test(core/slice-1): FadeAlpha endpoint + monotonicity + ShowTunnel/ShowPleaseWait coverage
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@ -236,4 +236,109 @@ public sealed class TeleportAnimSequencerTests
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Assert.False(seq.IsActive);
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Assert.Contains(TeleportAnimEvent.FireLoginComplete, evts);
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}
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// --- Task 1.4: FadeAlpha endpoints and monotonicity ---
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[Fact]
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public void FadeAlpha_IsZeroAtStart_OfWorldFadeOut()
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{
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var seq = new TeleportAnimSequencer();
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seq.Begin(TeleportEntryKind.Logout);
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var (snap, _) = seq.Tick(dt: 0f, worldReady: false);
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// At elapsed=0 in WorldFadeOut: smoothstep(0)=0 => alpha=0 (world fully visible).
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Assert.Equal(0f, snap.FadeAlpha, precision: 4);
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}
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[Fact]
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public void FadeAlpha_IsOneAtEnd_OfWorldFadeOut()
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{
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var seq = new TeleportAnimSequencer();
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seq.Begin(TeleportEntryKind.Logout);
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seq.Tick(0f, worldReady: false); // consume enter-sound tick, elapsed≈0
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// Drive to just BEFORE the transition (so we're still in WorldFadeOut)
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DriveSeconds(seq, TeleportAnimSequencer.FadeTime - 0.02f, worldReady: false);
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Assert.Equal(TeleportAnimState.WorldFadeOut, seq.State);
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var (snap, _) = seq.Tick(0f, worldReady: false);
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// smoothstep(clamp((1.0-0.02)/1.0,0,1)) should be close to 1
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Assert.True(snap.FadeAlpha > 0.95f, $"Expected FadeAlpha near 1, got {snap.FadeAlpha}");
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}
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[Fact]
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public void FadeAlpha_IsMonotonicallyIncreasing_DuringWorldFadeOut()
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{
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var seq = new TeleportAnimSequencer();
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seq.Begin(TeleportEntryKind.Logout);
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seq.Tick(0f, worldReady: false);
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float prev = -1f;
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// Sample 50 steps within FadeTime
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float step = TeleportAnimSequencer.FadeTime / 50f;
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for (int i = 0; i < 48; i++) // stop before transition
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{
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var (snap, _) = seq.Tick(step, worldReady: false);
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if (seq.State != TeleportAnimState.WorldFadeOut) break;
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Assert.True(snap.FadeAlpha >= prev - 0.001f,
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$"Alpha decreased: {prev} -> {snap.FadeAlpha} at step {i}");
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prev = snap.FadeAlpha;
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}
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}
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[Fact]
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public void FadeAlpha_IsZero_DuringTunnelStates()
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{
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var seq = new TeleportAnimSequencer();
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seq.Begin(TeleportEntryKind.Portal);
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seq.Tick(0f, worldReady: false);
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// In Tunnel state, overlay alpha should be 0 (the tunnel viewport is shown; no alpha quad needed)
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var (snap, _) = seq.Tick(0.016f, worldReady: false);
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Assert.Equal(TeleportAnimState.Tunnel, seq.State);
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Assert.Equal(0f, snap.FadeAlpha);
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}
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[Fact]
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public void ShowTunnel_TrueInTunnelFamilyStates_FalseOtherwise()
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{
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// Logout path: WorldFadeOut -> TunnelFadeIn -> Tunnel -> TunnelContinue -> TunnelFadeOut -> WorldFadeIn -> Off
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var seq = new TeleportAnimSequencer();
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seq.Begin(TeleportEntryKind.Logout);
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seq.Tick(0f, worldReady: false);
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// WorldFadeOut: ShowTunnel = false
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var (snap, _) = seq.Tick(0.016f, worldReady: false);
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Assert.Equal(TeleportAnimState.WorldFadeOut, seq.State);
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Assert.False(snap.ShowTunnel);
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// Advance to TunnelFadeIn
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DriveSeconds(seq, TeleportAnimSequencer.FadeTime, worldReady: false);
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Assert.Equal(TeleportAnimState.TunnelFadeIn, seq.State);
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var (snap2, _) = seq.Tick(0f, worldReady: false);
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Assert.True(snap2.ShowTunnel);
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// Advance to Tunnel
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DriveSeconds(seq, TeleportAnimSequencer.FadeTime, worldReady: false);
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Assert.Equal(TeleportAnimState.Tunnel, seq.State);
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var (snap3, _) = seq.Tick(0f, worldReady: false);
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Assert.True(snap3.ShowTunnel);
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}
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[Fact]
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public void ShowPleaseWait_TrueOnlyInTunnelContinue()
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{
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var seq = new TeleportAnimSequencer();
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seq.Begin(TeleportEntryKind.Portal);
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seq.Tick(0f, worldReady: false);
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// Tunnel: ShowPleaseWait false
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var (snap1, _) = seq.Tick(0.016f, worldReady: false);
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Assert.Equal(TeleportAnimState.Tunnel, seq.State);
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Assert.False(snap1.ShowPleaseWait);
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// Advance to TunnelContinue
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var (snap2, _) = seq.Tick(0.016f, worldReady: true);
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Assert.Equal(TeleportAnimState.TunnelContinue, seq.State);
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Assert.True(snap2.ShowPleaseWait);
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}
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}
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