using System; using System.Numerics; using AcDream.App.Input; using AcDream.Core.Physics; using Xunit; namespace AcDream.Core.Tests.Input; public class PlayerMovementControllerTests { private static PhysicsEngine MakeFlatEngine() { var engine = new PhysicsEngine(); var heights = new byte[81]; Array.Fill(heights, (byte)50); var heightTable = new float[256]; for (int i = 0; i < 256; i++) heightTable[i] = i * 1f; var terrain = new TerrainSurface(heights, heightTable); engine.AddLandblock(0xA9B4FFFFu, terrain, Array.Empty(), Array.Empty(), worldOffsetX: 0f, worldOffsetY: 0f); return engine; } [Fact] public void Update_NoInput_PositionUnchanged() { var engine = MakeFlatEngine(); var controller = new PlayerMovementController(engine); controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001); var result = controller.Update(0.016f, new MovementInput()); Assert.Equal(96f, result.Position.X, precision: 1); Assert.Equal(96f, result.Position.Y, precision: 1); } [Fact] public void Update_ForwardInput_MovesInFacingDirection() { var engine = MakeFlatEngine(); var controller = new PlayerMovementController(engine); controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001); controller.Yaw = 0f; // facing +X var input = new MovementInput { Forward = true }; var result = controller.Update(1.0f, input); // 1 second // Should have moved ~4 units in +X (walk speed). Assert.True(result.Position.X > 96f + 2f, $"X={result.Position.X} should have moved forward"); } [Fact] public void Update_SubQuantumFrame_InterpolatesRenderPositionWithoutAdvancingPhysicsPosition() { var engine = MakeFlatEngine(); var controller = new PlayerMovementController(engine); var start = new Vector3(96f, 96f, 50f); controller.SetPosition(start, 0x0001); controller.Yaw = 0f; var firstTick = controller.Update(PhysicsBody.MinQuantum, new MovementInput(Forward: true)); Assert.True(firstTick.Position.X > start.X, "Physics tick should advance the authoritative body position"); Assert.Equal(start.X, firstTick.RenderPosition.X, precision: 4); var halfFrame = controller.Update(PhysicsBody.MinQuantum * 0.5f, new MovementInput(Forward: true)); Assert.Equal(firstTick.Position.X, halfFrame.Position.X, precision: 4); Assert.True(halfFrame.RenderPosition.X > start.X, "Render position should move between physics ticks"); Assert.True(halfFrame.RenderPosition.X < firstTick.Position.X, $"Render X={halfFrame.RenderPosition.X} should stay between {start.X} and {firstTick.Position.X}"); float expectedMidpoint = start.X + ((firstTick.Position.X - start.X) * 0.5f); Assert.Equal(expectedMidpoint, halfFrame.RenderPosition.X, precision: 3); } [Fact] public void SetPosition_ResnapsRenderInterpolationEndpoints() { var engine = MakeFlatEngine(); var controller = new PlayerMovementController(engine); controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001); controller.Yaw = 0f; controller.Update(PhysicsBody.MinQuantum, new MovementInput(Forward: true)); controller.Update(PhysicsBody.MinQuantum * 0.5f, new MovementInput(Forward: true)); var snapped = new Vector3(120f, 80f, 50f); controller.SetPosition(snapped, 0x0001); var result = controller.Update(PhysicsBody.MinQuantum * 0.5f, new MovementInput()); Assert.Equal(snapped, result.Position); Assert.Equal(snapped, result.RenderPosition); } [Fact] public void Update_HugeQuantumDiscard_ResnapsRenderInterpolationEndpoints() { var engine = MakeFlatEngine(); var controller = new PlayerMovementController(engine); controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001); controller.Yaw = 0f; var moved = controller.Update(PhysicsBody.MinQuantum, new MovementInput(Forward: true)); var stale = controller.Update(PhysicsBody.HugeQuantum + 0.1f, new MovementInput(Forward: true)); Assert.Equal(moved.Position.X, stale.Position.X, precision: 4); Assert.Equal(stale.Position, stale.RenderPosition); } [Fact] public void Update_LeftoverAboveMinQuantum_ClampsRenderAlphaToCurrentPhysicsPosition() { var engine = MakeFlatEngine(); var controller = new PlayerMovementController(engine); controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001); controller.Yaw = 0f; var result = controller.Update( PhysicsBody.MaxQuantum + PhysicsBody.MinQuantum, new MovementInput(Forward: true)); Assert.Equal(result.Position.X, result.RenderPosition.X, precision: 4); Assert.Equal(result.Position.Y, result.RenderPosition.Y, precision: 4); Assert.Equal(result.Position.Z, result.RenderPosition.Z, precision: 4); } [Fact] public void Update_RunForward_MoveFasterThanWalk() { var engine = MakeFlatEngine(); var controller = new