curltastic/frontend/src/game-model.test.ts
Jason Dekarske 7af2fc9f35 feat(physics): spin curl model and theta trajectories
Replace constant-rate velocity rotate with ω0 spin + v_lat curl.
Path samples are (x, y, theta); client time is index/SAMPLE_RATE_HZ.

Ultraworked with [OhMyOpenCode](https://github.com/code-yeongyu/oh-my-opencode)

Co-authored-by: Sisyphus <sisyphus@ohmyopencode>
2026-07-10 23:34:39 -07:00

115 lines
3.6 KiB
TypeScript

import { describe, expect, it } from 'vitest'
import { GameModel } from './game-model'
import type { ServerStoneTrajectory, StoneState } from './protocol'
import { SAMPLE_RATE_HZ } from './protocol'
function stone(partial: Partial<StoneState> & Pick<StoneState, 'id' | 'team'>): StoneState {
return {
x: 0,
y: 30,
rotation: 0,
active: true,
...partial,
}
}
/** Build (x,y,theta) samples; time comes from index / SAMPLE_RATE_HZ. */
function pathSamples(
points: { x: number; y: number; theta?: number }[],
): [number, number, number][] {
return points.map((p) => [p.x, p.y, p.theta ?? 0])
}
describe('GameModel multi-path trajectory animation', () => {
it('returns two DrawableStones in parallel mid-trajectory', () => {
const model = new GameModel()
model.state.stones = [stone({ id: 1, team: 'red' }), stone({ id: 2, team: 'yellow' })]
model.state.turnTeam = 'red'
// 21 samples → duration 20/40 = 0.5s; mid at 0.25s is sample 10 → y=11
const n = 21
const path1 = pathSamples(
Array.from({ length: n }, (_, i) => ({ x: 0, y: 10 + i * 0.1, theta: 0 })),
)
const path2 = pathSamples(
Array.from({ length: n }, (_, i) => ({ x: 1, y: 10 + i * 0.1, theta: 0 })),
)
const paths: ServerStoneTrajectory[] = [
{ stone_id: 1, path: path1 },
{ stone_id: 2, path: path2 },
]
model.startTrajectory(paths)
expect(model.state.animating).toBe(true)
const mid = performance.now() + 250
const drawn = model.tick(mid)
expect(drawn).toHaveLength(2)
expect(drawn.map((d) => d.team).sort()).toEqual(['red', 'yellow'])
// Mid-sample y ≈ 11 for both paths (y never reaches hog line → no trim)
for (const d of drawn) {
expect(d.y).toBeCloseTo(11, 0)
}
})
it('clears animating when elapsed reaches maxTotal on a short path', () => {
const model = new GameModel()
model.state.stones = [stone({ id: 1, team: 'red' })]
model.state.turnTeam = 'red'
// 3 samples → max t = 2/40 = 0.05s
model.startTrajectory([
{
stone_id: 1,
path: pathSamples([
{ x: 0, y: 10 },
{ x: 0, y: 10.5 },
{ x: 0, y: 11 },
]),
},
])
expect(model.state.animating).toBe(true)
const afterEnd = performance.now() + 200
const drawn = model.tick(afterEnd)
expect(drawn).toEqual([])
expect(model.state.animating).toBe(false)
})
it('trims thrown stone path to hog line when id is not in existing stones', () => {
const model = new GameModel()
// Only stone 1 is already on the sheet; stone 2 is the newly thrown rock.
model.state.stones = [stone({ id: 1, team: 'yellow', x: 0.5, y: 35 })]
model.state.turnTeam = 'red'
const thrownPath = pathSamples([
{ x: 0, y: 2, theta: 0.1 },
{ x: 0, y: 20, theta: 0.2 },
{ x: 0, y: 21.5, theta: 0.3 },
{ x: 0, y: 30, theta: 0.4 },
])
model.startTrajectory([{ stone_id: 2, path: thrownPath }])
expect(model.state.animating).toBe(true)
// Immediately after start: hog-trimmed path begins at y=20 (sample before hog)
const atStart = performance.now()
const drawn = model.tick(atStart)
expect(drawn).toHaveLength(1)
expect(drawn[0].team).toBe('red') // turnTeam fallback for unknown id
expect(drawn[0].y).toBeCloseTo(20, 0)
// Must not still be at the hack (y=2)
expect(drawn[0].y).toBeGreaterThan(15)
// Uses body theta from path (small elapsed may blend toward next sample)
expect(drawn[0].rotation).toBeCloseTo(0.2, 2)
})
it('uses sample index for time (SAMPLE_RATE_HZ)', () => {
expect(SAMPLE_RATE_HZ).toBe(40)
})
})