// test/render/unitview.test.js — render/units.js UnitView and render/textures.js caches against a headless fake PIXI // (test/render/fakepixi.js): tier chips (tokens have no tier), fallback-portrait allocation (no throw-away // placeholder canvases, nothing built when the Spine model is already there), and the per-mount texture helpers // (mountain silhouette, tier-chip redraw) that must not allocate a new canvas each time. import { test, describe, before, after } from 'node:test'; import assert from 'node:assert/strict'; import { readFileSync } from 'node:fs'; import path from 'node:path'; import { fileURLToPath } from 'node:url'; import { installFakePixi, fakeViewCtx } from './fakepixi.js'; import { presetCamera } from '../../public/js/render/projection.js'; const ROOT = path.resolve(path.dirname(fileURLToPath(import.meta.url)), '../..'); const ASSETS = JSON.parse(readFileSync(path.join(ROOT, 'data/assets.json'), 'utf8')); let fake, UnitView, T; before(async () => { fake = installFakePixi(); ({ UnitView } = await import('../../public/js/render/units.js')); T = await import('../../public/js/render/textures.js'); }); after(() => fake.restore()); const tick = () => new Promise((r) => setImmediate(r)); const cam = () => presetCamera('prep', { width: 1280, height: 720 }); const diamonds = () => fake.canvases.filter((c) => c.width === 160 && c.height === 160); /** Asset store stub: avatar image + (optionally) a Spine model, both resolved asynchronously. */ function store({ image = true, spine = false, imageDelay = 0 } = {}) { const img = { width: 180, height: 180 }; const entry = { skel: '/s/x.skel', atlas: '/s/x.atlas', textures: ['/s/x.png'], anims: { idle: 'Idle' }, animations: { Idle: 1 } }; return { picture: (id) => (id ? `/pic/${id}.png` : null), image: (u) => new Promise((r) => (imageDelay ? setTimeout(() => r(image ? img : null), imageDelay) : r(image ? img : null))), spineEntry: () => (spine ? entry : null), spine: { acquire: async () => ({ animations: [{ name: 'Idle' }] }), release() {} }, }; } function view(info, opts = {}, assets = store()) { const ctx = fakeViewCtx(fake.P, { assets, cam: cam }); return new UnitView(ctx, { id: 1, side: 'ally', kind: 'chess', defId: 'char_x', tier: 3, x: 5, y: 12, maxHp: 1000, ...info }, opts); } describe('tier chips', () => { test('summon tokens in the hand show no tier chip (tokens have no tier)', async () => { const v = view({ kind: 'token', defId: 'token_10028_vigil_wolf', avatar: 'token_10028_vigil_wolf' }, { prep: true }); for (let i = 0; i < 3; i++) v.update(1 / 60, cam(), i / 60); assert.ok(!v.chip || !v.chip.visible, 'no chip on a token'); }); test('operators keep their chip in prep and in battle; enemies never have one', () => { const p = view({ kind: 'chess', tier: 4 }, { prep: true }); p.update(1 / 60, cam(), 0); assert.ok(p.chip && p.chip.visible); const b = view({ kind: 'chess', tier: 2 }); b.update(1 / 60, cam(), 0); assert.ok(b.chip && b.chip.visible); const e = view({ side: 'enemy', kind: 'enemy', defId: 'enemy_1007_slime' }); e.update(1 / 60, cam(), 0); assert.equal(e.chip, null); }); }); describe('fallback portraits (avatar diamonds)', () => { test('an avatar that loads builds one diamond — no image-less placeholder first', async () => { const before = diamonds().length; const v = view({ defId: 'char_a', avatar: 'char_a' }); v.update(1 / 60, cam(), 0); await tick(); await tick(); v.update(1 / 60, cam(), 1 / 60); assert.equal(diamonds().length - before, 1, 'one 160×160 canvas'); assert.notEqual(v.fallback.texture, fake.P.Texture.EMPTY, 'the diamond shows'); }); test('a unit whose Spine model is ready before its first frame builds no diamond at all', async () => { const before = diamonds().length; const v = view({ defId: 'char_b', avatar: 'char_b' }, {}, store({ spine: true })); await tick(); await tick(); assert.ok(v.spineReady, 'spine ready'); for (let i = 0; i < 30; i++) v.update(1 / 60, cam(), i / 60); assert.equal(diamonds().length - before, 0); }); test('a missing avatar falls back to the procedural placeholder (once)', async () => { const before = diamonds().length; const v = view({ defId: 'char_c', avatar: 'char_c' }, {}, store({ image: false })); await tick(); await tick(); for (let i = 0; i < 3; i++) v.update(1 / 60, cam(), i / 60); assert.equal(diamonds().length - before, 1); assert.notEqual(v.fallback.texture, fake.P.Texture.EMPTY); }); test('圣聆初雪 S2: the frozen gate (保护目标(冻结状态), no art in the data) is an ice diamond, not the plain placeholder', async () => { const before = diamonds().length; const v = view({ kind: 'token', defId: 'token_10058_sbell2_icetgt' }, {}, store()); // (an owner avatar would load) await tick(); await tick(); for (let i = 0; i < 3; i++) v.update(1 / 60, cam(), i / 60); assert.equal(v._frameColor(), 0x9fe6ff, 'ice frame'); assert.equal(diamonds().length - before, 1); assert.notEqual(v.fallback.texture, T.diamondTexture('token_10058_sbell2_icetgt', null, 0x9fe6ff), 'its own (ice) glyph, not the procedural one'); assert.equal(v.fallback.texture, T.diamondTexture('token_10058_sbell2_icetgt', null, 0x9fe6ff, { ice: true })); }); test('a slow avatar shows the placeholder meanwhile, then the picture', async () => { const before = diamonds().length; let release; const gate = new Promise((r) => { release = r; }); const assets = { ...store(), image: () => gate }; const v = view({ defId: 'char_d', avatar: 'char_d' }, {}, assets); v.update(1 / 60, cam(), 0); assert.equal(diamonds().length - before, 0, 'nothing built while the avatar may still arrive quickly'); const t0 = Date.now(); while (v.fallback.texture === fake.P.Texture.EMPTY && Date.now() - t0 < 5000) { await new Promise((r) => setTimeout(r, 40)); v.update(1 / 60, cam(), 0); } assert.ok(Date.now() - t0 >= 300, 'placeholder only after the