test(world): Lage der Orte gegen Straßen, Gebäude, Palmen, Laternen und Chunk-Radien
Co-Authored-By: Claude Haiku 4.5 <noreply@anthropic.com>
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import { readFileSync } from "node:fs";
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import { describe, expect, it } from "vitest";
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import { CHUNKS_PER_SIDE, CHUNK_SIZE, SLICE, chunkForWorld } from "../src/world/coords.js";
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import { PLACES, PLACE_HIDE_RADIUS, PLACE_SHOW_RADIUS, placeTransform } from "../src/world/places.js";
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import { lampPoints, pointInPolygon, vergeLampPoints } from "../src/world/props.js";
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// Radien aus ChunkStreamer.update (src/world/streaming.js), gemessen zum Chunk-Mittelpunkt.
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const CHUNK_LOAD_RADIUS = 400;
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const CHUNK_UNLOAD_RADIUS = 600;
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const STEP = 0.5; // Meter zwischen zwei Prüfpunkten auf der Ortsfläche
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const cache = new Map();
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function chunk(i, j) {
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const key = `${i}_${j}`;
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if (!cache.has(key)) {
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cache.set(key, JSON.parse(readFileSync(new URL(`../public/data/vice-a/chunk_${key}.json`, import.meta.url), "utf8")));
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}
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return cache.get(key);
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}
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/** Modellpunkt (x, z) -> Welt (X, Y), mit derselben Drehung wie three (rotation.y). */
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function modelToWorld(place, x, z) {
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const { position, rotationY } = placeTransform(place);
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const cos = Math.cos(rotationY), sin = Math.sin(rotationY);
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return { X: position.x + x * cos + z * sin, Y: -(position.z - x * sin + z * cos) };
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}
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/** Welt (X, Y) -> Modellpunkt (x, z), die Umkehrung von modelToWorld. */
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function worldToModel(place, X, Y) {
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const { position, rotationY } = placeTransform(place);
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const cos = Math.cos(rotationY), sin = Math.sin(rotationY);
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const dx = X - position.x, dz = -Y - position.z;
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return { x: dx * cos - dz * sin, z: dx * sin + dz * cos };
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}
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function insideBounds(place, X, Y) {
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const { x, z } = worldToModel(place, X, Y);
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const { minX, maxX, minZ, maxZ } = place.bounds;
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return x >= minX && x <= maxX && z >= minZ && z <= maxZ;
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}
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describe.each(PLACES.map((place) => [place.id, place]))("Ort %s auf der Karte", (_id, place) => {
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const points = [];
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for (let x = place.bounds.minX; x <= place.bounds.maxX + 1e-9; x += STEP) {
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for (let z = place.bounds.minZ; z <= place.bounds.maxZ + 1e-9; z += STEP) points.push(modelToWorld(place, x, z));
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}
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const keys = [...new Set(points.map(({ X, Y }) => {
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const { i, j } = chunkForWorld(X, Y);
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return `${i}_${j}`;
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}))];
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const under = keys.map((key) => key.split("_").map(Number));
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// Bruch: der Ort steht auf einer Straße, in einem Gebäude oder über Wasser — nach einem Verschieben
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// in PLACES oder nach einem neuen Lauf der Extraktion.
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it("liegt ganz auf Land, auf keiner Straße und in keinem Gebäude", () => {
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const bad = points.filter(({ X, Y }) => {
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const { i, j } = chunkForWorld(X, Y);
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const c = chunk(i, j);
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const u = X - c.origin[0], v = -Y - c.origin[1];
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const onLand = c.land.some((rings) => pointInPolygon(u, v, rings));
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const onRoad = c.roads.some((road) => pointInPolygon(u, v, road.poly));
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const inBuilding = c.buildings.some((building) => pointInPolygon(u, v, building.poly));
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return !onLand || onRoad || inBuilding;
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});
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expect(bad.slice(0, 5)).toEqual([]);
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});
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// Bruch: eine Palme oder Laterne mitten im Ort. Beide entstehen je Chunk und wissen nichts von Orten;
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// Laternen stehen bis 16 m neben ihrer Mittellinie, deshalb zählen auch die Nachbarchunks.
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it("enthält keine Palme und keine Laterne", () => {
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const nearby = new Set();
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for (const [i, j] of under) {
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for (let di = -1; di <= 1; di++) {
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for (let dj = -1; dj <= 1; dj++) {
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if (i + di >= 0 && i + di < CHUNKS_PER_SIDE && j + dj >= 0 && j + dj < CHUNKS_PER_SIDE) nearby.add(`${i + di}_${j + dj}`);
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}
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}
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}
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const props = [...nearby].flatMap((key) => {
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const c = chunk(...key.split("_").map(Number));
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const toWorld = (u, v) => ({ X: c.origin[0] + u, Y: -(c.origin[1] + v) });
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const palms = (c.palms ?? []).map(([u, v]) => toWorld(u, v));
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const lamps = vergeLampPoints(lampPoints(c.centerlines ?? []), c.roads ?? []).map((p) => toWorld(p.x, p.z));
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return [...palms, ...lamps];
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});
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expect(props.filter(({ X, Y }) => insideBounds(place, X, Y))).toEqual([]);
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});
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// Bruch: der Ort erscheint, bevor sein Boden geladen ist, und steht dann über dem Meer — oder der
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// Boden wird abgebaut, während der Ort noch in der Szene ist.
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it("ist nur in der Szene, solange die Chunks unter ihm geladen sind", () => {
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const { position } = placeTransform(place);
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const farthest = Math.max(...under.map(([i, j]) => Math.hypot(
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SLICE.x0 + (i + 0.5) * CHUNK_SIZE - position.x,
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-(SLICE.y1 - (j + 0.5) * CHUNK_SIZE) - position.z,
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)));
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expect(farthest + PLACE_SHOW_RADIUS).toBeLessThanOrEqual(CHUNK_LOAD_RADIUS);
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expect(farthest + PLACE_HIDE_RADIUS).toBeLessThanOrEqual(CHUNK_UNLOAD_RADIUS);
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});
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});
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