The pre-merge thresholds were tuned against a mock that injected +18 gusts. In the actual storm_02, gusts-over-baseline peak at 12.1 m/s — so stumbleGust:17 was above every gust in the game and StumbleBack was unreachable dead code, and shoveGustMin:8 (a low bar in the prototype's 12-38 units) had become a high bar in ours and threw away most of the shove. Retuned against the real storm profile (12 gust events, peaks 12.1..6.1, 4 knockdowns, maxExposure 1.55): stumbleGust 17→9, shoveGustMin 8→4. A wild night now reads shoved (26s of 90) → stumbling (4) → floored (2); a calm day stays 0/0. d.test.js now loads the real storm JSON via weather.loadStorm and asserts every threshold is REACHABLE and correctly ordered — the guard the first tuning lacked. This matters because decision 8 (B+C) reweights the downdraft this sprint, which is exactly the kind of change that silently killed StumbleBack the first time. Also pinned the emergent 'unbrace into a gust → stumble' behaviour. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
582 lines
28 KiB
JavaScript
582 lines
28 KiB
JavaScript
/**
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* Lane D selftests — player state machine, weather effects, interactions. (PLAN3D §5-D.5)
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*
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* Everything asserted here is renderer-free: player.sim.js and interact.js import nothing, so this
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* suite is pure logic driven at fixed dt, never rAF. (rAF being throttled in a hidden tab is not
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* theoretical — this lane's dev harness froze mid-knockdown at stateT=0.333 until it was driven by
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* a fixed loop, which is exactly the trap Lane A called out.)
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*
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* The rig half of player.js — bone binding, head-bone scale, clip retarget — can't be asserted
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* headlessly; it needs a GL context and two GLB fetches. That is verified by hand in
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* web/world/dev_player.html and written up in THREADS.md: head bone 1.715 m at fig scale 0.983,
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* all six clips bound, Hips tracks correctly absent.
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*/
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import { PlayerSim, STATES, TUNE, clipFor } from '../player.sim.js';
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import { Interact, wireYardActions } from '../interact.js';
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import { assert, assertEq, assertClose, assertLess, fixedLoop } from '../testkit.js';
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import { FIXED_DT } from '../contracts.js';
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import { loadStorm, createWind } from '../weather.js';
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const DT = FIXED_DT;
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/** Steady wind blowing +X at `speed` m/s. */
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const windX = (speed) => ({ x: speed, y: 0, z: 0 });
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/** Drive the sim for `secs` at fixed dt. */
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const drive = (sim, secs, input = {}, wind = null, t0 = 0) =>
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fixedLoop(secs, DT, (dt, t) => sim.step(dt, t0 + t, input, wind));
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/** Count what a real storm actually does to a person standing mid-yard. */
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function stormProfile(wind, tune, secs = 90) {
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const p = new PlayerSim({ start: { x: 0, y: 0, z: 4 }, tune });
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let stumbles = 0, knocks = 0, maxGust = 0, maxWind = 0, shovedFor = 0;
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fixedLoop(secs, DT, (dt, t) => {
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p.step(dt, t, {}, wind);
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maxGust = Math.max(maxGust, p.gust);
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maxWind = Math.max(maxWind, p.windSpeed);
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if (Math.hypot(p.shove.x, p.shove.z) > 0.15) shovedFor += dt;
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for (const e of p.events) if (e.type === 'state') {
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if (e.state === 'stumble') stumbles++;
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if (e.state === 'knocked') knocks++;
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}
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p.events.length = 0;
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});
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return { stumbles, knocks, maxGust, maxWind, shovedFor };
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}
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/** @param {import('../testkit.js').Suite} t */
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export default async function run(t) {
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// The REAL storms, not a mock. Lane D's thresholds are meaningless except against the data they
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// fire on, and this sprint's decision 8 has B+C changing the downdraft semantics underneath us —
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// exactly the kind of edit that silently made StumbleBack unreachable the first time.
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const wild = createWind(await loadStorm('storm_02_wildnight'));
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const calm = createWind(await loadStorm('storm_01_gentle'));
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// ---------------------------------------------------------------- state machine table
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// The 17 clips actually in player_anims.glb (integrator baked the M3 pack; names logged in THREADS).
