player.html and written up in THREADS.md: head bone 1.715 m at fig scale 0.983, * all six clips bound, Hips tracks correctly absent. */ import { PlayerSim, STATES, TUNE, clipFor } from '../player.sim.js'; import { Interact, wireYardActions } from '../interact.js'; import { assert, assertEq, assertClose, assertLess, fixedLoop } from '../testkit.js'; import { FIXED_DT } from '../contracts.js'; import { loadStorm, createWind } from '../weather.js'; const DT = FIXED_DT; /** Steady wind blowing +X at `speed` m/s. */ const windX = (speed) => ({ x: speed, y: 0, z: 0 }); /** Drive the sim for `secs` at fixed dt. */ const drive = (sim, secs, input = {}, wind = null, t0 = 0) => fixedLoop(secs, DT, (dt, t) => sim.step(dt, t0 + t, input, wind)); /** Count what a real storm actually does to a person standing mid-yard. */ function stormProfile(wind, tune, secs = 90) { const p = new PlayerSim({ start: { x: 0, y: 0, z: 4 }, tune }); let stumbles = 0, knocks = 0, maxGust = 0, maxWind = 0, shovedFor = 0; fixedLoop(secs, DT, (dt, t) => { p.step(dt, t, {}, wind); maxGust = Math.max(maxGust, p.gust); maxWind = Math.max(maxWind, p.windSpeed); if (Math.hypot(p.shove.x, p.shove.z) > 0.15) shovedFor += dt; for (const e of p.events) if (e.type === 'state') { if (e.state === 'stumble') stumbles++; if (e.state === 'knocked') knocks++; } p.events.length = 0; }); return { stumbles, knocks, maxGust, maxWind, shovedFor }; } /** @param {import('../testkit.js').Suite} t */ export default async function run(t) { // The REAL storms, not a mock. Lane D's thresholds are meaningless except against the data they // fire on, and this sprint's decision 8 has B+C changing the downdraft semantics underneath us — // exactly the kind of edit that silently made StumbleBack unreachable the first time. const wild = createWind(await loadStorm('storm_02_wildnight')); const calm = createWind(await loadStorm('storm_01_gentle')); // ---------------------------------------------------------------- state machine table // The 17 clips actually in player_anims.glb (integrator baked the M3 pack; names logged in THREADS). // Verified against the real GLB in-browser: SHADES.player.view.clipNames matches this exactly. const PACK = new Set(['Idle', 'Walk', 'Run', 'Falling', 'CrouchToStand', 'Reaction', 'ClimbLadder', 'Crank', 'Dig', 'PickUp', 'Carry', 'CarryTurn', 'CarryIdle', 'StandUp', 'TakeCover', 'StumbleBack', 'PlantSeeds']); t.test('state table: every state\'s clip exists in player_anims.glb', () => { for (const [name, st] of Object.entries(STATES)) { assert(PACK.has(st.clip), `state ${name} wants missing clip ${st.clip}`); if (st.carryClip) assert(PACK.has(st.carryClip), `state ${name} wants missing ${st.carryClip}`); } }); t.test('clipFor: carrying swaps the locomotion set, an interaction names its own verb', () => { const s = new PlayerSim(); assertEq(clipFor(s), 'Idle', 'empty-handed idle'); s.state = 'walk'; assertEq(clipFor(s), 'Walk'); s.carrying = 'spare'; assertEq(clipFor(s), 'Carry', 'carrying while walking'); s.state = 'run'; assertEq(clipFor(s), 'Carry', 'no CarryRun clip exists — Carry covers it'); s.state = 'idle'; assertEq(clipFor(s), 'CarryIdle', 'carrying while standing'); s.state = 'busy'; s.busyClip = 'Crank'; assertEq(clipFor(s), 'Crank', 'the verb wins over the carry set while busy'); s.busyClip = null; assertEq(clipFor(s), 'Idle', 'busy with no named verb falls back to the table'); // locked states have no carry variant — you drop what you held anyway s.carrying = 'spare'; s.state = 'knocked'; assertEq(clipFor(s), 'Falling', 'knockdown always plays Falling'); }); t.test('state table: no stuck states — every locked state drains to a free one', () => { for (const [name, st] of Object.entries(STATES)) { if (!st.locked) continue; assert((st.next && st.secs > 0) || !!st.releasedBy, `locked state ${name} has neither a timed exit nor an external releaser`); if (st.next) assert(!!STATES[st.next], `state ${name}.next=${st.next} is not a state`); } for (const name of Object.keys(STATES)) { let cur = name, hops = 0; const seen = new Set(); while (STATES[cur].locked && STATES[cur].next && hops < 16 && !seen.has(cur)) { seen.add(cur); cur = STATES[cur].next; hops++; } assert(!STATES[cur].locked || !!STATES[cur].releasedBy, `state ${name} chains into a dead end at ${cur}`); } }); // ---------------------------------------------------------------- locomotion t.test('locomotion: idle -> walk -> run -> idle at the tuned speeds', () => { const sim = new PlayerSim(); assertEq(sim.state, 'idle', 'spawns idle'); assert(!sim.busy, 'idle is not busy'); drive(sim, 1.0, { x: 0, z: 1, camYaw: 0 }); assertEq(sim.state, 'walk', 'W walks'); assertClose(sim.speed, TUNE.walkSpeed, 0.05, 'walk speed'); drive(sim, 1.0, { x: 0, z: 1, run: true, camYaw: 0 }); assertEq(sim.state, 'run', 'shift runs'); assertClose(sim.speed, TUNE.runSpeed, 0.05, 'run speed'); drive(sim, 1.0, {}); assertEq(sim.state, 'idle', 'releasing input returns to idle'); assertLess(sim.speed, 0.15, 'and stops'); }); t.test('locomotion: movement is relative to camera.yaw', () => { const a = new PlayerSim(); drive(a, 1.0, { x: 0, z: 1, camYaw: 0 }); assertLess(a.pos.z, -0.5, 'at yaw 0, W drives -Z (three.js camera-forward)'); assertClose(a.pos.x, 0, 1e-6, 'and not sideways'); const b = new PlayerSim(); drive(b, 1.0, { x: 0, z: 1, camYaw: Math.PI / 2 }); assertLess(b.pos.x, -0.5, 'at yaw 90 deg, the same key drives -X'); assertClose(b.pos.z, 0, 1e-6, 'and not forward'); assertClose(Math.abs(a.facing), Math.PI, 0.05, 'facing chases the movement direction'); }); // ---------------------------------------------------------------- weather on the player t.test('weather: wind slows you, capped at TUNE.slowMax', () => { const calm = new PlayerSim(); drive(calm, 2, { x: 0, z: 1, camYaw: 0 }, windX(0)); const blow = new PlayerSim(); drive(blow, 2, { x: 0, z: 1, camYaw: 0 }, windX(20)); assertLess(blow.speed, calm.speed, 'wind slows you'); // Isolate the slow curve from the knockdown — in a real 1e4 m/s you are flat on your back // inside half a second (which is correct, and is what this assert used to accidentally measure). const gale = new PlayerSim({ tune: { knockWind: Infinity } }); drive(gale, 2, { x: 0, z: 1, camYaw: 0 }, windX(1e4)); assertClose(gale.speed, TUNE.walkSpeed * (1 - TUNE.slowMax), 0.05, 'slow saturates at slowMax and never goes past it'); }); t.test('weather: steady wind reads as baseline, not as a gust', () => { const s = new PlayerSim(); drive(s, 60, {}, windX(20)); assertLess(s.gust, 1.0, 'the EMA learns a constant 20 m/s as base'); assertLess(Math.hypot(s.shove.x, s.shove.z), 0.05, 'so it does not shove you forever'); }); t.test('weather: a gust over the baseline shoves you downwind, and scales with speed squared', () => { const s = new PlayerSim(); drive(s, 30, {}, windX(6)); // learn a calm baseline const x0 = s.pos.x; drive(s, 1.6, {}, windX(22), 30); // 16 m/s over baseline -> past shoveGustMin assert(s.pos.x - x0 > 0.05, `gust should shove downwind, dx=${(s.pos.x - x0).toFixed(3)}`); const push = (ws) => { const p = new PlayerSim(); drive(p, 30, {}, windX(2)); const p0 = p.pos.x; drive(p, 1.0, {}, windX(ws), 30); return p.pos.x - p0; }; const p15 = push(15), p30 = push(30); assert(p30 > p15 * 2.5, `shove must grow faster than linearly with speed: ${p15.toFixed(3)} -> ${p30.toFixed(3)}`); }); // ---------------------------------------------------------------- knockdown t.test('knockdown: needs SUSTAINED overload, like a sail corner letting go', () => { const brief = new PlayerSim(); drive(brief, 0.3, {}, windX(TUNE.knockWind + 5)); assert(brief.state !== 'knocked', 'a brief spike must not put you down'); const held = new PlayerSim(); held.carrying = 'spare'; drive(held, TUNE.knockSustain + 0.2, {}, windX(TUNE.knockWind + 5)); assertEq(held.state, 'knocked', 'sustained overload does'); assertEq(held.carrying, null, 'and drops what you were carrying'); assert(held.knockDir.x > 0.99, 'and you fall downwind'); }); t.test('knockdown: exposure bleeds off — flickering gusts never creep into one', () => { const s = new PlayerSim(); fixedLoop(10, DT, (dt, t) => { const on = Math.round(t / DT) % 40 < 10; // 0.17 s on, 0.5 s off s.step(dt, t, {}, windX(on ? TUNE.knockWind + 5 : 5)); }); assert(s.state !