acdream/tests/AcDream.Core.Tests/Input/PlayerMovementControllerTests.cs
Erik 0bec5d5296 feat(movement): spacebar charged jump with skill-based height
Hold spacebar to charge (0→1 over 1s), release to jump. Height from
GetJumpHeight formula using Jump skill via PlayerWeenie. Jump physics
use MotionInterpreter.jump() → LeaveGround() → get_leave_ground_velocity().

JumpExtent is returned in MovementResult (non-null when jump fires this
frame) so GameWindow can log and eventually send the server jump packet.
Double-jump is prevented by jump_is_allowed() checking Contact+OnWalkable
flags before allowing another jump. Tests updated to use charge-then-release
pattern matching the new input model.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-13 23:20:52 +02:00

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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<CellSurface>(),
Array.Empty<PortalPlane>(), 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_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<CellSurface>(),
Array.Empty<PortalPlane>(), 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);
}
}