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// Verified against the real GLB in-browser: SHADES.player.view.clipNames matches this exactly.
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const PACK = new Set(['Idle', 'Walk', 'Run', 'Falling', 'CrouchToStand', 'Reaction',
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'ClimbLadder', 'Crank', 'Dig', 'PickUp', 'Carry', 'CarryTurn', 'CarryIdle', 'StandUp',
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'TakeCover', 'StumbleBack', 'PlantSeeds']);
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t.test('state table: every state\'s clip exists in player_anims.glb', () => {
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for (const [name, st] of Object.entries(STATES)) {
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assert(PACK.has(st.clip), `state ${name} wants missing clip ${st.clip}`);
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if (st.carryClip) assert(PACK.has(st.carryClip), `state ${name} wants missing ${st.carryClip}`);
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}
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});
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t.test('clipFor: carrying swaps the locomotion set, an interaction names its own verb', () => {
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const s = new PlayerSim();
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assertEq(clipFor(s), 'Idle', 'empty-handed idle');
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s.state = 'walk'; assertEq(clipFor(s), 'Walk');
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s.carrying = 'spare';
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assertEq(clipFor(s), 'Carry', 'carrying while walking');
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s.state = 'run'; assertEq(clipFor(s), 'Carry', 'no CarryRun clip exists — Carry covers it');
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s.state = 'idle'; assertEq(clipFor(s), 'CarryIdle', 'carrying while standing');
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s.state = 'busy'; s.busyClip = 'Crank';
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assertEq(clipFor(s), 'Crank', 'the verb wins over the carry set while busy');
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s.busyClip = null;
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assertEq(clipFor(s), 'Idle', 'busy with no named verb falls back to the table');
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// locked states have no carry variant — you drop what you held anyway
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s.carrying = 'spare'; s.state = 'knocked';
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assertEq(clipFor(s), 'Falling', 'knockdown always plays Falling');
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});
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t.test('state table: no stuck states — every locked state drains to a free one', () => {
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for (const [name, st] of Object.entries(STATES)) {
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if (!st.locked) continue;
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assert((st.next && st.secs > 0) || !!st.releasedBy,
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`locked state ${name} has neither a timed exit nor an external releaser`);
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if (st.next) assert(!!STATES[st.next], `state ${name}.next=${st.next} is not a state`);
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}
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for (const name of Object.keys(STATES)) {
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let cur = name, hops = 0;
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const seen = new Set();
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while (STATES[cur].locked && STATES[cur].next && hops < 16 && !seen.has(cur)) {
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seen.add(cur); cur = STATES[cur].next; hops++;
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}
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assert(!STATES[cur].locked || !!STATES[cur].releasedBy,
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`state ${name} chains into a dead end at ${cur}`);
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}
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});
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// ---------------------------------------------------------------- locomotion
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t.test('locomotion: idle -> walk -> run -> idle at the tuned speeds', () => {
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const sim = new PlayerSim();
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assertEq(sim.state, 'idle', 'spawns idle');
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assert(!sim.busy, 'idle is not busy');
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drive(sim, 1.0, { x: 0, z: 1, camYaw: 0 });
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assertEq(sim.state, 'walk', 'W walks');
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assertClose(sim.speed, TUNE.walkSpeed, 0.05, 'walk speed');
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drive(sim, 1.0, { x: 0, z: 1, run: true, camYaw: 0 });
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assertEq(sim.state, 'run', 'shift runs');
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assertClose(sim.speed, TUNE.runSpeed, 0.05, 'run speed');
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drive(sim, 1.0, {});
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assertEq(sim.state, 'idle', 'releasing input returns to idle');
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assertLess(sim.speed, 0.15, 'and stops');
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});
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t.test('locomotion: movement is relative to camera.yaw', () => {
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const a = new PlayerSim(); drive(a, 1.0, { x: 0, z: 1, camYaw: 0 });
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assertLess(a.pos.z, -0.5, 'at yaw 0, W drives -Z (three.js camera-forward)');
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assertClose(a.pos.x, 0, 1e-6, 'and not sideways');
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const b = new PlayerSim(); drive(b, 1.0, { x: 0, z: 1, camYaw: Math.PI / 2 });
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assertLess(b.pos.x, -0.5, 'at yaw 90 deg, the same key drives -X');
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assertClose(b.pos.z, 0, 1e-6, 'and not forward');
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assertClose(Math.abs(a.facing), Math.PI, 0.05, 'facing chases the movement direction');
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});
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// ---------------------------------------------------------------- weather on the player
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t.test('weather: wind slows you, capped at TUNE.slowMax', () => {
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const calm = new PlayerSim(); drive(calm, 2, { x: 0, z: 1, camYaw: 0 }, windX(0));
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const blow = new PlayerSim(); drive(blow, 2, { x: 0, z: 1, camYaw: 0 }, windX(20));
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assertLess(blow.speed, calm.speed, 'wind slows you');
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// Isolate the slow curve from the knockdown — in a real 1e4 m/s you are flat on your back
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// inside half a second (which is correct, and is what this assert used to accidentally measure).
