feat(core/slice-1): TeleportAnimSequencer — full 7-state Tick() with timed transitions and edge events

TunnelContinue exit gate: minMet requires worldReady (min-continue hold);
maxForce fires unconditionally at MaxContinue (safety-net fallback when
world never loads). This matches spec §3.4.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-21 19:59:08 +02:00
parent 0468df21f5
commit c2fc7ce1ef
2 changed files with 169 additions and 1 deletions

View file

@ -121,7 +121,7 @@ public sealed class TeleportAnimSequencer
case TeleportAnimState.TunnelContinue: case TeleportAnimState.TunnelContinue:
_continueElapsed += dt; _continueElapsed += dt;
bool minMet = _continueElapsed >= MinContinue; bool minMet = worldReady && _continueElapsed >= MinContinue;
bool maxForce = _continueElapsed >= MaxContinue; bool maxForce = _continueElapsed >= MaxContinue;
if (minMet || maxForce) if (minMet || maxForce)
Advance(TeleportAnimState.TunnelFadeOut, enterTunnel: false); Advance(TeleportAnimState.TunnelFadeOut, enterTunnel: false);

View file

@ -68,4 +68,172 @@ public sealed class TeleportAnimSequencerTests
var (_, events) = seq.Tick(dt: 0f, worldReady: false); var (_, events) = seq.Tick(dt: 0f, worldReady: false);
Assert.Contains(TeleportAnimEvent.PlayEnterSound, events); Assert.Contains(TeleportAnimEvent.PlayEnterSound, events);
} }
// --- Task 1.3: State transitions — timing-correct Tick() ---
// Helper: drive the sequencer forward by total elapsed time using small fixed steps.
private static (TeleportAnimSnapshot snap, List<TeleportAnimEvent> allEvents)
DriveSeconds(TeleportAnimSequencer seq, float seconds, bool worldReady, float step = 0.016f)
{
var allEvts = new List<TeleportAnimEvent>();
float remaining = seconds;
TeleportAnimSnapshot last = default;
while (remaining > 0f)
{
float dt = Math.Min(step, remaining);
var (snap, evts) = seq.Tick(dt, worldReady);
last = snap;
allEvts.AddRange(evts);
remaining -= dt;
}
return (last, allEvts);
}
// --- Logout path: WorldFadeOut -> TunnelFadeIn -> Tunnel ---
[Fact]
public void Logout_AfterFadeTime_TransitionsToTunnelFadeIn()
{
var seq = new TeleportAnimSequencer();
seq.Begin(TeleportEntryKind.Logout);
// Consume the enter-sound tick at dt=0
seq.Tick(0f, worldReady: false);
// Drive just past FadeTime (1.0s)
DriveSeconds(seq, TeleportAnimSequencer.FadeTime + 0.02f, worldReady: false);
Assert.Equal(TeleportAnimState.TunnelFadeIn, seq.State);
}
[Fact]
public void Logout_After2xFadeTime_TransitionsToTunnel()
{
var seq = new TeleportAnimSequencer();
seq.Begin(TeleportEntryKind.Logout);
seq.Tick(0f, worldReady: false); // consume enter-sound
DriveSeconds(seq, 2f * TeleportAnimSequencer.FadeTime + 0.02f, worldReady: false);
Assert.Equal(TeleportAnimState.Tunnel, seq.State);
}
// --- Portal/Login/Death path: enters at Tunnel ---
[Fact]
public void Portal_StartsInTunnel_HoldsWhileNotReady()
{
var seq = new TeleportAnimSequencer();
seq.Begin(TeleportEntryKind.Portal);
seq.Tick(0f, worldReady: false); // consume enter-sound
// Drive 10s — should not advance past Tunnel while !worldReady
DriveSeconds(seq, 10f, worldReady: false);
Assert.Equal(TeleportAnimState.Tunnel, seq.State);
}
[Fact]
public void Portal_WhenWorldReady_TransitionsToTunnelContinue_EmitsEnterTunnelAndPlace()
{
var seq = new TeleportAnimSequencer();
seq.Begin(TeleportEntryKind.Portal);
seq.Tick(0f, worldReady: false); // consume enter-sound
// The very first tick with worldReady=true should advance Tunnel→TunnelContinue and emit Place.