wait'); assert.notEqual(v.fallback.texture, fake.P.Texture.EMPTY, 'placeholder while waiting'); release({ width: 180, height: 180 }); await tick(); await tick(); v.update(1 / 60, cam(), 0); assert.equal(diamonds().length - before, 2, 'placeholder + picture'); }); test('two views of the same unit share the cached diamond', async () => { const a = view({ defId: 'char_e', avatar: 'char_e' }); a.update(1 / 60, cam(), 0); await tick(); await tick(); a.update(1 / 60, cam(), 0); const before = diamonds().length; const b = view({ defId: 'char_e', avatar: 'char_e' }); b.update(1 / 60, cam(), 0); await tick(); await tick(); b.update(1 / 60, cam(), 0); assert.equal(diamonds().length, before); assert.equal(a.fallback.texture, b.fallback.texture); }); }); describe('diamond cache', () => { test('bounded LRU; eviction never destroys a texture a view may still show', () => { const first = T.diamondTexture('lru_0', null, 0xffffff); for (let i = 1; i < 400; i++) { T.diamondTexture(`lru_${i}`, null, 0xffffff); if (i % 50 === 0) assert.equal(T.diamondTexture('lru_0', null, 0xffffff), first, 'recently used stays cached'); } assert.ok(!first.destroyed && !first.baseTexture.destroyed); const n0 = diamonds().length; T.diamondTexture('lru_1', null, 0xffffff); assert.equal(diamonds().length, n0 + 1, 'the least recently used ones were evicted'); }); }); describe('per-mount textures', () => { test('silhouetteTexture is cached per image (the field view builds it on every mount)', () => { const img = { width: 1024, height: 236 }; const n0 = fake.canvases.length; const t1 = T.silhouetteTexture(img); const t2 = T.silhouetteTexture(img); assert.equal(t1, t2); assert.equal(fake.canvases.length - n0, 1); assert.notEqual(T.silhouetteTexture({ width: 512, height: 100 }), t1); }); test('refreshTierChips redraws the chip atlas in place (no new canvas, chips handed out stay valid)', () => { const chip = T.tierChip(3, false); const n0 = fake.canvases.length; const b0 = fake.baseTextures.length; for (let i = 0; i < 5; i++) T.refreshTierChips(); const again = T.tierChip(3, false); assert.equal(fake.canvases.length, n0, 'no new canvas'); assert.equal(fake.baseTextures.length, b0, 'no new base texture'); assert.equal(again.baseTexture, chip.baseTexture); assert.ok(!chip.destroyed && !chip.baseTexture.destroyed); }); }); describe('field view teardown (app.js releaseGl)', () => { test('drops the dead renderer’s GL copies of shared textures, buffers, geometries and cached programs', async () => { const { releaseGl } = await import('../../public/js/render/app.js'); const UID = 7; const listeners = []; const mkBt = () => ({ _glTextures: { [UID]: { texture: {} }, 3: { texture: {} } } }); const shared = [mkBt(), mkBt()]; const deleted = []; const ts = { managedTextures: shared.slice(), destroyTexture(bt, skipRemove) { deleted.push(bt); delete bt._glTextures[UID]; listeners.push('off'); if (!skipRemove) this.managedTextures.splice(this.managedTextures.indexOf(bt), 1); }, }; const disposed = []; const sys = (name) => ({ disposeAll(lost) { disposed.push([name, lost]); } }); const prog = { glPrograms: { [UID]: { program: 'p7' }, 3: { program: 'p3' } } }; const gl = { deleted: [], deleteProgram(p) { this.deleted.push(p); } }; const prevPixi = globalThis.PIXI; globalThis.PIXI = { ...prevPixi, utils: { ...(prevPixi?.utils || {}), ProgramCache: { src: prog } } }; try { releaseGl({ CONTEXT_UID: UID, gl, texture: ts, geometry: sys('geometry'), buffer: sys('buffer'), framebuffer: sys('framebuffer') }); } finally { globalThis.PIXI = prevPixi; } assert.deepEqual(deleted, shared); assert.equal(ts.managedTextures.length, 0); for (const bt of shared) assert.deepEqual(Object.keys(bt._glTextures), ['3'], 'other contexts untouched'); assert.deepEqual(disposed.map((d) => d[0]).sort(), ['buffer', 'framebuffer', 'geometry']); assert.ok(disposed.every((d) => d[1] === false)); assert.deepEqual(Object.keys(prog.glPrograms), ['3']); assert.deepEqual(gl.deleted, ['p7']); assert.doesNotThrow(() => releaseGl(null)); assert.doesNotThrow(() => releaseGl({})); }); }); // user playtest #4 item 1: picking is by tile (render/pick.js); bounds() is the body's screen rect for tooltips / overlays describe('bounds (view.pieceScreenRect)', () => { test('a unit: 0.7 tile wide, from its head (UNIT.headroom) to just below its feet; an enemy by its model height', async () => { const v = view({ defId: 'char_p1', avatar: 'char_p1' }, { prep: true }); v.update(1 / 60, cam(), 0); const { x, y, s } = v.screen; const r = v.bounds(); assert.ok(Math.abs(r.x - (x - 0.35 * s)) < 1e-6 && Math.abs(r.width - 0.7 * s) < 1e-6); assert.ok(Math.abs(r.y - (y - 1.18 * s)) < 1e-6 && Math.abs(r.y + r.height - (y + 0.1 * s)) < 1e-6); assert.equal(typeof v.pickShape, 'undefined', 'no hit shapes any more'); const foe = view({ side: 'enemy', kind: 'enemy', defId: 'enemy_big' }, {}, store({ spine: true })); await tick(); await tick(); foe.actor.entry.bounds = { height: 640 }; // setup-pose bounds: 2 tiles (UNIT.modelScale 1/320) × 0.92 foe.update(1 / 60, cam(), 0); const fr = foe.bounds(); assert.ok(Math.abs(fr.y - (foe.screen.y - foe._headTiles * foe.screen.s)) < 1e-6 && foe._headTiles > 1.5, 'its own height'); }); test('item plates: floating above the slot; centred on the pointer while dragged (lifted)', async () => { const { ItemView } = await import('../../public/js/render/units.js'); const ctx = fakeViewCtx(fake.P, { assets: store(), cam }); const it = new ItemView(ctx, { id: 'p:9', uid: 9, defId: 'item_x', x: 3, y: 7 }); it.setWorld(3, 7, 0.16); it.update(1 / 60, cam(), 0); let r = it.bounds(); assert.ok(Math.abs(r.y + r.height - it.screen.y) < 1e-6, 'resting: the plate above its anchor'); it.lift = 0.3; it.update(1 / 60, cam(), 0); r = it.bounds(); const g = cam().project(3, 7, 0.16); assert.ok(Math.abs(r.x + r.width / 2 - g.x) < 1e-6 && Math.abs(r.y + r.height / 2 - g.y) < 1e-6, 'dragged: centred on its ground point (the pointer)'); assert.equal(it.plate.anchor.y, 0.5); }); }); describe('enemy preview pen figures (lod idle)', () => { /** A UnitView of a pen figure with a Spine model, an impostor atlas (full or not) and a counting renderer. */ async function penFigure(full) { let frame = 0; const renders = []; const atlas = { alloc: (w, h) => (full ? null : { w, h, tex: new fake.P.Texture(), clip: false }), free() {}, park(o) { o.visible = false; }, unpark(o) { o.visible = true; }, draw() {}, }; const ctx = fakeViewCtx(fake.P, { assets: store({ spine: true }), cam, frameNo: () => frame, impostors: atlas, renderer: { resolution: 1, render: (obj, o) => renders.push(o?.renderTexture || null) }, }); const v = new UnitView(ctx, { id: 'e:0', side: 'enemy', kind: 'enemy', defId: 'enemy_1007_slime', tier: 1, x: 9, y: 15, maxHp: 1, facing: -1 }, { prep: true, lod: 'idle' }); await tick(); await tick(); assert.ok(v.spineReady, 'spine ready'); let steps = 0; const upd = v.actor.update.bind(v.actor); v.actor.update = (dt) => { steps++; return upd(dt); }; const step = () => { v.update(1 / 60, cam(), frame / 60); frame++; }; return { v, step, renders, steps: () => steps }; } test('with room in the shared atlas: an impostor refreshed every 3rd frame, never a private render target', async () => { const { v, step, renders, steps } = await penFigure(false); for (let i = 0; i < 30; i++) step(); assert.ok(v.imp && v.imp.slot, 'atlas slot'); assert.equal(renders.length, 0, 'drawn by the atlas flush, no per-figure render call'); assert.ok(steps() <= 12, `idle loop stepped ≈ every 3rd frame (${steps()} of 30)`); }); }); // The impostor refreshes of a frame are spread evenly over the interval (app.js impostorSlot: each frame the impostor // units take slots 0, 1, 2 … in update order): a frame refreshes ⌊n/k⌋ or ⌈n/k⌉ of n units. With a random phase per // unit, the busiest frame did 20–66% more refreshes than that (16–48 units, intervals 2–6) — the frame-time peaks of a // crowded battle on a slow device. describe('impostor refresh slots', () => { /** n pen figures (lod idle: interval 3) in one context; `slotOf(frame, i)` gives view i its slot, or null: no slots. */ async function crowd(n, slotOf) { let frame = 0; let i = 0; const atlas = { alloc: (w, h) => ({ w, h, tex: new fake.P.Texture(), clip: false }), free() {}, park(o) { o.visible = false; }, unpark(o) { o.visible = true; }, draw() {}, }; const ctx = fakeViewCtx(fake.P, { assets: store({ spine: true }), cam, frameNo: () => frame, impostors: atlas, renderer: { resolution: 1, render() {} }, ...(slotOf ? { impostorSlot: () => slotOf(frame, i) } : {}), }); const views = []; for (let k = 0; k < n; k++) { views.push(new UnitView(ctx, { id: `e:${k}`, side: 'enemy', kind: 'enemy', defId: 'enemy_1007_slime', tier: 1, x: 9, y: 15, maxHp: 1, facing: -1 }, { prep: true, lod: 'idle' })); } await tick(); await tick(); const refreshed = views.map(() => []); views.forEach((v, k) => { assert.ok(v.spineReady, 'spine ready'); const upd = v.actor.update.bind(v.actor); v.actor.update = (dt) => { refreshed[k].push(frame); return upd(dt); }; }); const step = () => { views.forEach((v, k) => { i = k; v.update(1 / 60, cam(), frame / 60); }); frame++; }; return { step, refreshed, frames: () => frame }; } const perFrame = (refreshed, from, to) => { const c = new Map(); for (const list of refreshed) for (const f of list) if (f >= from && f < to) c.set(f, (c.get(f) || 0) + 1); return Array.from({ length: to - from }, (_, j) => c.get(from + j) || 0); }; test('slots in update order: every frame refreshes ⌊n/3⌋ or ⌈n/3⌉ units, each unit every 3rd frame', async () => { for (const n of [7, 16, 24]) { const { step, refreshed } = await crowd(n, (frame, k) => k); for (let f = 0; f < 31; f++) step(); // frame 0: every new impostor is drawn once (dirty); from frame 1 on, the interval rules const counts = perFrame(refreshed, 1, 31); assert.ok(counts.every((c) => c === Math.floor(n / 3) || c === Math.ceil(n / 3)), `${n} units: ${counts.join(' ')}`); for (const list of refreshed) { const after = list.filter((f) => f >= 1); assert.equal(after.length, 10, `each unit refreshed 10 times in 30 frames (${after.join(',')})`); assert.ok(after.every((f, j) => j === 0 || f - after[j - 1] === 3), 'exactly every 3rd frame'); } } }); test('a slot that moves with the frame never starves a unit: refreshed at least every 2 intervals', async () => { // (frame + slot) % 3 is never 0: the turn alone would never come const { step, refreshed } = await crowd(3, (frame) => 4 - (frame % 3)); for (let f = 0; f < 31; f++) step(); for (const list of refreshed) { const after = list.filter((f) => f >= 1); assert.ok(after.length >= 5, `refreshed ${after.length} times`); assert.ok([0, ...after].every((f, j, a) => j === 0 || f - a[j - 1] <= 6), `gaps ≤ 6 frames (${after.join(',')})`); } }); test('without slots (a context that has none) the random phase still refreshes every 3rd frame', async () => { const { step, refreshed } = await crowd(5, null); for (let f = 0; f < 31; f++) step(); for (const list of refreshed) assert.equal(list.filter((f) => f >= 1).length, 10); }); }); // Player report 2026-10-05: 「无人机等飞行单位贴图位置明显偏低」, and the follow-up "绝对不止 0.35" with an official // screenshot of 帝国炮火先兆者 over a tile (PR #211 by @xcdoge; the owner's decision of 2026-10-06). The lift is the // official client's own single constant — Vector3(0, 0.35, 0) written by Torappu.Battle.CharacterAnimator's constructor // (docs/research/12-flying-visuals-official.md) — measured in the client's character space, whose unit is the standard // battle-prefab scale 0.27, so the tile-space lift is 0.35 / 0.27 ≈ 1.3 tiles (the screenshot measures 1.2–1.4). The // client