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const gale = new PlayerSim({ tune: { knockWind: Infinity } });
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drive(gale, 2, { x: 0, z: 1, camYaw: 0 }, windX(1e4));
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assertClose(gale.speed, TUNE.walkSpeed * (1 - TUNE.slowMax), 0.05,
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'slow saturates at slowMax and never goes past it');
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});
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t.test('weather: steady wind reads as baseline, not as a gust', () => {
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const s = new PlayerSim();
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drive(s, 60, {}, windX(20));
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assertLess(s.gust, 1.0, 'the EMA learns a constant 20 m/s as base');
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assertLess(Math.hypot(s.shove.x, s.shove.z), 0.05, 'so it does not shove you forever');
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});
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t.test('weather: a gust over the baseline shoves you downwind, and scales with speed squared', () => {
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const s = new PlayerSim();
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drive(s, 30, {}, windX(6)); // learn a calm baseline
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const x0 = s.pos.x;
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drive(s, 1.6, {}, windX(22), 30); // 16 m/s over baseline -> past shoveGustMin
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assert(s.pos.x - x0 > 0.05, `gust should shove downwind, dx=${(s.pos.x - x0).toFixed(3)}`);
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const push = (ws) => {
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const p = new PlayerSim();
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drive(p, 30, {}, windX(2));
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const p0 = p.pos.x;
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drive(p, 1.0, {}, windX(ws), 30);
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return p.pos.x - p0;
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};
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const p15 = push(15), p30 = push(30);
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assert(p30 > p15 * 2.5,
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`shove must grow faster than linearly with speed: ${p15.toFixed(3)} -> ${p30.toFixed(3)}`);
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});
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// ---------------------------------------------------------------- knockdown
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t.test('knockdown: needs SUSTAINED overload, like a sail corner letting go', () => {
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const brief = new PlayerSim();
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drive(brief, 0.3, {}, windX(TUNE.knockWind + 5));
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assert(brief.state !== 'knocked', 'a brief spike must not put you down');
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const held = new PlayerSim();
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held.carrying = 'spare';
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drive(held, TUNE.knockSustain + 0.2, {}, windX(TUNE.knockWind + 5));
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assertEq(held.state, 'knocked', 'sustained overload does');
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assertEq(held.carrying, null, 'and drops what you were carrying');
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assert(held.knockDir.x > 0.99, 'and you fall downwind');
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});
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t.test('knockdown: exposure bleeds off — flickering gusts never creep into one', () => {
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const s = new PlayerSim();
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fixedLoop(10, DT, (dt, t) => {
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const on = Math.round(t / DT) % 40 < 10; // 0.17 s on, 0.5 s off
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s.step(dt, t, {}, windX(on ? TUNE.knockWind + 5 : 5));
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});
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assert(s.state !== 'knocked',
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`flickering gusts must not accumulate (exposure=${s.exposure.toFixed(3)})`);
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});
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t.test('knockdown: knocked -> getup -> idle, unaided, and upright again', () => {
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const s = new PlayerSim();
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s.knockdown(0);
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assert(s.busy, 'knocked is locked');
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drive(s, 0.5, { x: 0, z: 1, camYaw: 0 });
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assertClose(s.pos.z, 0, 1e-9, 'knocked ignores movement input');
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assert(s.pitch > 0.99, 'body goes flat');
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drive(s, 1.1, {});
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assertEq(s.state, 'getup', 'knocked drains to getup on its own');
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drive(s, 1.4, {});
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assertEq(s.state, 'idle', 'getup drains to idle on its own');
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assertLess(s.pitch, 0.01, 'and the body is upright again');
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assert(!s.busy, 'player is free');
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});
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// ---------------------------------------------------------------- shelter (hold C)
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t.test('shelter: bracing survives a gust that floors you standing', () => {
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const gust = TUNE.knockWind + 8; // over the standing bar, under the braced one
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const standing = new PlayerSim();
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drive(standing, TUNE.knockSustain + 0.3, {}, windX(gust));
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assertEq(standing.state, 'knocked', 'standing, this gust floors you');
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const braced = new PlayerSim();
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drive(braced, TUNE.knockSustain + 0.3, { shelter: true }, windX(gust));
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assertEq(braced.state, 'shelter', 'braced, the same gust does not');
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assert(braced.busy, 'shelter is locked — you cannot walk while braced');
