import assert from "node:assert/strict"; import { describe, it } from "node:test"; import { Plan } from "../interiors/plan.ts"; import { createWalker, normalizeWalkerAction, type WalkerOptions, } from "../interiors/walker.ts"; import type { Level, Office, Room, Wall } from "../interiors/types.ts"; const ROOM: Room = { id: "floor", name: "Floor", floor: "floor" as never, outline: [ { x: 0, z: 0 }, { x: 10, z: 0 }, { x: 10, z: 8 }, { x: 0, z: 8 }, ], }; function planWith(walls: Wall[] = []): Plan { const level: Level = { id: "ground", name: "Ground", elevation: 0, wallHeight: 3, wallThickness: 0.1, floorplan: { rooms: [ROOM], walls }, }; const office: Office = { id: "walk-test", name: "Walk Test", levels: [level], viewpoints: [] }; return new Plan(office, { warn: false }); } function walker(plan: Plan, over: Partial = {}) { return createWalker(plan, { levelId: "ground", position: { x: 2, z: 2 }, speed: 1, fixedStep: 0.1, ...over, }); } describe("walker input and clock", () => { it("normalizes planar actions without amplifying smaller input", () => { assert.deepEqual(normalizeWalkerAction({ x: 0.3, z: -0.4 }), { x: 0.3, z: -0.4 }); const diagonal = normalizeWalkerAction({ x: 1, z: 1 }); assert.ok(Math.abs(Math.hypot(diagonal.x, diagonal.z) - 1) < 1e-12); assert.deepEqual(normalizeWalkerAction({ x: Number.NaN, z: 1 }), { x: 0, z: 0 }); }); it("moves only in fixed steps and is deterministic across frame chunking", () => { const plan = planWith(); const one = walker(plan); const many = walker(plan); one.tick(0.05, { x: 1, z: 0 }); assert.deepEqual(one.state().position, { x: 2, z: 2 }); one.tick(0.35, { x: 1, z: 0 }); for (let index = 0; index < 4; index += 1) many.tick(0.1, { x: 1, z: 0 }); assert.deepEqual(one.state(), many.state()); assert.ok(Math.abs(one.state().distance - 0.4) < 1e-12); }); it("returns defensive state snapshots", () => { const controller = walker(planWith()); const leaked = controller.state(); leaked.position.x = Number.NaN; assert.deepEqual(controller.state().position, { x: 2, z: 2 }); }); it("uses and restores a normalized authored arrival facing", () => { const controller = walker(planWith(), { facing: { x: 3, z: 4 } }); assert.deepEqual(controller.state().facing, { x: 0.6, z: 0.8 }); controller.tick(0.1, { x: -1, z: 0 }); assert.deepEqual(controller.state().facing, { x: -1, z: 0 }); controller.reset(); assert.deepEqual(controller.state().facing, { x: 0.6, z: 0.8 }); }); }); describe("walker collision", () => { it("sweeps its circular footprint and cannot tunnel through a wall", () => { const plan = planWith([{ id: "divider", from: { x: 5, z: 0 }, to: { x: 5, z: 8 } }]); const controller = walker(plan, { speed: 100, fixedStep: 0.1 }); const state = controller.tick(0.1, { x: 1, z: 0 }); assert.ok(state.position.x < 4.65 && state.position.x > 4.64, `${state.position.x}`); assert.equal(plan.blocked("ground", state.position, state.position, 0.3), false); }); it("slides the unblocked component of diagonal movement along a wall", () => { const plan = planWith([{ id: "divider", from: { x: 5, z: 0 }, to: { x: 5, z: 8 } }]); const controller = walker(plan, { position: { x: 4.6, z: 2 }, speed: 2 }); for (let index = 0; index < 10; index += 1) controller.tick(0.1, { x: 1, z: 1 }); const state = controller.state(); assert.ok(state.position.x < 4.65, `${state.position.x}`); assert.ok(state.position.z > 3, `${state.position.z}`); assert.equal(plan.blocked("ground", state.position, state.position, 0.3), false); }); it("walks through a resolved door gap without a door-specific exception", () => { const plan = planWith([ { id: "divider", from: { x: 5, z: 0 }, to: { x: 5, z: 8 }, openings: [{ kind: "door", start: 3.4, width: 1.2, sill: 0, head: 2.1 }], }, ]); const controller = walker(plan, { position: { x: 4, z: 4 }, speed: 2 }); for (let index = 0; index < 10; index += 1) controller.tick(0.1, { x: 1, z: 0 }); assert.ok(controller.state().position.x > 5.5, `${controller.state().position.x}`); }); }); describe("walker guardrails", () => { it("stays within finite level bounds and ignores invalid time/input", () => { const controller = walker(planWith(), { position: { x: 9.6, z: 4 }, speed: 10 }); controller.tick(Number.NaN, { x: 1, z: 0 }); controller.tick(1, { x: Number.POSITIVE_INFINITY, z: 0 }); assert.deepEqual(controller.state().position, { x: 9.6, z: 4 }); controller.tick(1, { x: 1, z: 0 }); const state = controller.state(); assert.equal(state.position.x, 9.7); assert.ok(Number.isFinite(state.position.x) && Number.isFinite(state.distance)); }); it("resets atomically and rejects invalid spawns/configuration", () => { const plan = planWith(); const controller = walker(plan); controller.tick(0.2, { x: 1, z: 0 }); assert.deepEqual(controller.reset({ levelId: "ground", position: { x: 7, z: 6 } }).position, { x: 7, z: 6 }); assert.equal(controller.state().distance, 0); assert.throws(() => controller.reset({ levelId: "ground", position: { x: Number.NaN, z: 1 } }), RangeError); assert.deepEqual(controller.state().position, { x: 7, z: 6 }); assert.throws(() => walker(plan, { radius: 0 }), RangeError); assert.throws(() => walker(plan, { position: { x: 11, z: 2 } }), RangeError); }); }); // ---- Cross-level ----------------------------------------------------------- /** * Two storeys, hand-authored, with different footprints on purpose. * * Level 2 is deliberately *smaller* than level 1 and offset from it, so "valid * on the level you are on" is a different question from "valid anywhere in the * building" and a test can tell the two apart. Nothing here is a stair: the * controller knows nothing about transitions, only about being told to be * somewhere else. */ function twoLevelPlan(): Plan { const lower: Level = { id: "level-1", name: "Ground", elevation: 0, wallHeight: 3, wallThickness: 0.1, floorplan: { rooms: [ROOM], walls: [] }, }; const upper: Level = { id: "level-2", name: "Upper", elevation: 4, wallHeight: 3, wallThickness: 0.1, floorplan: { rooms: [{ id: "loft", name: "Loft", floor: "floor" as never, outline: [ { x: 0, z: 0 }, { x: 6, z: 0 }, { x: 6, z: 8 }, { x: 0, z: 8 }, ], }], walls: [], }, }; const office: Office = { id: "two-level-test", name: "Two Level Test", levels: [lower, upper], viewpoints: [], }; return new Plan(office, { warn: false }); } describe("walker levels", () => { it("crosses to another storey without zeroing the odometer", () => { const plan = twoLevelPlan(); const controller = walker(plan, { levelId: "level-1", position: { x: 2, z: 2 }, speed: 1 }); for (let index = 0; index < 10; index += 1) controller.tick(0.1, { x: 1, z: 0 }); const before = controller.state(); assert.equal(before.levelId, "level-1"); assert.ok(Math.abs(before.distance - 1) < 1e-9, `${before.distance}`); // The transition path. `reset` would have been the easy way to write this // and it is the wrong one: it zeroes `distance` and restores the authored // facing, so every flight of stairs would silently reset the odometer. const crossed = controller.enterLevel("level-2", { x: 3, z: 2 }); assert.equal(crossed.levelId, "level-2"); assert.deepEqual(crossed.position, { x: 3, z: 2 }); assert.equal(crossed.distance, before.distance); assert.deepEqual(crossed.facing, before.facing); for (let index = 0; index < 10; index += 1) controller.tick(0.1, { x: 1, z: 0 }); const after = controller.state(); assert.equal(after.levelId, "level-2"); assert.ok(after.distance > before.distance, `${after.distance}`); assert.ok(Math.abs(after.distance - 2) < 1e-9, `${after.distance}`); // And the upper storey's own bounds hold: level 2 stops at x = 6 where // level 1 runs to 10, so walking east on the loft stops sooner. for (let index = 0; index < 60; index += 1) controller.tick(0.1, { x: 1, z: 0 }); assert.ok(controller.state().position.x <= 6 - 0.3 + 1e-9, `${controller.state().position.x}`); }); it("refuses a crossing to an unknown level or an invalid position on a known one", () => { const controller = walker(twoLevelPlan(), { levelId: "level-1", position: { x: 2, z: 2 } }); assert.throws(() => controller.enterLevel("level-3", { x: 2, z: 2 }), RangeError); // Inside level 1 and outside level 2: the check is per level, not per building. assert.throws(() => controller.enterLevel("level-2", { x: 8, z: 2 }), RangeError); assert.throws(() => controller.enterLevel("level-2", { x: Number.NaN, z: 2 }), RangeError); assert.equal(controller.state().levelId, "level-1"); assert.deepEqual(controller.state().position, { x: 2, z: 2 }); }); it("restores a snapshot from another storey, and still refuses an invalid one", () => { const plan = twoLevelPlan(); const controller = walker(plan, { levelId: "level-1", position: { x: 2, z: 2 } }); // The rule is "a level this plan resolves, at a position valid on it" — not // "the level you spawned on". `src/arena/officeNav.ts` restores through this. const restored = controller.restore({ levelId: "level-2", position: { x: 4, z: 5 }, facing: { x: 0, z: 1 }, distance: 12.5, }); assert.equal(restored.levelId, "level-2"); assert.deepEqual(restored.position, { x: 4, z: 5 }); assert.equal(restored.distance, 12.5); // Valid on level 1, outside level 2. Relaxing the level check must not have // relaxed the position check with it. assert.throws(() => controller.restore({ levelId: "level-2", position: { x: 8, z: 5 }, facing: { x: 0, z: 1 }, distance: 1, }), RangeError); assert.throws(() => controller.restore({ levelId: "level-9", position: { x: 4, z: 5 }, facing: { x: 0, z: 1 }, distance: 1, }), RangeError); assert.throws(() => controller.restore({ levelId: "level-2", position: { x: 4, z: 5 }, facing: { x: 0, z: 1 }, distance: -1, }), RangeError); assert.equal(controller.state().levelId, "level-2"); // `reset()` still returns to the configured spawn, which is on level 1 — // a crossing changes where you are, never where the episode began. assert.equal(controller.reset().levelId, "level-1"); }); });