== 'knocked', `flickering gusts must not accumulate (exposure=${s.exposure.toFixed(3)})`); }); t.test('knockdown: knocked -> getup -> idle, unaided, and upright again', () => { const s = new PlayerSim(); s.knockdown(0); assert(s.busy, 'knocked is locked'); drive(s, 0.5, { x: 0, z: 1, camYaw: 0 }); assertClose(s.pos.z, 0, 1e-9, 'knocked ignores movement input'); assert(s.pitch > 0.99, 'body goes flat'); drive(s, 1.1, {}); assertEq(s.state, 'getup', 'knocked drains to getup on its own'); drive(s, 1.4, {}); assertEq(s.state, 'idle', 'getup drains to idle on its own'); assertLess(s.pitch, 0.01, 'and the body is upright again'); assert(!s.busy, 'player is free'); }); // ---------------------------------------------------------------- shelter (hold C) t.test('shelter: bracing survives a gust that floors you standing', () => { const gust = TUNE.knockWind + 8; // over the standing bar, under the braced one const standing = new PlayerSim(); drive(standing, TUNE.knockSustain + 0.3, {}, windX(gust)); assertEq(standing.state, 'knocked', 'standing, this gust floors you'); const braced = new PlayerSim(); drive(braced, TUNE.knockSustain + 0.3, { shelter: true }, windX(gust)); assertEq(braced.state, 'shelter', 'braced, the same gust does not'); assert(braced.busy, 'shelter is locked — you cannot walk while braced'); }); t.test('shelter: raises the bar, it does not remove it', () => { const s = new PlayerSim(); drive(s, TUNE.knockSustain + 0.2, { shelter: true }, windX(TUNE.knockWind * TUNE.shelterKnockMult + 5)); assertEq(s.state, 'knocked', 'a big enough gust still takes you off your feet, braced or not'); }); t.test('shelter: releasing the key always frees you — you are never stuck braced', () => { // steady wind (already learned as baseline, so no apparent gust): straight back to idle const s = new PlayerSim(); drive(s, 30, {}, windX(20)); drive(s, 1, { shelter: true }, windX(20)); assertEq(s.state, 'shelter', 'braced'); drive(s, 0.5, {}, windX(20)); assertEq(s.state, 'idle', 'let go in steady wind → idle'); assert(!s.busy, 'and free to move'); }); t.test('shelter: unbracing INTO the gust you were hiding from costs you your footing', () => { // Emergent, and worth pinning: bracing is a commitment. Let go early and the gust takes you. // This is what makes "wait for the lull" a decision rather than a formality. const g = new PlayerSim(); drive(g, 30, {}, windX(4)); // learn a calm baseline drive(g, 1, { shelter: true }, windX(4 + TUNE.stumbleGust + 6), 30); assertEq(g.state, 'shelter', 'braced through the gust'); drive(g, 0.2, {}, windX(4 + TUNE.stumbleGust + 6), 31); assert(g.state !== 'shelter', 'releasing always leaves shelter'); assertEq(g.state, 'stumble', 'and straight into the gust → you stumble'); }); t.test('shelter: cannot brace from your back', () => { const s = new PlayerSim(); s.knockdown(0); drive(s, 0.3, { shelter: true }); assertEq(s.state, 'knocked', 'holding C while down does not hijack the knockdown'); }); t.test('shelter: the wind barely moves you while braced', () => { const push = (input) => { const p = new PlayerSim(); drive(p, 30, input, windX(2)); // learn a calm baseline const x0 = p.pos.x; drive(p, 1.2, input, windX(24), 30); return Math.abs(p.pos.x - x0); }; assertLess(push({ shelter: true }), push({}) * 0.5, 'bracing must cut the shove hard'); }); // ---------------------------------------------------------------- stumble t.test('stumble: a gust below the knockdown bar still breaks your stride', () => { const s = new PlayerSim(); drive(s, 30, {}, windX(3)); // calm baseline drive(s, 0.4, {}, windX(3 + TUNE.stumbleGust + 4), 30); assertEq(s.state, 'stumble', 'gust over stumbleGust but under knockWind'); assert(s.busy, 'stumble is locked'); drive(s, 1.0, {}, windX(3), 31); assertEq(s.state, 'idle', 'and it drains on its own'); }); t.test('stumble: one gust hold must not stumble you twice', () => { const s = new PlayerSim(); drive(s, 30, {}, windX(3)); let stumbles = 0; const before = s.events.length; drive(s, 2.5, {}, windX(3 + TUNE.stumbleGust + 4), 30); // a full ~1.7 s hold and then some for (const e of s.events.slice(before)) if (e.type === 'state' && e.state === 'stumble') stumbles++; assertEq(stumbles, 1, 'stumbleCooldown makes it punctuation, not a stutter'); }); t.test('stumble: bracing means you keep your feet', () => { const s = new PlayerSim(); drive(s, 30, { shelter: true }, windX(3)); drive(s, 0.5, { shelter: true }, windX(3 + TUNE.stumbleGust + 4), 30); assertEq(s.state, 'shelter', 'braced, the gust does not stumble you'); }); // ---------------------------------------------------------------- tuned against the REAL storms // These are the guard rails the pre-merge tuning didn't have. Every threshold below is only // meaningful relative to the storm JSON it fires on, so assert against the JSON. t.test('storm_02: every player threshold is actually REACHABLE in the real storm', () => { const p = stormProfile(wild, undefined); assert(p.maxGust > TUNE.stumbleGust, `StumbleBack is dead code: storm_02 gusts peak at ${p.maxGust.toFixed(1)} m/s over baseline, ` + `but stumbleGust is ${TUNE.stumbleGust}. Lower it or ask Lane C for angrier gusts.