PlayerMovementController(engine); controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001); controller.Yaw = 0f; var walkInput = new MovementInput { Forward = true }; var walkResult = controller.Update(1.0f, walkInput); float walkDist = walkResult.Position.X - 96f; controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001); var runInput = new MovementInput { Forward = true, Run = true }; var runResult = controller.Update(1.0f, runInput); float runDist = runResult.Position.X - 96f; Assert.True(runDist > walkDist, $"Run ({runDist}) should be faster than walk ({walkDist})"); } [Fact] public void Update_TurnInput_ChangesYaw() { var engine = MakeFlatEngine(); var controller = new PlayerMovementController(engine); controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001); float initialYaw = controller.Yaw; var input = new MovementInput { TurnRight = true }; controller.Update(0.5f, input); Assert.NotEqual(initialYaw, controller.Yaw); } [Fact] public void MotionStateChanged_WhenStartingToWalk() { var engine = MakeFlatEngine(); var controller = new PlayerMovementController(engine); controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001); // First frame: idle (no input). controller.Update(0.016f, new MovementInput()); // Second frame: start walking. var input = new MovementInput { Forward = true }; var result = controller.Update(0.016f, input); Assert.True(result.MotionStateChanged); } [Fact] public void Update_JumpOnFlatTerrain_BecomesAirborne() { var engine = MakeFlatEngine(); var controller = new PlayerMovementController(engine); controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001); // Charged jump: hold for a full charge (1s dt), then release to fire. // A full charge gives enough Vz that the player clears the 0.05-unit // ground-snap threshold within the same integration frame. controller.Update(1.0f, new MovementInput(Jump: true)); // full charge controller.Update(0.016f, new MovementInput(Jump: false)); // release → jump fires Assert.True(controller.IsAirborne); Assert.True(controller.VerticalVelocity > 0f); } [Fact] public void Update_AirborneFrames_ZRiseThenFalls() { var engine = MakeFlatEngine(); var controller = new PlayerMovementController(engine); controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001); // Charged jump: hold for a full charge, then release. controller.Update(1.0f, new MovementInput(Jump: true)); // full charge controller.Update(0.016f, new MovementInput(Jump: false)); // release → jump fires float z1 = controller.Position.Z; // A few frames of rising controller.Update(0.1f, new MovementInput()); float z2 = controller.Position.Z; Assert.True(z2 > z1, "Should be rising"); // Many frames — should come back down. // DefaultJumpVz = 10 m/s → full flight time ≈ 2.04s, so run 50 × 50ms = 2.5s // to ensure the player has definitely landed. for (int i = 0; i < 50; i++) controller.Update(0.05f, new MovementInput()); Assert.False(controller.IsAirborne, "Should have landed"); Assert.Equal(50f, controller.Position.Z, precision: 1); } [Fact] public void Update_WalkOffLedge_BecomesFalling() { // Build terrain with a sharp cliff: grid x<5 = Z50, grid x>=5 = Z20. // heights[x*9+y] is indexed x-major; heightTable[i]=i*1f so // byte value == Z value directly. var heights = new byte[81]; for (int x = 0; x < 9; x++) for (int y = 0; y < 9; y++) heights[x * 9 + y] = (byte)(x < 5 ? 50 : 20); var heightTable = new float[256]; for (int i = 0; i < 256; i++) heightTable[i] = i * 1f; var engine = new PhysicsEngine(); var terrain = new TerrainSurface(heights, heightTable); engine.AddLandblock(0xA9B4FFFFu, terrain, Array.Empty(), Array.Empty(), worldOffsetX: 0f, worldOffsetY: 0f); // Position the player just before the cliff edge (localX=118 ≈ grid x=4.92). // At this point terrain Z is ~51.7 (bilinear interpolation near the high side). // One step at walk speed will cross into the low region where terrain drops // ~28 units — more than StepUpHeight=5, triggering the ledge-fall. var controller = new PlayerMovementController(engine); controller.SetPosition(new Vector3(118f, 96f, 50f), 0x0001); controller.Yaw = 0f; // facing +X // Single step — should trigger airborne state because terrain drops sharply. controller.Update(0.05f, new MovementInput(Forward: true)); Assert.True(controller.IsAirborne, "Player should be airborne after stepping off the cliff"); // Simulate enough frames to fall and land on the Z=20 floor. for (int i = 0; i < 60; i++) controller.Update(0.05f, new MovementInput(Forward: true)); Assert.False(controller.IsAirborne, "Player should have landed"); Assert.Equal(20f, controller.Position.Z, precision: 1); } }