// Regression net for backend defects — drives the real classes. 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, GeneratePointsCommand } from '../backend/src/commands/commands'; 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; 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', () => { 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('spawns a shot just clear of the shooter, not a jump downrange', () => { 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, ); expect(projectile.center[0]).toBeLessThanOrEqual(15); }); }); 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; }; 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', () => { 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); (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); }); });