`); assert(p.maxGust > TUNE.shoveGustMin, `gust shove unreachable: peak ${p.maxGust.toFixed(1)}`); assert(p.maxWind > TUNE.knockWind, `knockdown unreachable: storm_02 peaks at ${p.maxWind.toFixed(1)} m/s, knockWind is ${TUNE.knockWind}`); }); t.test('storm_02: reads as shoved → stumbling → floored, in that order of frequency', () => { const p = stormProfile(wild, undefined); assert(p.stumbles >= 2, `a wild night should break your stride more than twice, got ${p.stumbles}`); assert(p.knocks >= 1, `and floor you at least once, got ${p.knocks}`); assert(p.stumbles > p.knocks, `stumble is the beat and knockdown the punchline — got ${p.stumbles} stumbles vs ${p.knocks} knocks`); assert(p.shovedFor > 10, `you should feel pushed for a real slice of the storm, got ${p.shovedFor.toFixed(1)}s`); assertLess(p.knocks, 8, `${p.knocks} knockdowns in 90 s is unplayable, not dramatic`); }); t.test('storm_01: a calm day leaves you completely alone', () => { const p = stormProfile(calm, undefined); assertEq(p.stumbles, 0, 'no stumbles on a gentle day'); assertEq(p.knocks, 0, 'no knockdowns on a gentle day'); assertLess(p.shovedFor, 1, 'and essentially no shove'); }); t.test('storm_02: bracing is what makes the worst of it survivable', () => { const exposed = new PlayerSim({ start: { x: 0, y: 0, z: 4 } }); const braced = new PlayerSim({ start: { x: 0, y: 0, z: 4 } }); let exposedKnocks = 0, bracedKnocks = 0; fixedLoop(90, DT, (dt, tt) => { exposed.step(dt, tt, {}, wild); braced.step(dt, tt, { shelter: true }, wild); for (const e of exposed.events) if (e.state === 'knocked') exposedKnocks++; for (const e of braced.events) if (e.state === 'knocked') bracedKnocks++; exposed.events.length = 0; braced.events.length = 0; }); assert(exposedKnocks > 0, 'storm_02 floors you if you just stand in it'); assertLess(bracedKnocks, exposedKnocks, 'and bracing through it is strictly better'); }); // ---------------------------------------------------------------- the ladder (decision 12) // A fake ladder standing in for ladder.js's THREE half: same shape, no GLB, no scene. The real // one is verified by hand in the game; these pin the legs of the state machine. const fakeLadder = (opts = {}) => { const st = { placedAt: opts.placedAt || null, carried: false }; return { needsLadder: (a) => !!a && a.type === 'house', workY: () => 2.35, // height only, mirroring the real ladder.js — see the note there on why testing for 'atTop' // here makes the repair cancel its own hold isWorking: (id) => st.placedAt === id && !!opts.player && opts.player.climbY > 2.2, servedAnchor: () => null, get placedAt() { return st.placedAt; }, _place: (id) => { st.placedAt = id; }, update() {}, dispose() {}, }; }; t.test('ladder: climb is code-driven and lands in a work stance', () => { const s = new PlayerSim(); assertEq(s.climbY, 0, 'starts on the ground'); s.climbTo(2.35); assertEq(s.state, 'climb', 'climbing'); assert(s.busy, 'you cannot be interrupted mid-rung'); assertEq(clipFor(s), 'ClimbLadder', 'and ClimbLadder plays'); drive(s, 0.5); assert(s.climbY > 0.3 && s.climbY < 2.35, `partway up, got ${s.climbY.toFixed(2)}`); drive(s, 3); assertEq(s.state, 'atTop', 'arrives in the work stance'); assertClose(s.climbY, 2.35, 1e-6, 'at the top rung'); assert(!s.busy, 'atTop must NOT be busy — the whole point is that hold-E works up there'); }); t.test('ladder: the fascia is out of reach from the ground and in reach from the top', () => { const s = new PlayerSim(); const FASCIA_Y = 2.48; // measured in the real yard assertLess(s.reachY, FASCIA_Y, 'standing on the ground, a 1.72 m person cannot reach the bracket'); s.climbTo(2.35); drive(s, 4); assert(s.reachY >= FASCIA_Y, `up the ladder they can, reach=${s.reachY.toFixed(2)}`); }); t.test('ladder: you cannot walk while you are on it', () => { const s = new PlayerSim(); s.climbTo(2.35); drive(s, 4); assertEq(s.state, 'atTop'); const x0 = s.pos.x, z0 = s.pos.z; drive(s, 1.5, { x: 1, z: 1, run: true, camYaw: 0 }); assertClose(s.pos.x, x0, 1e-9, 'WASD does not walk you off a ladder'); assertClose(s.pos.z, z0, 1e-9); assertEq(s.state, 'atTop', 'and you stay in the work stance'); }); t.test('ladder: descending returns you to the ground and frees you', () => { const s = new PlayerSim(); s.climbTo(2.35); drive(s, 4); s.climbTo(0); assertEq(s.state, 'climb', 'going down is the same clip'); drive(s, 4); assertEq(s.state, 'idle', 'back on your feet'); assertEq(s.climbY, 0); drive(s, 1, { x: 0, z: 1, camYaw: 0 }); assertEq(s.state, 'walk', 'and walking again'); }); t.test('ladder: you cannot brace up there — both hands are on the rungs', () => { const s = new PlayerSim(); s.climbTo(2.35); drive(s, 4); // a wind under even the ladder's lowered bar, so this isolates the brace refusal from the fall drive(s, 1, { shelter: true }, windX(TUNE.knockWind * TUNE.ladderKnockMult - 4)); assertEq(s.state, 'atTop', 'holding C on a ladder does nothing'); }); t.test('ladder: the wind is meaner at height, and being blown off is a FALL', () => { // a wind that is survivable standing must be able to take you off the ladder const between = TUNE.knockWind * TUNE.ladderKnockMult + 2; // over the ladder bar, under the standing one assertLess(between, TUNE.knockWind, 'the test wind must be survivable on the ground'); const ground = new PlayerSim(); drive(ground, TUNE.knockSustain + 0.5, {}, windX(between)); assertEq(ground.state, 'idle', 'on your feet this wind is nothing'); const up = new PlayerSim(); up.climbTo(2.35); drive(up, 4); up.carrying = 'spare'; drive(up, TUNE.knockSustain + 0.3, {}, windX(between)); assertEq(up.state, 'knocked', 'the same wind takes you off the ladder'); assertEq(up.climbY, 0, 'you are on the ground now, not floating at height'); assertClose(up.fellFrom, 2.35, 1e-6, 'and the fall height is recorded'); assertEq(up.carrying, null, 'you dropped the spare on the way down'); drive(up, 3); assertEq(up.state, 'idle', 'the ladder gets the normal get-up chain for free'); }); t.test('ladder: needsLadder is scoped to the fascia, not to everything above head height', () => { const L = fakeLadder(); assert(L.needsLadder({ type: 'house', pos: { y: 2.48 } }), 'the fascia bracket needs it'); assert(!L.needsLadder({ type: 'post', pos: { y: 3.95 } }), 'a 4 m post does NOT — you tension it from a cleat at the base'); assert(!L.needsLadder({ type: 'tree', pos: { y: 5.05 } }), 'nor a tree limb — that is a strop you throw'); }); t.test('ladder: fascia re-rig is gated on being up it; post re-rig is not', () => { const p = new PlayerSim({ start: { x: 0, y: 0, z: 0 } }); const L = fakeLadder({ player: p }); const anchors = [{ id: 'h2', type: 'house', pos: { x: 0, y: 2.48, z: 0.9 } }, { id: 'p1', type: 'post', pos: { x: 0, y: 3.95, z: 0 } }]; const corners = [{ anchorId: 'h2', broken: true }, { anchorId: 'p1', broken: true }]; let repaired = []; const it = new Interact(); wireYardActions(it, { ladder: L, world: { anchors }, sailRig: { corners, repair: (i) => repaired.push(i), trim: () => {}, cornerPos: () => ({ x: 0, y: 0.4, z: 0 }) }, }); p.carrying = 'spare'; // the POST corner: repairable from the ground, exactly as it was before the ladder existed p.pos.x = 0; p.pos.z = 0; fixedLoop(3.3, DT, (dt, tt) => it.step(dt, tt, p, true)); assert(repaired.includes(1), 'post corner still re-rigs from the ground — the ladder changed nothing here'); // the FASCIA corner: same spare, standing right under it, refused repaired = []; p.carrying = 'spare'; p.pos.x = 0; p.pos.z = 0.9; it.latched = false; const near = it.nearest(p); assert(!near || near.id !== 'rerig_0', 'standing under the bracket is not enough'); fixedLoop(3.3, DT, (dt, tt) => it.step(dt, tt, p, true)); assert(!repaired.includes(0), 'fascia re-rig refused from the ground'); // plant the ladder and climb it → now it lands L._place('h2'); p.climbTo(2.35); drive(p, 4); assertEq(p.state, 'atTop'); p.carrying = 'spare'; it.latched = false; fixedLoop(3.3, DT, (dt, tt) => it.step(dt, tt, p, true)); assert(repaired.includes(0), 'up the ladder, the fascia re-rig lands'); assertEq(p.carrying, null, 'and it ate the spare'); }); t.test('ladder: the scripted loop — carry, plant, fetch spare, climb, repair, descend', () => { const p = new PlayerSim({ start: { x: 0, y: 0, z: 0 } }); const L = fakeLadder({ player: p }); const anchors = [{ id: 'h2', type: 'house', pos: { x: 0, y: 2.48, z: 0.9 } }]; const corners = [{ anchorId: 'h2', broken: true }]; let repaired = false; const it = new Interact(); wireYardActions(it, { ladder: L, world: { anchors }, sailRig: { corners, repair: () => { repaired = true; }, trim: () => {}, cornerPos: () => ({ x: 0, y: 0.4, z: 0 }) } }); // hands-full: the ladder and the spare compete for the same pair of hands assertEq(p.pickUp('ladder'), true, 'pick the ladder up'); assertEq(p.pickUp('spare'), false, 'you cannot also carry a spare — that is the two-trip cost'); assertEq(p.drop(), 'ladder', 'put it down'); // trip 2: the spare, then up assertEq(p.pickUp('spare'), true); L._place('h2'); p.climbTo(L.workY()); drive(p, 4); assertEq(p.state, 'atTop', 'up the ladder with the spare'); it.latched = false; fixedLoop(3.3, DT, (dt, tt) => it.step(dt, tt, p, true)); assert(repaired, 'fascia repaired at height'); assertEq(p.carrying, null, 'spare consumed'); // and back down p.climbTo(0); drive(p, 4); assertEq(p.state, 'idle', 'down and free'); assertEq(p.climbY, 0); }); // ---------------------------------------------------------------- solids collision t.test('collision: solids stop you, and the pushout slides you along them', () => { // one box: the yard's north wall, x -8..8, z -16..-10, waist high const wall = { x0: -8, x1: 8, z0: -16, z1: -10, y0: 0, y1: 3 }; const R = 0.3; const collide = (x, z, feetY, headY) => { if (wall.y1 <= feetY + 0.05 || wall.y0 >= headY) return { x, z }; const cx = Math.min(Math.max(x, wall.x0), wall.x1); const cz = Math.min(Math.max(z, wall.z0), wall.z1); const dx = x - cx, dz = z - cz, d2 = dx * dx + dz * dz; if (d2 >= R * R || d2 <= 1e-10) return { x, z }; const d = Math.sqrt(d2); return { x: cx + dx / d * R, z: cz + dz / d * R }; }; const s = new PlayerSim({ start: { x: 0, y: 0, z: -5 }, collide }); drive(s, 6, { x: 0, z: 1, run: true, camYaw: 0 }, null); // camYaw 0 → forward is -Z assert(s.pos.z >= -10 - 1e-6, `must not enter the wall, z=${s.pos.z.toFixed(3)}`); assertClose(s.pos.z, -10 + R, 0.02, 'stops exactly one body radius off the face'); // Diagonal into a LONG wall: blocked north, but must still slide east. The wall has to outrun // the player here — against the 16 m one above, a 4 s diagonal sprint rounds its east end and // gets past, which is correct behaviour and not what this assert is about. const long = { ...wall, x0: -100, x1: 100 }; const collideLong = (x, z, feetY, headY) => { if (long.y1 <= feetY + 0.05 || long.y0 >= headY) return { x, z }; const cx = Math.min(Math.max(x, long.x0), long.x1); const cz = Math.min(Math.max(z, long.z0), long.z1); const dx = x - cx, dz = z - cz, d2 = dx * dx + dz * dz; if (d2 >= R * R || d2 <= 1e-10) return { x, z }; const d = Math.sqrt(d2); return { x: cx + dx / d * R, z: cz + dz / d * R }; }; const g = new PlayerSim({ start: { x: 0, y: 0, z: -5 }, collide: collideLong }); drive(g, 4, { x: 1, z: 1, run: true, camYaw: 0 }, null); assertClose(g.pos.z, -10 + R, 0.02, 'held off the wall'); assert(g.pos.x > 2, `pushout must preserve the tangential slide, x=${g.pos.x.toFixed(2)}`); }); t.test('collision: you can walk under an overhang (eaves are above your head)', () => { // the real roof: y 2.99..3.21, reaching 0.4 m further into the yard than the wall below it const collide = (x, z, feetY, headY) => { const y0 = 2.99, y1 = 3.21; if (y1 <= feetY + 0.05 || y0 >= headY) return { x, z }; // filtered out for a 1.72 m body return { x, z: Math.max(z, -9.6 + 0.3) }; // would wall you off if it applied }; const s = new PlayerSim({ start: { x: 0, y: 0, z: -5 }, collide, height: 1.72 }); drive(s, 4, { x: 0, z: 1, run: true, camYaw: 0 }, null); // camYaw 0 → forward is -Z assert(s.pos.z < -9, `a 3 m eave must not block a 1.7 m person, z=${s.pos.z.toFixed(2)}`); }); // ---------------------------------------------------------------- determinism (PLAN3D §4) t.test('determinism: two identical 50 s runs produce byte-equal traces', () => { const trace = () => { const s = new PlayerSim(); const out = []; fixedLoop(50, DT, (dt, tt) => { const w = { x: 6 + 24 * Math.max(0, Math.sin(tt * 0.7)), y: 0, z: 3 * Math.cos(tt * 0.31) }; s.step(dt, tt, { x: Math.sin(tt), z: Math.cos(tt * 0.5), run: tt % 4 < 2, camYaw: tt * 0.2 }, w); out.push(`${s.state}|${s.pos.x.toFixed(9)}|${s.pos.z.toFixed(9)}|${s.pitch.toFixed(9)}`); }); return out.join(';'); }; assertEq(trace(), trace(), 'same inputs must give the same trace'); }); // ---------------------------------------------------------------- interact const mk = () => { const sim = new PlayerSim({ start: { x: 0, y: 0, z: 0 } }); const it = new Interact(); let done = 0; it.register({ id: 'x', pos: { x: 0, y: 0, z: 0 }, radius: 1.5, holdSecs: 1, label: 'do it', onDone: () => { done++; } }); return { sim, it, done: () => done }; }; t.test('interact: radius gates the action', () => { const { sim, it, done } = mk(); sim.pos.x = 5; fixedLoop(2, DT, (dt, tt) => it.step(dt, tt, sim, true)); assertEq(done(), 0, 'out of radius never fires'); assert(!sim.busy, 'and never makes you busy'); }); t.test('interact: hold to completion fires once and hands the player back', () => { const { sim, it, done } = mk(); fixedLoop(70 * DT, DT, (dt, tt) => it.step(dt, tt, sim, true)); assertEq(done(), 1, 'fires once'); assert(!sim.busy && sim.state === 'idle', 'player released'); assert(it.events.some((e) => e.type === 'done' && e.id === 'x'), 'emits a done event'); }); t.test('interact: player is busy mid-hold, with a partial radial', () => { const { sim, it } = mk(); fixedLoop(30 * DT, DT, (dt, tt) => it.step(dt, tt, sim, true)); assert(sim.busy && sim.state === 'busy', 'busy while holding'); assert(it.progress > 0.4 && it.progress < 0.6, `radial partway, got ${it.progress.toFixed(2)}`); }); t.test('interact: one press, one action — a held key must not re-arm itself', () => { const { sim, it, done } = mk(); fixedLoop(6.7, DT, (dt, tt) => it.step(dt, tt, sim, true)); assertEq(done(), 1, 'holding E for 6.7 s over a 1 s action still fires once'); it.step(DT, 7, sim, false); fixedLoop(70 * DT, DT, (dt, tt) => it.step(dt, 7 + tt, sim, true)); assertEq(done(), 2, 'releasing re-arms it'); }); t.test('interact: releasing or walking away cancels the hold', () => { const a = mk(); fixedLoop(30 * DT, DT, (dt, tt) => a.it.step(dt, tt, a.sim, true)); a.it.step(DT, 0.5, a.sim, false); assertEq(a.it.progress, 0, 'release cancels'); assert(!a.sim.busy && a.sim.state === 'idle', 'and frees the player'); const b = mk(); fixedLoop(30 * DT, DT, (dt, tt) => b.it.step(dt, tt, b.sim, true)); b.sim.pos.x = 9; b.it.step(DT, 0.5, b.sim, true); assertEq(b.it.progress, 0, 'leaving the radius cancels'); assertEq(b.done(), 0, 'without firing'); }); t.test('interact: a knockdown mid-hold aborts without stomping the knocked state', () => { const { sim, it, done } = mk(); fixedLoop(30 * DT, DT, (dt, tt) => it.step(dt, tt, sim, true)); sim.knockdown(0.5); it.step(DT, 0.51, sim, true); assertEq(it.progress, 0, 'hold aborted'); assertEq(done(), 0, 'action did not fire'); assertEq(sim.state, 'knocked', 'and the abort did not overwrite the knocked state'); }); t.test('interact: a hold survives the busy transition it causes', () => { // The bug this pins bit twice while building the ladder, and is invisible: canUse is re-checked // every frame to keep the hold alive, and starting the hold sets state='busy' — so any canUse // reading player.state goes false on frame one and cancels itself. Prompt looks dead, no error. const sim = new PlayerSim(); const it = new Interact(); let fired = 0; it.register({ id: 'ok', pos: { x: 0, y: 0, z: 0 }, radius: 2, holdSecs: 0.5, canUse: (p) => p.climbY < 0.02, onDone: () => { fired++; } }); // physical gate — fine fixedLoop(1, DT, (dt, tt) => it.step(dt, tt, sim, true)); assertEq(fired, 1, 'a physically-gated action completes'); const sim2 = new PlayerSim(); const it2 = new Interact(); let fired2 = 0; it2.register({ id: 'trap', pos: { x: 0, y: 0, z: 0 }, radius: 2, holdSecs: 0.5, canUse: (p) => p.state === 'idle', onDone: () => { fired2++; } }); // state gate — the trap fixedLoop(1, DT, (dt, tt) => it2.step(dt, tt, sim2, true)); assertEq(fired2, 0, 'a state-gated canUse cancels its own hold — documented on register(); gate on physical facts'); }); t.test('interact: canUse() gates on the carrying flag', () => { const sim = new PlayerSim(); const it = new Interact(); let fired = 0; it.register({ id: 'gated', pos: { x: 0, y: 0, z: 0 }, radius: 2, holdSecs: 0.5, canUse: (p) => !p.carrying, onDone: () => { fired++; } }); sim.carrying = 'spare'; fixedLoop(1, DT, (dt, tt) => it.step(dt, tt, sim, true)); assertEq(fired, 