150 lines
4.3 KiB
TypeScript
150 lines
4.3 KiB
TypeScript
import { describe, it, expect, beforeEach } from 'vitest';
|
|
import { createRequire } from 'node:module';
|
|
|
|
import { PhysicalContainer } from '../backend/src/physics/physical-container';
|
|
import { BoundingBox } from '../backend/src/physics/bounding-box';
|
|
import { ProjectilePhysical } from '../backend/src/objects/projectile-physical';
|
|
import { CharacterPhysical } from '../backend/src/objects/character-physical';
|
|
|
|
const require = createRequire(import.meta.url);
|
|
const shared = require('../shared/lib/main.js');
|
|
const { vec2 } = require('../shared/node_modules/gl-matrix');
|
|
const { Random, settings, CharacterTeam } = shared;
|
|
|
|
const step = settings.targetPhysicsDeltaTimeInSeconds;
|
|
|
|
class PointsSpy {
|
|
public blue = 0;
|
|
public red = 0;
|
|
public addPoints(blue: number, red: number) {
|
|
this.blue += blue;
|
|
this.red += red;
|
|
}
|
|
public announce() {}
|
|
}
|
|
|
|
const makeWorld = () => {
|
|
const game = new PointsSpy();
|
|
return { game, container: new PhysicalContainer(game) };
|
|
};
|
|
|
|
const spawnProjectile = (container: PhysicalContainer) =>
|
|
new ProjectilePhysical(
|
|
vec2.fromValues(0, 0),
|
|
20,
|
|
40,
|
|
CharacterTeam.blue,
|
|
vec2.fromValues(3000, 0),
|
|
{ team: CharacterTeam.blue } as never,
|
|
container,
|
|
0,
|
|
);
|
|
|
|
const spawnCharacter = (container: PhysicalContainer) => {
|
|
const character = new CharacterPhysical(
|
|
'tester',
|
|
0,
|
|
0,
|
|
CharacterTeam.blue,
|
|
container,
|
|
vec2.fromValues(0, 0),
|
|
);
|
|
container.addObject(character);
|
|
return character;
|
|
};
|
|
|
|
const projectilesIn = (container: PhysicalContainer) =>
|
|
container
|
|
.findIntersecting(BoundingBox.ofCircle([0, 0], 5000))
|
|
.filter((o) => o.gameObject instanceof ProjectilePhysical)
|
|
.map((o) => o.gameObject as ProjectilePhysical);
|
|
|
|
beforeEach(() => {
|
|
Random.seed = 1;
|
|
});
|
|
|
|
describe('projectile broadphase registration', () => {
|
|
it('follows the projectile instead of staying at the muzzle', () => {
|
|
const { container } = makeWorld();
|
|
const projectile = spawnProjectile(container);
|
|
container.addObject(projectile);
|
|
|
|
for (let i = 0; i < 40; i++) {
|
|
container.step(step);
|
|
}
|
|
|
|
expect(projectile.center[0]).toBeGreaterThan(400);
|
|
expect(
|
|
container.findIntersecting(BoundingBox.ofCircle(projectile.center, 100)),
|
|
).toContain(projectile);
|
|
expect(container.findIntersecting(BoundingBox.ofCircle([0, 0], 100))).not.toContain(
|
|
projectile,
|
|
);
|
|
});
|
|
|
|
it('spawns a shot just clear of the shooter, not a jump downrange', () => {
|
|
const { container } = makeWorld();
|
|
const projectile = spawnProjectile(container);
|
|
|
|
expect(projectile.center[0]).toBeLessThanOrEqual(15);
|
|
});
|
|
});
|
|
|
|
describe('scoring', () => {
|
|
it('awards nothing for an administrative death', () => {
|
|
const { game, container } = makeWorld();
|
|
const character = spawnCharacter(container);
|
|
|
|
character.onDie();
|
|
container.step(step);
|
|
|
|
expect(game.blue).toBe(0);
|
|
expect(game.red).toBe(0);
|
|
});
|
|
|
|
it('still awards a kill for a combat death', () => {
|
|
const { game, container } = makeWorld();
|
|
const character = spawnCharacter(container);
|
|
|
|
character.onDie(true);
|
|
container.step(step);
|
|
|
|
expect(game.red).toBe(settings.playerKillPoint);
|
|
expect(game.blue).toBe(0);
|
|
});
|
|
|
|
it('awards a combat death only once', () => {
|
|
const { game, container } = makeWorld();
|
|
const character = spawnCharacter(container);
|
|
|
|
character.onDie(true);
|
|
character.onDie(true);
|
|
|
|
expect(game.red).toBe(settings.playerKillPoint);
|
|
});
|
|
});
|
|
|
|
describe('charged shots', () => {
|
|
it('scales the shot by the strength actually paid, not the requested charge', () => {
|
|
const { container } = makeWorld();
|
|
const character = spawnCharacter(container);
|
|
(character as unknown as { projectileStrength: number }).projectileStrength =
|
|
settings.chargeShotStrengthMin;
|
|
|
|
character.shootTowards(vec2.fromValues(1000, 0), 1);
|
|
const [spawned] = projectilesIn(container);
|
|
|
|
expect(spawned).toBeDefined();
|
|
expect(spawned.charge).toBeCloseTo(0, 5);
|
|
expect(spawned.radius).toBeCloseTo(settings.chargeShotRadiusMin, 5);
|
|
});
|
|
|
|
it('ignores a shot aimed at the shooter itself', () => {
|
|
const { container } = makeWorld();
|
|
const character = spawnCharacter(container);
|
|
|
|
character.shootTowards(vec2.clone(character.center), 1);
|
|
|
|
expect(projectilesIn(container)).toHaveLength(0);
|
|
});
|
|
});
|