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