0, 'hands full: gated'); assert(!sim.busy, 'and never went busy'); sim.carrying = null; fixedLoop(1, DT, (dt, tt) => it.step(dt, tt, sim, true)); assertEq(fired, 1, 'fires once the gate opens'); }); // ---------------------------------------------------------------- hands-full + wiring t.test('hands-full rule: one item at a time', () => { const sim = new PlayerSim(); assertEq(sim.pickUp('spare'), true, 'first item accepted'); assertEq(sim.pickUp('wrench'), false, 'second refused'); assertEq(sim.carrying, 'spare', 'still holding the first'); assertEq(sim.drop(), 'spare', 'drop returns it'); assertEq(sim.carrying, null, 'hands empty'); }); t.test('interact: the action names the verb the player plays', () => { const sim = new PlayerSim(); const it = new Interact(); it.register({ id: 'crank', pos: { x: 0, y: 0, z: 0 }, radius: 2, holdSecs: 1, clip: 'Crank' }); fixedLoop(30 * DT, DT, (dt, tt) => it.step(dt, tt, sim, true)); assertEq(sim.busyClip, 'Crank', 'busyClip is set for the hold'); assertEq(clipFor(sim), 'Crank', 'and that is what plays'); it.step(DT, 1, sim, false); assertEq(sim.busyClip, null, 'cancelling clears the verb'); assertEq(clipFor(sim), 'Idle', 'back to the table'); }); t.test('interact: the verb is cleared on completion, so carry clips win afterwards', () => { const sim = new PlayerSim(); const it = new Interact(); it.register({ id: 'take', pos: { x: 0, y: 0, z: 0 }, radius: 2, holdSecs: 0.5, clip: 'PickUp', onDone: (p, tt) => p.pickUp('spare', tt) }); fixedLoop(1, DT, (dt, tt) => it.step(dt, tt, sim, true)); assertEq(sim.carrying, 'spare', 'picked it up'); assertEq(sim.busyClip, null, 'verb cleared'); assertEq(clipFor(sim), 'CarryIdle', 'and the player now reads as carrying'); }); t.test('wireYardActions: reads corners LIVE, so attach() cannot strand the targets', () => { // Lane A's warning: attach() REPLACES the corners array. Capturing the corner object at wire // time would leave these gated on a `broken` flag nothing updates ever again. const rig = { corners: [{ anchorId: 'p1', broken: true, pos: { x: 0, y: 2, z: 0 } }], repair: () => {}, trim: () => {}, cornerPos: (i) => rig.corners[i].pos, }; const it = new Interact(); wireYardActions(it, { sailRig: rig }); const p = new PlayerSim({ start: { x: 0, y: 0, z: 0 } }); p.carrying = 'spare'; assertEq(it.nearest(p).id, 'rerig_0', 'broken corner offers a re-rig'); // now do what attach() does: swap the whole array for fresh objects rig.corners = [{ anchorId: 'p1', broken: false, pos: { x: 0, y: 2, z: 0 } }]; assertEq(it.nearest(p).id, 'trim_0', 'the NEW corner is unbroken → trim, not re-rig'); rig.corners = [{ anchorId: 'p1', broken: true, pos: { x: 4, y: 2, z: 4 } }]; assertEq(it.nearest(p), null, 'and it followed the corner when it moved out of range'); }); t.test('wireYardActions: prompts track a moving (flogging) corner', () => { const corner = { anchorId: 'p1', broken: false, pos: { x: 0, y: 2, z: 0 } }; const rig = { corners: [corner], repair: () => {}, trim: () => {}, cornerPos: (i) => rig.corners[i].pos }; const it = new Interact(); wireYardActions(it, { sailRig: rig }); const p = new PlayerSim({ start: { x: 0, y: 0, z: 0 } }); assertEq(it.nearest(p).id, 'trim_0', 'in range at the start'); corner.pos = { x: 9, y: 2, z: 9 }; // the corner blows away assertEq(it.nearest(p), null, 'prompt follows it out of range, not pinned to where it was'); }); t.test('wireYardActions: duck-types against a half-landed world', () => { const empty = new Interact(); wireYardActions(empty, {}); assertEq(empty.targets.size, 0, 'no sailRig yet (Lane B) -> no actions, no crash'); const it = new Interact(); const corners = [{ anchorId: 'p1', broken: true, pos: { x: 0, y: 2, z: 0 }, load: 0 }]; let repaired = -1; wireYardActions(it, { sailRig: { corners, repair: (i) => { repaired = i; }, trim: () => {} }, world: { shedTable: { pos: { x: 10, y: 0, z: 0 } } }, }); assertEq(it.targets.size, 3, 're-rig + trim + spare table'); const p = new PlayerSim({ start: { x: 0, y: 0, z: 0 } }); fixedLoop(3.3, DT, (dt, tt) => it.step(dt, tt, p, true)); assertEq(repaired, -1, 're-rig refuses without a spare'); p.carrying = 'spare'; fixedLoop(3.3, DT, (dt, tt) => it.step(dt, 10 + tt, p, true)); assertEq(repaired, 0, 're-rig fires with a spare'); assertEq(p.carrying, null, 'and consumes it'); }); }