HardYards/web/world/js/tests/d.test.js
m3ultra 6382e604b8 Lane D: the small person — player, interactions, selftests
player.sim.js  Deterministic core, zero imports: camera-relative movement, the
               state-machine table, wind slow/gust-shove/knockdown. step(dt,t)
               is the whole clock — no Date.now, no Math.random, no rAF — so a
               storm fast-forwards identically in selftest and in the game.
player.js      The view: rig load per the 90sDJsim DEVMANUAL rig rules
               (SkeletonUtils.clone, height-normalise off the MEASURED head
               bone, canonicalised bone namespace), clip retarget, and
               createPlayer() satisfying the Player contract.
interact.js    Hold-E with radial progress + wireYardActions (re-rig 2.5 s,
               turnbuckle trim 1.2 s, carry-one-item), duck-typed so it no-ops
               cleanly until Lane B lands sailRig.repair/trim.
d.test.js      20 asserts in Lane A's harness: 38 pass / 3 skip overall.

Ported from the 2D prototype's shape (game.js:250-252), retuned to m/s: the
slow curve, and shove gated to gusts only and scaling with speed² so gusts have
teeth. Knockdown needs 0.5 s of SUSTAINED overload — deliberately the same rule
as a sail corner letting go, so cloth and people speak one language.

Two decisions worth the review:
- The knockdown pitches the root in code rather than playing the Falling clip's
  root. Shared clips must drop Hips.quaternion (a different-orientation source
  lays the target flat), so a clip physically cannot lie the body down. Doing it
  in code also lets the fall go DOWNWIND of the gust that caused it, which a
  canned clip could never do, and keeps it deterministic.
- Gust magnitude is recovered from a slow EMA of local wind rather than widening
  Lane C's contract: wind.sample() gives the total and gustTelegraph() only fires
  BEFORE a gust, so nothing reports gust size during the hold. The EMA
  self-calibrates to whatever storm JSON Lane C authors.

Verified in a real scene, not only in asserts: head bone 1.715 m at fig scale
0.983, all six clips bound, walk/run at the tuned speeds, the body lies down and
gets back up, hold-E fires exactly once per press.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-16 21:55:16 +10:00

296 lines
13 KiB
JavaScript

/**
* 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 } 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';
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));
/** @param {import('../testkit.js').Suite} t */
export default function run(t) {
// ---------------------------------------------------------------- state machine table
t.test('state table: every state\'s clip exists in player_anims.glb', () => {
const clips = new Set(['Idle', 'Walk', 'Run', 'Falling', 'CrouchToStand', 'Reaction']);
for (const [name, st] of Object.entries(STATES)) {
assert(clips.has(st.clip), `state ${name} wants missing clip ${st.clip}`);
}
});
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');
});
// ---------------------------------------------------------------- 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: 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('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');
});
}