applies it to the model's root transform and nothing per model (its battle prefabs carry no flyer-specific // vertical offset), so a model whose art hangs below its origin keeps that hang and flies with it — 妖怪 at ≈ 0.9 tiles // of rotor clearance. The previous flat 0.32 left every flyer ~1 tile too low (the two 妖怪 drones even had their art // under the tile). describe('flying units hover FLY_HOVER above the ground, whatever their model', () => { const boundsOf = (key) => { const sp = ASSETS.enemies[key].spine; return (sp.front || sp).bounds; }; const MODEL_K = { enemy_1005_yokai: 0.7407, enemy_1005_yokai_2: 0.8148, enemy_1040_bombd: 0.7407, enemy_1042_frostd: 0.6667 }; /** Independent algorithm: tiles the art bottom hangs below the unit's ground point. */ const sinkOf = (key) => (-boundsOf(key).y / 320) * MODEL_K[key]; test('FLY_HOVER is the client constant 0.35 in character space, i.e. 0.35 / 0.27 tiles', async () => { const { FLY_HOVER } = await import('../../public/js/render/units.js'); const STANDARD_PREFAB_SCALE = 0.27; // enemies.json modelScale is a multiple of it (units.js enemyModelScale) const want = 0.35 / STANDARD_PREFAB_SCALE; assert.ok(Math.abs(FLY_HOVER - want) < 0.02, `FLY_HOVER ${FLY_HOVER} ≈ 0.35 / ${STANDARD_PREFAB_SCALE} = ${want.toFixed(3)} 格`); }); test('every flyer of this mode gets the same lift, whatever its model hangs below its origin', async () => { const { FLY_HOVER } = await import('../../public/js/render/units.js'); for (const key of Object.keys(MODEL_K)) { const sink = sinkOf(key); assert.ok(sink > 0, `${key}: the model does hang ${sink.toFixed(3)} tiles below its pivot`); // the lift is model-independent, so a flyer's visible clearance is FLY_HOVER − sink, and it differs per model assert.ok(FLY_HOVER - sink > 0.8, `${key}: 净高度 ${(FLY_HOVER - sink).toFixed(3)} 格(修复前 0.32 − sink 为负 → 贴地)`); } // with the old flat 0.32 the two 妖怪 drones had a negative clearance = art under the tile, and 寒霜 floated 0.25 assert.ok(0.32 - sinkOf('enemy_1005_yokai') < 0, 'before: 妖怪 −0.06 tiles'); assert.ok(0.32 - sinkOf('enemy_1042_frostd') > 0.2, 'before: 寒霜 floated 0.25 tiles (inconsistent)'); // a model whose art starts above its pivot (帝国炮火先兆者) gets the plain FLY_HOVER assert.equal(boundsOf('enemy_1112_emppnt').y > 0, true, '帝国炮火先兆者 art bottom is above the origin'); assert.ok(FLY_HOVER > 1.2, 'the sub-tile 0.35 left every flyer about one tile low'); }); test('a flying UnitView lifts by FLY_HOVER — its body and HP bar ride it, its shadow stays on the ground; a ground view keeps its feet on the tile', async () => { const { FLY_HOVER } = await import('../../public/js/render/units.js'); const bounds = boundsOf('enemy_1005_yokai'); const entry = { skel: '/s/x.skel', atlas: '/s/x.atlas', textures: ['/s/x.png'], anims: { idle: 'Idle' }, animations: { Idle: 1 }, bounds }; const assets = { picture: () => null, image: async () => null, spineEntry: () => entry, spine: { acquire: async () => ({ animations: [{ name: 'Idle' }] }), release() {} }, }; const ctx = fakeViewCtx(fake.P, { assets, cam: cam, lookupDef: () => ({ modelScale: MODEL_K.enemy_1005_yokai }) }); const fly = new UnitView(ctx, { id: 1, side: 'enemy', kind: 'enemy', defId: 'enemy_1005_yokai', x: 5, y: 12, maxHp: 100, motion: 'FLY' }, {}); await tick(); await tick(); for (let i = 0; i < 180; i++) fly.update(1 / 60, cam(), i / 60); assert.ok(Math.abs(fly.hover - FLY_HOVER) < 1e-3, `hover ${fly.hover.toFixed(3)} ≈ FLY_HOVER ${FLY_HOVER}`); const ground = new UnitView(ctx, { id: 2, side: 'enemy', kind: 'enemy', defId: 'enemy_1005_yokai', x: 5, y: 12, maxHp: 100 }, {}); await tick(); await tick(); for (let i = 0; i < 60; i++) ground.update(1 / 60, cam(), i / 60); assert.equal(ground.hover, 0, 'a ground unit is not lifted'); // the same tile: the flyer's body (and the bar above it) is FLY_HOVER higher on screen, the shadows coincide const c = cam(); const lift = c.project(5, 12, 0).y - c.project(5, 12, fly.hover).y; assert.ok(lift > 0); assert.ok(Math.abs((ground.screen.y - fly.screen.y) - lift) < 1e-6, `body lifted by the projected FLY_HOVER (${ground.screen.y - fly.screen.y} vs ${lift})`); // the bar sits the head height above the body (the projected scale at the body's height, so not exactly `lift`) assert.ok(fly.screen.top < fly.screen.y && Math.abs((fly.screen.y - fly.screen.top) - (ground.screen.y - ground.screen.top)) < 0.1 * (ground.screen.y - ground.screen.top), 'the HP bar keeps its head height over the body'); assert.ok(ground.screen.top - fly.screen.top > 0.9 * lift, `the HP bar rides the body (${ground.screen.top - fly.screen.top} vs ${lift})`); assert.ok(Math.abs(fly.shadow.position.y - ground.shadow.position.y) < 1e-9, 'the shadow stays on the ground'); }); }); // GitHub #277 (@FrogThai): 飞机经过一格方块时会跟走楼梯一样,有高低差 — a flyer crossing one raised tile (high ground, // a forbidden block) rose onto the block and dropped back like a step, because the view added the tile's height under // it before its FLY_HOVER. The official lift is one constant over the route (docs/research/12: Vector3(0, 0.35, 0) added // while flying), so an enemy flyer hovers from the road (z 0) whatever tile it crosses; its shadow lies on the tile top // under it. Ground enemies keep to the road as before, and an operator on high ground keeps standing on the block. describe('an enemy flyer crossing a raised tile keeps its height (GitHub #277)', () => { const RAISED = { row: 12, col: 6, h: 0.42 }; // one high-ground block ('h', TILE_H.wall) on the flyer's row const heightAt = (r, c) => (r === RAISED.row && c === RAISED.col ? RAISED.h : 0); const sample = (x, flags) => ({ x, y: 12, hp: 100, maxHp: 100, sp: 0, spMax: 0, flags, anim: 1, vx: 0.5 }); test('the body stays FLY_HOVER above the road over the block; the shadow lies on the block top', async () => { const { FLY_HOVER } = await import('../../public/js/render/units.js'); const ctx = fakeViewCtx(fake.P, { assets: store(), cam, heightAt }); const fly = new UnitView(ctx, { id: 1, side: 'enemy', kind: 'enemy', defId: 'enemy_1005_yokai', x: 4, y: 12, maxHp: 100, motion: 'FLY' }, {}); await tick(); await tick(); let t = 0; const step = (x) => { fly.sync(sample(x, 512), t); fly.update(1 / 60, cam(), t); t += 1 / 60; }; for (let i = 0; i < 180; i++) step(4); // settle the lift on the road const heights = []; for (let i = 0; i <= 80; i++) { step(4 + i * 0.05); heights.push(fly.z + fly.hover); } // x 4 → 8 across col 6 const rise = Math.max(...heights) - Math.min(...heights); assert.ok(rise < 1e-6, `the body height never changes over the block (rose ${rise.toFixed(3)} tiles; before: +${RAISED.h})`); assert.ok(Math.abs(heights[0] - FLY_HOVER) < 1e-3, `FLY_HOVER above the road (${heights[0].toFixed(3)})`); for (let i = 0; i < 60; i++) step(6); // hold over the block assert.equal(fly.z, 0, 'the flyer hovers from the road plane'); const c = cam(); assert.ok(Math.abs(fly.screen.y - c.project(6, 12, FLY_HOVER).y) < 1e-6, 'drawn FLY_HOVER above the road, not above the block'); assert.ok(Math.abs(fly.shadow.position.y - c.project(6, 12, RAISED.h).y) < 0.05, 'its shadow lies on the block top under it'); for (let i = 0; i < 60; i++) step(8); // back over the road assert.ok(Math.abs(fly.shadow.position.y - c.project(8, 12, 0).y) < 0.05, 'and on the road again past it'); }); test('ground enemies stay on the road and an operator on the block stands on its top', async () => { const ctx = fakeViewCtx(fake.P, { assets: store(), cam, heightAt }); const walker = new UnitView(ctx, { id: 2, side: 'enemy', kind: 'enemy', defId: 'enemy_1007_slime', x: 6, y: 12, maxHp: 100 }, {}); const op = new UnitView(ctx, { id: 3, side: 'ally', kind: 'chess', defId: 'char_x', tier: 1, x: 6, y: 12, maxHp: 100 }, {}); await tick(); await tick(); for (let i = 0; i < 60; i++) { walker.sync(sample(6, 0), i / 60); walker.update(1 / 60, cam(), i / 60); op.sync({ ...sample(6, 0), anim: 0, vx: 0 }, i / 60); op.update(1 / 60, cam(), i / 60); } assert.equal(walker.z, 0, 'a ground enemy is never popped onto a block'); assert.ok(Math.abs(op.z - RAISED.h) < 1e-6, `the operator stands on the high ground (${op.z})`); }); }); // PR #275 (@xcdoge): 猎狗pro ships Move_Loop 0.80 s next to Run_Loop 0.53 s and its moveSpeed is 1.9, so a fast enemy // walks on its model's own Run cycle (anims.run) while a standard one keeps Move; the cast slot composes with it. describe('a fast enemy walks on its Run cycle (PR #275)', () => { const entry = { skel: '/s/x.skel', atlas: '/s/x.atlas', textures: ['/s/x.png'], anims: { idle: 'Idle', deploy: 'Idle', die: 'Die', attack: null, move: { begin: 'Move_Begin', loop: 'Move_Loop', end: 'Move_End' }, run: { begin: 'Run_Begin', loop: 'Run_Loop', end: 'Run_End' }, skill: { begin: null, loop: 'Skill_01', end: null, index: 0, idle: null }, skills: { 0: { begin: null, loop: 'Skill_01', end: null, index: 0, idle: null }, 1: { begin: null, loop: 'Skill_02', end: null, index: 1, idle: null } }, }, animations: { Idle: 1, Die: 0.67, Move_Begin: 0.17, Move_Loop: 0.8, Move_End: 0.17, Run_Begin: 0.17, Run_Loop: 0.53, Run_End: 0.17, Skill_01: 1, Skill_02: 1 }, }; const assets = { picture: () => null, image: async () => null, spineEntry: () => entry, spine: { acquire: async () => ({ animations: Object.keys(entry.animations).map((name) => ({ name })) }), release() {} }, }; const enemyView = async (id, speed, side = 'enemy') => { const ctx = fakeViewCtx(fake.P, { assets, cam, lookupDef: () => ({ stats: { moveSpeed: speed } }) }); const v = new UnitView(ctx, { id, side, kind: side === 'enemy' ? 'enemy' : 'op', defId: 'enemy_1000_gopro_2', x: 5, y: 12, maxHp: 100 }, {}); await tick(); await tick(); assert.ok(v.actor, 'spine actor built'); return v; }; test('moveSpeed 1.9 moves on Run, 1 on Move; the cast slot and the Run cycle compose', async () => { const hound = await enemyView(1, 1.9); assert.equal(hound.actor.roles.move.loop, 'Run_Loop'); const slug = await enemyView(2, 1); assert.equal(slug.actor.roles.move.loop, 'Move_Loop'); // the MOVE anim code plays it hound.sync({ x: 5, y: 12, hp: 100, maxHp: 100, sp: 0, spMax: 0, flags: 0, anim: 1, vx: 0.5 }, 1); for (let i = 0; i < 20; i++) hound.update(1 / 60, cam(), i / 60); assert.match(String(hound.actor.current), /^Run/, `playing ${hound.actor.current}`); hound.setSkillSlot(1); assert.equal(hound.actor.roles.skill.loop, 'Skill_02', 'the cast slot'); assert.equal(hound.actor.roles.move.loop, 'Run_Loop', 'and the Run cycle survives it'); hound.actor.setRunMode(false); assert.equal(hound.actor.roles.move.loop, 'Move_Loop'); assert.equal(hound.actor.roles.skill.loop, 'Skill_02', 'the cast slot survives that too'); }); }); // 推拉 (player report): the sim displaces instantly (battle/displacement.js walks 0.1-tile steps inside one call) and the // snapshot only carries the destination, so the view eases there (app.js `displace` fx → UnitView.slideTo) instead of // appearing at the end of the path. describe('a push / pull slide (推拉: the official impulse under friction)', () => { const view = async (id = 1) => { const ctx = fakeViewCtx(fake.P, { assets: store({ spine: true }), cam }); const v = new UnitView(ctx, { id, side: 'enemy', kind: 'enemy', defId: 'enemy_1007_slime', x: 5, y: 12, maxHp: 100 }, {}); await tick(); await tick(); return v; }; // 推进 n 帧(update 会把单帧 dt 截到 0.1 s,所以必须多帧走完) const step = (v, dur, n = 60) => { for (let i = 0; i < n; i++) v.update(dur / n, cam(), 0); }; test('slideTo runs a real deceleration: the velocity falls every frame and stops on the destination', async () => { const v = await view(); v.slideTo(7.7, 12); const sl = v.slide; assert.ok(sl, 'a slide is in flight'); assert.ok(sl.v > 0 && sl.a > 0, 'it starts with a speed and a deceleration'); assert.ok(Math.abs(sl.v * sl.v / (2 * sl.a) - 2.7) < 1e-6, 'v²/2a = the distance (constant deceleration)'); let prev = sl.v; let monotone = true; for (let i = 0; i < 40; i++) { v.update(sl.dur / 80, cam(), 0); if (v.slide && v.slide.v > prev + 1e-9) monotone = false; if (!v.slide) break; prev = v.slide.v; } assert.ok(monotone, 'the velocity only ever decreases'); step(v, sl.dur); assert.equal(v.x, 7.7, 'it arrives exactly on the authoritative destination'); assert.equal(v.y, 12, 'the cross axis holds'); assert.equal(v.slide, null); }); test('starting a slide from the destination is a no-op (why app.js pre-scans the frame)', async () => { // The trap this guards: app.js's snapshot loop runs before processEvents, and the snapshot already carries the // displacement's destination, so a fx handler that runs after it finds the view there and has nothing to animate — // the reported pause with no frames. app.js therefore starts the slide from the pre-snapshot position. const v = await view(8); v.sync({ x: 7.7, y: 12, hp: 100, maxHp: 100, sp: 0, spMax: 0, flags: 0, anim: 0 }); assert.equal(v.x, 7.7); v.slideTo(7.7, 12); assert.equal(v.slide, null, 'no slide when the view is already there'); }); test('a second request for the same destination never restarts the slide in flight', async () => { const v = await view(9); v.slideTo(7.7, 12); const first = v.slide; for (let i = 0; i < 10; i++) v.update(first.dur / 40, cam(), 0); const mid = v.x, done = v.slide.done; v.slideTo(7.7, 12); // the fx handler, later in the same frame assert.equal(v.slide, first, 'the same slide object, not a restart'); assert.equal(v.x, mid, 'the position is untouched'); assert.equal(v.slide.done, done); step(v, first.dur); assert.equal(v.x, 7.7, 'and it still lands'); }); test('a pushed enemy faces the way it is pushed, not the route it resumes', async () => { // The official turns a displaced unit towards the force (_dontChangeFaceByDirection is an opt-in flag); our facing // comes from the snapshot's vx, which after a displacement points back down the route the enemy walks again — // i.e. against the push (player report: 被推开敌人的方向反过来了). const v = await view(10); v.sync({ x: 5, y: 12, hp: 100, maxHp: 100, sp: 0, spMax: 0, flags: 0, anim: 0, vx: -1.2 }); assert.equal(v.visFacing, -1, 'walking left before the push'); v.slideTo(7.7, 12); // pushed to the right assert.equal(v.visFacing, 1, 'faces the push at once'); for (let i = 0; i < 20; i++) v.update(v.slide.dur / 40, cam(), 0); assert.equal(v.visFacing, 1, 'still facing the push in flight'); v.slideTo(5.2, 12); // now pulled back to the left assert.equal(v.visFacing, -1, 'and the other way for a pull'); }); test('a snapshot in flight does not teleport it (the slide owns the position until it lands)', async () => { const v = await view(7); v.slideTo(7.7, 12); const dur = v.slide.dur; for (let i = 0; i < 12; i++) v.update(dur / 40, cam(), 0); const mid = v.x; assert.ok(mid > 5.2 && mid < 7.6, `mid-flight (${mid})`); // the sim's snapshots already carry the destination (it displaced the enemy inside one call), so a plain sync // would snap the view there — the reported "no frames in between" v.sync({ x: 7.7, y: 12, hp: 100, maxHp: 100, sp: 0, spMax: 0, flags: 0, anim: 0 }); assert.equal(v.x, mid, 'the snapshot does not move a sliding view'); assert.equal(v.y, 12); step(v, dur); assert.equal(v.x, 7.7, 'and it still lands on the destination'); // once landed, snapshots drive it again v.update(dur, cam(), 0); v.sync({ x: 6.4, y: 12, hp: 100, maxHp: 100, sp: 0, spMax: 0, flags: 0, anim: 0 }); assert.equal(v.x, 6.4, 'a landed view follows the snapshot again'); }); test('a slippery floor (a smaller friction factor) slides longer and lands just the same', async () => { const dry = await view(2), ice = await view(3); dry.slideTo(7.7, 12); ice.slideTo(7.7, 12, { friction: 0.5 }); assert.ok(ice.slide.dur > dry.slide.dur * 1.5, `ice ${ice.slide.dur} > dry ${dry.slide.dur}`); step(ice, ice.slide.dur * 1.05, 90); assert.equal(ice.x, 7.7, 'the destination is authoritative whatever the floor'); }); test('the slide takes the sim\'s 失衡 time: the fx `dur` (game s) at the playback rate — 0.8 s at 2× is 0.4 real s', async () => { const at2 = async (id) => { const ctx = fakeViewCtx(fake.P, { assets: store({ spine: true }), cam, animRate: () => 2 }); const v = new UnitView(ctx, { id, side: 'enemy', kind: 'enemy', defId: 'enemy_1007_slime', x: 5, y: 12, maxHp: 100 }, {}); await tick(); await tick(); return v; }; const push = await at2(11), pull = await at2(12), old = await at2(13); push.slideTo(6.7, 12, { dur: 0.8 }); // a 受力等级 0 push (1.7 tiles, PRTS 位移时间 0.8 s) assert.ok(Math.abs(push.slide.dur - 0.4) < 1e-9, `${push.slide.dur}`); pull.slideTo(3, 12, { dur: 1 }); // a pull's force window assert.ok(Math.abs(pull.slide.dur - 0.5) < 1e-9, `${pull.slide.dur}`); old.slideTo(6.7, 12); // an fx without `dur` (an older recording): the fallback assert.ok(Math.abs(old.slide.dur - Math.min(0.45, Math.max(0.12, 0.14 * Math.sqrt(1.7)))) < 1e-9, `${old.slide.dur}`); step(push, push.slide.dur); assert.equal(push.x, 6.7, 'lands on the destination'); }); test('the duration follows √distance, not distance', async () => { const near = await view(4), far = await view(5); near.slideTo(6.2, 12); far.slideTo(10.5, 12); // 1.2 vs 5.5 tiles assert.ok(far.slide.dur > near.slide.dur, `${far.slide.dur} > ${near.slide.dur}`); assert.ok(far.slide.dur / near.slide.dur < 2.6, 'sub-linear (∝ √d)'); }); test('a trivial move snaps, an unknown target is ignored; a unit that dies on the way lies where it was pushed', async () => { const v = await view(6); v.slideTo(5.01, 12); assert.equal(v.slide, null); assert.equal(v.x, 5.01, 'a sub-0.05 tile move is not a