HardYards/web/world/js/tests/e.test.js
m3ultra 1049dece24 Add selftest harness with one suite per lane
selftest.html only imports; each lane owns js/tests/<letter>.test.js. Five lanes
sharing one selftest.html would be the single guaranteed merge conflict in the
repo, so the stubs are pre-created with each lane's PLAN3D asserts written into
the header.

No rAF anywhere: it's throttled in a hidden tab, so a rAF-driven selftest would
pass only while you watch it. fixedLoop() drives time instead.

Lane A's suite covers the §5-A acceptance criteria, including "camera never
clips through house" — stated as the underlying invariant (no solid between the
player's head and the camera) so it survives Lane E swapping the house GLB.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 21:33:42 +10:00

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/**
* Lane E selftests — asset sanity.
*
* Lane E owns this file. Lane A pre-created it so adding your suite never means
* editing selftest.html.
*
* Most of Lane E's verification is the Blender-side contact sheet against the
* 1.7 m ref capsule (PLAN3D §5-E), which this harness can't see. What IS worth
* asserting here, once the GLBs land, is the stuff that silently breaks the
* other lanes:
* 1. every GLB loads without error through the vendored GLTFLoader.
* 2. scale sanity — a loaded tree's bounding box is 49 m tall, the fence
* panel is ~1.6 m, the shackle is ~0.1 m. A model exported in centimetres
* looks fine alone and absurd next to a person.
* 3. the named nodes the other lanes query actually exist:
* tree_gum_01 → `trunk`, `canopy_*`, `branch_anchor_*`
* house_yardside → `fascia_anchor_*`
* Lane A sways the canopies by name; Lane B reads branch anchors.
*
* Loading is async — `export default async function run(t)` is supported.
* Useful import:
* import { GLTFLoader } from '../../vendor/addons/loaders/GLTFLoader.js';
*/
/** @param {import('../testkit.js').Suite} t */
export default function run(t) {
t.skip('yard asset GLBs not landed yet — Lane E');
}