Claude fixes

This commit is contained in:
Andras Schmelczer 2026-08-22 11:03:58 +01:00
commit 1295828ac8

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// Regression net for the backend defects found in the audit. These drive the
// real classes rather than re-implementing their logic, so they fail if the
// behaviour regresses rather than if the code is merely reshaped.
import { describe, it, expect, beforeEach } from 'vitest';
import { createRequire } from 'node:module';
import { PhysicalContainer } from '../backend/src/physics/containers/physical-container';
import { BoundingBox } from '../backend/src/physics/bounding-boxes/bounding-box';
import { ProjectilePhysical } from '../backend/src/objects/projectile-physical';
import { CharacterPhysical } from '../backend/src/objects/character-physical';
import { StepCommand } from '../backend/src/commands/step';
import { GeneratePointsCommand } from '../backend/src/commands/generate-points';
const require = createRequire(import.meta.url);
const shared = require('../shared/lib/main.js');
const { vec2 } = require('../shared/node_modules/gl-matrix');
const { applyArrayPlugins, Random, settings, CharacterTeam } = shared;
applyArrayPlugins();
const step = settings.targetPhysicsDeltaTimeInSeconds;
// Collects the points a stepped object asks the game to award.
class PointsSpy {
public blue = 0;
public red = 0;
public handleCommand(command: unknown) {
if (command instanceof GeneratePointsCommand) {
this.blue += command.blue;
this.red += command.red;
}
}
}
const boxAround = (center: number[], radius: number) => {
const box = new BoundingBox();
box.xMin = center[0] - radius;
box.xMax = center[0] + radius;
box.yMin = center[1] - radius;
box.yMax = center[1] + radius;
return box;
};
beforeEach(() => {
Random.seed = 1;
});
describe('projectile broadphase registration', () => {
// The bounding box is only rebuilt by the center/radius setters, but the
// geometry helpers write `center` in place — so a projectile stayed registered
// at its muzzle for its whole flight. View-area streaming is driven by that
// box, so shots fired off-screen were never sent, and shots in view vanished
// as soon as their muzzle scrolled away.
it('follows the projectile instead of staying at the muzzle', () => {
const container = new PhysicalContainer();
container.initialize();
const projectile = new ProjectilePhysical(
vec2.fromValues(0, 0),
20,
40,
CharacterTeam.blue,
vec2.fromValues(3000, 0),
{ team: CharacterTeam.blue } as never,
container,
0,
);
container.addObject(projectile);
for (let i = 0; i < 40; i++) {
container.handleCommand(new StepCommand(step, new PointsSpy() as never));
}
expect(projectile.center[0]).toBeGreaterThan(400);
expect(container.findIntersecting(boxAround(projectile.center, 100))).toContain(
projectile,
);
expect(container.findIntersecting(boxAround([0, 0], 100))).not.toContain(projectile);
});
it('fast-forwards a shot by the sender latency', () => {
const container = new PhysicalContainer();
container.initialize();
const spawn = vec2.fromValues(0, 0);
const make = () =>
new ProjectilePhysical(
vec2.clone(spawn),
20,
40,
CharacterTeam.blue,
vec2.fromValues(3000, 0),
{ team: CharacterTeam.blue } as never,
container,
0,
);
const plain = make();
const compensated = make();
compensated.fastForward(0.1);
expect(compensated.center[0]).toBeGreaterThan(plain.center[0] + 200);
});
it('never fast-forwards further than the cap', () => {
const container = new PhysicalContainer();
container.initialize();
const projectile = new ProjectilePhysical(
vec2.fromValues(0, 0),
20,
40,
CharacterTeam.blue,
vec2.fromValues(3000, 0),
{ team: CharacterTeam.blue } as never,
container,
0,
);
projectile.fastForward(10);
const cap = settings.chargeShotSpeedMax * settings.maxProjectileCatchUpSeconds;
expect(projectile.center[0]).toBeLessThanOrEqual(cap + 50);
});
});
describe('scoring', () => {
const spawnCharacter = (container: PhysicalContainer) => {
const character = new CharacterPhysical(
'tester',
0,
0,
CharacterTeam.blue,
container,
vec2.fromValues(0, 0),
);
container.addObject(character);
return character;
};
// A disconnect and an NPC being retired on join both run through onDie(), and
// used to award the opposing team a full kill, so ordinary connection churn
// moved the match score with nobody playing.
it('awards nothing for an administrative death', () => {
const container = new PhysicalContainer();
container.initialize();
const character = spawnCharacter(container);
const game = new PointsSpy();
character.onDie(); // what PlayerBase.destroy() does on a socket drop
container.handleCommand(new StepCommand(step, game as never));
expect(game.blue).toBe(0);
expect(game.red).toBe(0);
});
it('still awards a kill for a combat death', () => {
const container = new PhysicalContainer();
container.initialize();
const character = spawnCharacter(container);
const game = new PointsSpy();
character.onDie(true);
container.handleCommand(new StepCommand(step, game as never));
expect(game.red).toBe(settings.playerKillPoint);
expect(game.blue).toBe(0);
});
});
describe('charged shots', () => {
// Capping only the COST meant a max-charge request on a nearly empty pool paid
// a tap's price while still getting full-charge radius, speed and recoil.
it('scales the shot by the strength actually paid, not the requested charge', () => {
const container = new PhysicalContainer();
container.initialize();
const character = new CharacterPhysical(
'tester',
0,
0,
CharacterTeam.blue,
container,
vec2.fromValues(0, 0),
);
container.addObject(character);
// Drain the pool down to roughly a tap's worth.
(character as unknown as { projectileStrength: number }).projectileStrength =
settings.chargeShotStrengthMin;
const before = container.findIntersecting(boxAround([0, 0], 5000)).length;
character.shootTowards(vec2.fromValues(1000, 0), 1);
const spawned = container
.findIntersecting(boxAround([0, 0], 5000))
.filter((o) => o.gameObject instanceof ProjectilePhysical)
.map((o) => o.gameObject as ProjectilePhysical);
expect(container.findIntersecting(boxAround([0, 0], 5000)).length).toBeGreaterThan(
before,
);
expect(spawned[0].charge).toBeCloseTo(0, 5);
expect(spawned[0].radius).toBeCloseTo(settings.chargeShotRadiusMin, 5);
});
it('ignores a shot aimed at the shooter itself', () => {
const container = new PhysicalContainer();
container.initialize();
const character = new CharacterPhysical(
'tester',
0,
0,
CharacterTeam.blue,
container,
vec2.fromValues(0, 0),
);
container.addObject(character);
const projectilesBefore = container
.findIntersecting(boxAround([0, 0], 5000))
.filter((o) => o.gameObject instanceof ProjectilePhysical).length;
character.shootTowards(vec2.clone(character.center), 1);
const projectilesAfter = container
.findIntersecting(boxAround([0, 0], 5000))
.filter((o) => o.gameObject instanceof ProjectilePhysical).length;
expect(projectilesAfter).toBe(projectilesBefore);
});
});