var (_, evts) = seq.Tick(0.016f, worldReady: true);
Assert.Equal(TeleportAnimState.TunnelContinue, seq.State);
Assert.Contains(TeleportAnimEvent.Place, evts);
}
// --- TunnelContinue: MIN_CONTINUE hold then TunnelFadeOut ---
[Fact]
public void TunnelContinue_DoesNotAdvance_BeforeMinContinue()
{
var seq = new TeleportAnimSequencer();
seq.Begin(TeleportEntryKind.Portal);
seq.Tick(0f, worldReady: false);
// Enter TunnelContinue
seq.Tick(0.016f, worldReady: true);
Assert.Equal(TeleportAnimState.TunnelContinue, seq.State);
// Drive MinContinue - ε — should still be TunnelContinue
DriveSeconds(seq, TeleportAnimSequencer.MinContinue - 0.1f, worldReady: true);
Assert.Equal(TeleportAnimState.TunnelContinue, seq.State);
}
[Fact]
public void TunnelContinue_AdvancesToTunnelFadeOut_AfterMinContinue()
{
var seq = new TeleportAnimSequencer();
seq.Begin(TeleportEntryKind.Portal);
seq.Tick(0f, worldReady: false);
seq.Tick(0.016f, worldReady: true); // -> TunnelContinue
DriveSeconds(seq, TeleportAnimSequencer.MinContinue + 0.05f, worldReady: true);
Assert.Equal(TeleportAnimState.TunnelFadeOut, seq.State);
}
// --- MAX_CONTINUE forces progress even when !worldReady ---
[Fact]
public void TunnelContinue_ForcesAdvance_AtMaxContinue_EvenIfNotReady()
{
// Simulate: world never becomes fully ready but MAX_CONTINUE forces fade-out
// This path exercises the safety-net from spec §3.4.
var seq = new TeleportAnimSequencer();
seq.Begin(TeleportEntryKind.Portal);
seq.Tick(0f, worldReady: false);
// Manually push the state to TunnelContinue by passing worldReady=true for one tick,
// then simulate worldReady toggling back to false.
seq.Tick(0.016f, worldReady: true); // -> TunnelContinue
// Drive MaxContinue + ε with worldReady=false (simulating "world never loaded")
DriveSeconds(seq, TeleportAnimSequencer.MaxContinue + 0.05f, worldReady: false);
Assert.Equal(TeleportAnimState.TunnelFadeOut, seq.State);
}
// --- TunnelFadeOut -> WorldFadeIn: PlayExitSound edge event ---
[Fact]
public void TunnelFadeOut_EmitsPlayExitSound_OnTransitionToWorldFadeIn()
{
var seq = new TeleportAnimSequencer();
seq.Begin(TeleportEntryKind.Portal);
seq.Tick(0f, worldReady: false);
seq.Tick(0.016f, worldReady: true); // -> TunnelContinue
// Drive through MinContinue -> TunnelFadeOut
DriveSeconds(seq, TeleportAnimSequencer.MinContinue + 0.05f, worldReady: true);
Assert.Equal(TeleportAnimState.TunnelFadeOut, seq.State);
// Drive through FadeTime -> WorldFadeIn; PlayExitSound should fire on that edge
var (_, evts) = DriveSeconds(seq, TeleportAnimSequencer.FadeTime + 0.05f, worldReady: true);
Assert.Equal(TeleportAnimState.WorldFadeIn, seq.State);
Assert.Contains(TeleportAnimEvent.PlayExitSound, evts);
}
// --- WorldFadeIn -> Off: FireLoginComplete edge event ---
[Fact]
public void WorldFadeIn_EmitsFireLoginComplete_OnTransitionToOff()
{
var seq = new TeleportAnimSequencer();
seq.Begin(TeleportEntryKind.Portal);
seq.Tick(0f, worldReady: false);
seq.Tick(0.016f, worldReady: true); // -> TunnelContinue
DriveSeconds(seq, TeleportAnimSequencer.MinContinue + 0.05f, worldReady: true);
DriveSeconds(seq, TeleportAnimSequencer.FadeTime + 0.05f, worldReady: true); // -> WorldFadeIn
var (_, evts) = DriveSeconds(seq, TeleportAnimSequencer.FadeTime + 0.05f, worldReady: true);
Assert.Equal(TeleportAnimState.Off, seq.State);
Assert.False(seq.IsActive);
Assert.Contains(TeleportAnimEvent.FireLoginComplete, evts);
}
} }