decla-red/test/backend-regressions.test.ts
2026-08-22 20:59:46 +01:00

185 lines
5.6 KiB
TypeScript

// 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);
});
});