displacement'); v.slideTo(NaN, 12); assert.equal(v.slide, null); assert.equal(v.x, 5.01); v.slideTo(7.7, 12); step(v, v.slide.dur / 3, 20); assert.ok(v.x > 5 && v.x < 7.7, `moving (${v.x})`); // the sim's displacement already put the body at the destination (a Weedy wall kill dies there): the corpse // finishes the slide and stays — PR #380 sent it back to where it stood, and the next snapshot then jumped it v.die(); v.update(1, cam(), 0); v.update(0.1, cam(), 0); assert.equal(v.x, 7.7, 'the corpse lies where the push put it'); assert.equal(v.slide, null); const dead = await view(11); dead.die(); dead.slideTo(7.7, 12); assert.equal(dead.slide, null, 'a dead view does not start a slide'); assert.equal(dead.x, 7.7, 'it is placed on the destination'); }); test('held until the snapshot with the destination is shown (`at`), then eased into the sampled position — the walk it resumes included — with no jump on landing', async () => { const v = await view(12); v.sync({ x: 5, y: 12, hp: 100, maxHp: 100, sp: 0, spMax: 0, flags: 0, anim: 1, vx: -0.8 }, 2.9); v.slideTo(7.7, 12, { at: 3 }); // app.js: the interval ending on the destination's snapshot is shown for (const [x, t] of [[5.9, 2.93], [6.8, 2.96]]) { // the interpolator lerps there in the meantime v.sync({ x, y: 12, hp: 100, maxHp: 100, sp: 0, spMax: 0, flags: 0, anim: 1, vx: 27 }, t); v.update(1 / 60, cam(), 0); assert.equal(v.x, 5, `held where it stood at ${t}`); } // from the destination's snapshot on the sample anchors the slide, and the enemy walks back down its route let live = 7.7, prev = v.x, maxStep = 0, frames = 0; for (let t = 3; v.slide && frames < 120; t += 1 / 30, frames++) { v.sync({ x: live, y: 12, hp: 100, maxHp: 100, sp: 0, spMax: 0, flags: 0, anim: 1, vx: -0.8 }, t); v.update(1 / 60, cam(), 0); maxStep = Math.max(maxStep, Math.abs(v.x - prev)); prev = v.x; live -= 0.8 / 30; } assert.ok(frames >= 8, `a slide of ${frames} frames, not a jump`); assert.equal(v.slide, null); assert.ok(maxStep < 0.4, `no frame moves more than ${maxStep.toFixed(3)} tiles`); const landed = v.x; v.sync({ x: live, y: 12, hp: 100, maxHp: 100, sp: 0, spMax: 0, flags: 0, anim: 1, vx: -0.8 }, 3 + frames / 30); assert.ok(Math.abs(v.x - landed) < 0.05, `landed on the walking enemy (${landed.toFixed(3)} → ${v.x.toFixed(3)})`); }); test('a slide whose destination snapshot never shows (the unit left the snapshots) goes to the fx\'s destination', async () => { const v = await view(13); v.slideTo(7.7, 12, { at: 3 }); for (let i = 0; i < 24; i++) v.update(1 / 60, cam(), 0); assert.equal(v.x, 5, 'held while the snapshot may still come'); for (let i = 0; i < 30; i++) v.update(1 / 60, cam(), 0); assert.equal(v.slide, null); assert.equal(v.x, 7.7, 'then slid to where the push put it'); v.sync({ x: 6.1, y: 12, hp: 100, maxHp: 100, sp: 0, spMax: 0, flags: 0, anim: 1 }, 3.4); assert.equal(v.x, 6.1, 'snapshots drive it again'); }); }); // the app.js frame order (render/app.js: processEvents takes the events ≤ renderT — a 'die' kills the view —, then // syncBattle's look-ahead starts a slide for a `displace` fx still queued up to the next snapshot, then each sampled unit // goes through syncView — a dying view takes only the position —, then update) run over a real battle: a pushed enemy is // drawn sliding, not snapped, and one killed by the push lies where the sim put it describe('a push through SnapshotBuffer and UnitView in the app.js frame order (PR #380)', () => { /** * A real battle: an enemy (`kind` 'route': on its route; 'summon': spawned mid-battle; 'flyer': a flying one) pushed * 1.7 tiles at 3 s, killed `killDelay` ticks later when `kill`. Returns the drawn x of every frame from renderT 2.8 to * 4.6, the sim's position right after the push and where the body lies (the sim's position at the kill). */ async function pushed({ kill = false, killDelay = 0, kind = 'route' } = {}) { const { makeBattle, enemyRec } = await import('../helpers/battleHarness.js'); const { SnapshotBuffer } = await import('../../public/js/render/interp.js'); const { snapFrame } = await import('../../server/match/fields.js'); const { syncView } = await import('../../public/js/render/units.js'); const rec = enemyRec({ key: 'enemy_walker', hp: 1e6, speed: 0.8, ...(kind === 'flyer' ? { motion: 'FLY' } : {}) }); const h = makeBattle({ defs: { enemies: { enemy_walker: rec } }, enemies: kind === 'summon' ? [] : [{ key: 'enemy_walker', time: 0, route: 0 }], content: 'none', autoFinish: false, timeLimit: 60 }); const frames = []; let e = null, info = null, moved = 0, dest = null, since = -1, body = null; for (let i = 0; i < 30 * 7; i++) { h.b.step(); // the battle's own step: h.step() would drain the events into h.events if (kind === 'summon' && !e && h.b.time >= 1) e = h.b.spawnEnemy('enemy_walker', { pos: [10, 8] }); // (h.spawn drains too) e = e || h.enemy('enemy_walker'); if (!moved && e && h.b.time >= 3) { moved = h.b.displace(e, { x: 1, y: 0 }, 1.7); dest = e.x; since = 0; } else if (since >= 0) since++; if (kill && since === killDelay) { h.b.kill(e, null); body = e.x; } if (i % 3 === 2) { const ev = h.b.drainEvents(); info = info || ev.find((x) => x[0] === 'spawn' && e && x[1].id === e.id)?.