test(physics): Phase W triage — fix stale Path6/tick-gate/ComputeOffset tests (behavior changed by L.3.2/L.4/L.5)
Four tests were asserting pre-change behavior after intentional production changes: #2 BSPStepUpTests.C3_Path6_AirborneMoverHitsSteepSlope_SetsCollideb1af56e(L.4, 2026-04-30) added a steep-normal gate in Path 6 that fires BEFORE SetCollide. Airborne sphere hitting steep poly now returns Slid + Collide=false (slide-tangent interim fix). Updated assertion + renamed to ReturnsSlid. #7 PlayerMovementControllerTests.Update_ForwardInput_MovesInFacingDirection #8 DispatcherToMovementIntegrationTests.Dispatcher_W_held_produces_forward_motion235de33(L.5, 2026-04-30) added _physicsAccum accumulator gate: a single Update(1.0f) only integrates one MaxQuantum (0.1s ~ 0.312m at walk speed), not the full 1s. Time is carried in accumulator (not dropped). Fixed both tests to loop Update(MaxQuantum) for ~11 ticks to accumulate >2m of real forward motion, preserving the original distance-threshold assertion intent. #9 PositionManagerTests.ComputeOffset_BothActive_Combined842dfcd(L.3.2, 2026-05-03) changed ComputeOffset from additive (rootMotion + correction) to replace semantics: when AdjustOffset returns non-zero, it REPLACES root motion (retail Frame::operator= semantics). offset.Y = 0 (not 0.4); root motion is dropped when catch-up engages. Updated assertion and renamed to CorrectionReplacesRootMotion. Suite: 9 failures → 5 (only the 5 known-bug tests remain red). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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4 changed files with 48 additions and 19 deletions
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@ -42,10 +42,19 @@ public class PlayerMovementControllerTests
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controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
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controller.Yaw = 0f; // facing +X
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// L.5 physics-tick gate (235de33, 2026-04-30): Update() integrates
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// only one MinQuantum (~0.033s) per MaxQuantum (~0.1s) tick, matching
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// retail's 30Hz physics. A single Update(1.0f) only advances one
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// MaxQuantum step (~0.312m at walk speed 3.12 m/s). Drive the
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// controller one MaxQuantum at a time for ~1s to accumulate real
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// forward motion (8 × 0.1s = 0.8s × 3.12 m/s ≈ 2.5m).
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var input = new MovementInput { Forward = true };
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var result = controller.Update(1.0f, input); // 1 second
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MovementResult result = default;
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int ticks = (int)MathF.Ceiling(1.0f / PhysicsBody.MaxQuantum) + 1; // ~11 ticks
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for (int i = 0; i < ticks; i++)
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result = controller.Update(PhysicsBody.MaxQuantum, input);
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// Should have moved ~4 units in +X (walk speed).
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// Should have moved >2 units in +X (walk speed over ~1s).
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Assert.True(result.Position.X > 96f + 2f, $"X={result.Position.X} should have moved forward");
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}
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