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});
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t.test('shelter: raises the bar, it does not remove it', () => {
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const s = new PlayerSim();
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drive(s, TUNE.knockSustain + 0.2, { shelter: true }, windX(TUNE.knockWind * TUNE.shelterKnockMult + 5));
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assertEq(s.state, 'knocked', 'a big enough gust still takes you off your feet, braced or not');
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});
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t.test('shelter: releasing the key always frees you — you are never stuck braced', () => {
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// steady wind (already learned as baseline, so no apparent gust): straight back to idle
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const s = new PlayerSim();
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drive(s, 30, {}, windX(20));
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drive(s, 1, { shelter: true }, windX(20));
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assertEq(s.state, 'shelter', 'braced');
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drive(s, 0.5, {}, windX(20));
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assertEq(s.state, 'idle', 'let go in steady wind → idle');
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assert(!s.busy, 'and free to move');
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});
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t.test('shelter: unbracing INTO the gust you were hiding from costs you your footing', () => {
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// Emergent, and worth pinning: bracing is a commitment. Let go early and the gust takes you.
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// This is what makes "wait for the lull" a decision rather than a formality.
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const g = new PlayerSim();
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drive(g, 30, {}, windX(4)); // learn a calm baseline
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drive(g, 1, { shelter: true }, windX(4 + TUNE.stumbleGust + 6), 30);
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assertEq(g.state, 'shelter', 'braced through the gust');
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drive(g, 0.2, {}, windX(4 + TUNE.stumbleGust + 6), 31);
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assert(g.state !== 'shelter', 'releasing always leaves shelter');
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assertEq(g.state, 'stumble', 'and straight into the gust → you stumble');
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});
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t.test('shelter: cannot brace from your back', () => {
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const s = new PlayerSim();
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s.knockdown(0);
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drive(s, 0.3, { shelter: true });
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assertEq(s.state, 'knocked', 'holding C while down does not hijack the knockdown');
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});
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t.test('shelter: the wind barely moves you while braced', () => {
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const push = (input) => {
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const p = new PlayerSim();
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drive(p, 30, input, windX(2)); // learn a calm baseline
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const x0 = p.pos.x;
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drive(p, 1.2, input, windX(24), 30);
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return Math.abs(p.pos.x - x0);
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};
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assertLess(push({ shelter: true }), push({}) * 0.5, 'bracing must cut the shove hard');
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});
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// ---------------------------------------------------------------- stumble
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t.test('stumble: a gust below the knockdown bar still breaks your stride', () => {
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const s = new PlayerSim();
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drive(s, 30, {}, windX(3)); // calm baseline
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drive(s, 0.4, {}, windX(3 + TUNE.stumbleGust + 4), 30);
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assertEq(s.state, 'stumble', 'gust over stumbleGust but under knockWind');
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assert(s.busy, 'stumble is locked');
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drive(s, 1.0, {}, windX(3), 31);
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assertEq(s.state, 'idle', 'and it drains on its own');
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});
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t.test('stumble: one gust hold must not stumble you twice', () => {
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const s = new PlayerSim();
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drive(s, 30, {}, windX(3));
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let stumbles = 0;
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const before = s.events.length;
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drive(s, 2.5, {}, windX(3 + TUNE.stumbleGust + 4), 30); // a full ~1.7 s hold and then some
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for (const e of s.events.slice(before)) if (e.type === 'state' && e.state === 'stumble') stumbles++;
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assertEq(stumbles, 1, 'stumbleCooldown makes it punctuation, not a stutter');
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});
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t.test('stumble: bracing means you keep your feet', () => {
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const s = new PlayerSim();
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drive(s, 30, { shelter: true }, windX(3));
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drive(s, 0.5, { shelter: true }, windX(3 + TUNE.stumbleGust + 4), 30);
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assertEq(s.state, 'shelter', 'braced, the gust does not stumble you');
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});
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// ---------------------------------------------------------------- tuned against the REAL storms
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// These are the guard rails the pre-merge tuning didn't have. Every threshold below is only
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// meaningful relative to the storm JSON it fires on, so assert against the JSON.