[1]; const s = h.b.snapshot(); frames.push({ at: s.t / 2, snap: snapFrame('f', s), ev, gt: s.t }); } } assert.ok(moved > 1, `the sim pushed it ${moved} tiles`); assert.equal(e.alive, !kill); const v = new UnitView(fakeViewCtx(fake.P, { cam }), info, {}); const buf = new SnapshotBuffer(), sample = new Map(), xs = []; const start = (ev, at) => { if (ev[0] === 'fx' && ev[1] === 'displace' && ev[4]?.id === e.id) v.slideTo(Number(ev[2]), Number(ev[3]), at == null ? {} : { at }); }; for (let f = 0, fi = 0; f < 60 * 4; f++) { const now = f / 60; for (; fi < frames.length && frames[fi].at <= now; fi++) { buf.push(frames[fi].snap, frames[fi].at); buf.pushEvents(frames[fi].ev, frames[fi].at, frames[fi].gt); } const renderT = buf.update(now); if (!Number.isFinite(renderT)) continue; for (const ev of buf.takeEvents(renderT, [])) { start(ev); if (ev[0] === 'die' && ev[1] === e.id && v.alive) v.die(); } const at = buf.nextSnapT(renderT); if (at > renderT) buf.forEachUpcoming(renderT, at, (ev) => start(ev, at)); buf.sample(renderT, sample); if (sample.get(e.id)) syncView(v, sample.get(e.id), renderT); v.update(1 / 60, cam(), now); if (renderT > 2.8 && renderT < 4.6) xs.push(v.x); } return { xs, dest, body }; } /** The largest frame-to-frame step, the frames moving, the slide's first frame and any step back after it. */ const steps = (xs) => { let big = 0, moving = 0, back = false; const from = xs.findIndex((x, i) => i > 0 && x > xs[i - 1] + 0.01); // the slide's first frame (it walked left before) for (let i = 1; i < xs.length; i++) { const d = xs[i] - xs[i - 1]; big = Math.max(big, Math.abs(d)); if (Math.abs(d) > 0.02) moving++; if (from > 0 && i > from && d < -1e-9) back = true; } return { big, moving, from, back }; }; test('a 1.7-tile push is drawn over a dozen frames, every frame a step under 0.35 tiles', async () => { const { xs } = await pushed(); const { big, moving } = steps(xs); assert.ok(moving >= 8, `${moving} frames show it moving (the bare interpolator: 3)`); assert.ok(big < 0.35, `largest step ${big.toFixed(3)} tiles (the bare interpolator: 0.58)`); }); // a unit killed on the very step of its push: its 'die' comes due with the displace fx, so its view is dying before the // slide can anchor — and syncBattle gives a dying view only its position (syncView). The slide used to stay on hold, // be dropped after 0.5 s, past the 0.8 s DIE window, and leave the body on its pre-push tile (Grok's review of fb7-render) for (const [name, o] of [ ['killed on the step of the push', { kind: 'route', killDelay: 0 }], ['a summoned enemy killed on the step of the push', { kind: 'summon', killDelay: 0 }], ['a flyer killed on the step of the push', { kind: 'flyer', killDelay: 0 }], ['killed 6 ticks after the push', { kind: 'route', killDelay: 6 }], ]) { test(`${name}: the body slides on to where the sim put it and stays there, no frame stepping 0.35 tiles`, async () => { const { xs, dest, body } = await pushed({ kill: true, ...o }); const { big, moving, from, back } = steps(xs); if (!o.killDelay) assert.equal(body, dest, 'killed where the push put it'); assert.ok(Math.abs(xs[xs.length - 1] - body) < 0.011, `lies at ${xs[xs.length - 1].toFixed(3)}, the sim's body at ${body.toFixed(3)}`); assert.ok(from > 0 && moving >= 8, `${moving} frames show it sliding`); assert.ok(big < 0.35, `largest step ${big.toFixed(3)} tiles`); // (killed later, it walked back down its route a little first: the body eases onto that) if (!o.killDelay) assert.ok(!back, 'never back towards where it stood'); }); } }); // PR #380, death: a flyer holds its lift through the Die clip (the official client drops its fly offset in // CharacterAnimator.OnFinish) and a long Die clip plays whole (DIE_CLIP_MAX, data/assets.json's longest 7.97 s) describe('death timing (PR #380): a dying flyer drops inside the fade, a long Die clip plays whole', () => { test('a dying flyer keeps FLY_HOVER through its Die clip and sinks only in the fade tail; a walker stays down', async () => { const { FLY_HOVER, UF } = { ...(await import('../../public/js/render/units.js')), ...(await import('../../shared/constants.js')) }; const ctx = fakeViewCtx(fake.P, { cam }); const fly = new UnitView(ctx, { id: 21, side: 'enemy', kind: 'enemy', defId: 'enemy_fly', motion: 'FLY', x: 5, y: 12, maxHp: 100 }, {}); fly.sync({ x: 5, y: 12, hp: 100, maxHp: 100, sp: 0, spMax: 0, flags: UF.FLYING, anim: 1 }, 1); for (let i = 0; i < 120; i++) fly.update(1 / 60, cam(), 0); assert.ok(Math.abs(fly.hover - FLY_HOVER) < 1e-3, 'aloft while alive'); fly.die(); // no clip known: 0.35 s of clip, then the 0.55 s fade for (let i = 0; i < 18; i++) fly.update(1 / 60, cam(), 0); assert.ok(Math.abs(fly.hover - FLY_HOVER) < 1e-3, `still aloft in the Die clip (${fly.hover.toFixed(3)})`); for (let i = 0; i < 30; i++) fly.update(1 / 60, cam(), 0); assert.ok(fly.hover < FLY_HOVER * 0.25, `sinking in the fade (${fly.hover.toFixed(3)})`); const walker = new UnitView(ctx, { id: 22, side: 'enemy', kind: 'enemy', defId: 'enemy_walk', x: 5, y: 12, maxHp: 100 }, {}); walker.die(); walker.update(1 / 60, cam(), 0); assert.equal(walker.hover, 0); }); test('every enemy Die clip of data/assets.json is within DIE_CLIP_MAX, and a 7.97 s one is scheduled whole', async () => { const { DIE_CLIP_MAX, dieClipDur } = await import('../../public/js/render/units.js'); const durs = Object.values(ASSETS.enemies).map((e) => dieClipDur(e && e.spine)).filter((d) => d > 0); assert.ok(durs.length > 200, `${durs.length} enemy Die clips`); const longest = Math.max(...durs); assert.ok(longest <= DIE_CLIP_MAX, `longest Die clip ${longest} s ≤ ${DIE_CLIP_MAX}`); assert.ok(durs.filter((d) => d > 1.6).length > 0, 'the old 1.6 s cap cut some clips short'); const entry = { skel: '/s/q.skel', atlas: '/s/q.atlas', textures: ['/s/q.png'], anims: { idle: 'Idle', die: 'Die' }, animations: { Idle: 1, Die: longest } }; const assets = { ...store({ spine: true }), spineEntry: () => entry }; const v = new UnitView(fakeViewCtx(fake.P, { assets, cam }), { id: 23, side: 'enemy', kind: 'enemy', defId: 'enemy_1521_dslily', x: 5, y: 12, maxHp: 100 }, {}); await tick(); await tick(); assert.ok(v.actor, 'the model is up'); v.die(); assert.ok(Math.abs(v.dying - (longest + 0.55)) < 1e-6, `the whole clip, then the fade (${v.dying.toFixed(3)} s)`); for (let i = 0; i < 300; i++) v.update(1 / 60, cam(), 0); assert.ok(!v.remove && v.alpha > 0.5, 'still on screen 5 s in'); }); });