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t.test('storm_02: every player threshold is actually REACHABLE in the real storm', () => {
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const p = stormProfile(wild, undefined);
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assert(p.maxGust > TUNE.stumbleGust,
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`StumbleBack is dead code: storm_02 gusts peak at ${p.maxGust.toFixed(1)} m/s over baseline, `
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+ `but stumbleGust is ${TUNE.stumbleGust}. Lower it or ask Lane C for angrier gusts.`);
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assert(p.maxGust > TUNE.shoveGustMin, `gust shove unreachable: peak ${p.maxGust.toFixed(1)}`);
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assert(p.maxWind > TUNE.knockWind,
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`knockdown unreachable: storm_02 peaks at ${p.maxWind.toFixed(1)} m/s, knockWind is ${TUNE.knockWind}`);
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});
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t.test('storm_02: reads as shoved → stumbling → floored, in that order of frequency', () => {
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const p = stormProfile(wild, undefined);
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assert(p.stumbles >= 2, `a wild night should break your stride more than twice, got ${p.stumbles}`);
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assert(p.knocks >= 1, `and floor you at least once, got ${p.knocks}`);
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assert(p.stumbles > p.knocks,
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`stumble is the beat and knockdown the punchline — got ${p.stumbles} stumbles vs ${p.knocks} knocks`);
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assert(p.shovedFor > 10, `you should feel pushed for a real slice of the storm, got ${p.shovedFor.toFixed(1)}s`);
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assertLess(p.knocks, 8, `${p.knocks} knockdowns in 90 s is unplayable, not dramatic`);
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});
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t.test('storm_01: a calm day leaves you completely alone', () => {
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const p = stormProfile(calm, undefined);
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assertEq(p.stumbles, 0, 'no stumbles on a gentle day');
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assertEq(p.knocks, 0, 'no knockdowns on a gentle day');
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assertLess(p.shovedFor, 1, 'and essentially no shove');
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});
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t.test('storm_02: bracing is what makes the worst of it survivable', () => {
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const exposed = new PlayerSim({ start: { x: 0, y: 0, z: 4 } });
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const braced = new PlayerSim({ start: { x: 0, y: 0, z: 4 } });
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let exposedKnocks = 0, bracedKnocks = 0;
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fixedLoop(90, DT, (dt, tt) => {
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exposed.step(dt, tt, {}, wild);
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braced.step(dt, tt, { shelter: true }, wild);
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for (const e of exposed.events) if (e.state === 'knocked') exposedKnocks++;
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for (const e of braced.events) if (e.state === 'knocked') bracedKnocks++;
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exposed.events.length = 0; braced.events.length = 0;
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});
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assert(exposedKnocks > 0, 'storm_02 floors you if you just stand in it');
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assertLess(bracedKnocks, exposedKnocks, 'and bracing through it is strictly better');
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});
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// ---------------------------------------------------------------- solids collision
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t.test('collision: solids stop you, and the pushout slides you along them', () => {
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// 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: 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');
|
|
});
|
|
}
|