feat(world): PlaceLayer lädt vor, setzt ein und nimmt heraus
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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@@ -1,6 +1,6 @@
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import { describe, expect, it } from "vitest";
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import { BoxGeometry, Group, Mesh, MeshStandardMaterial, Vector3 } from "three";
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import { PLACES, SOLID_MATERIALS, isSolidMaterial, placeTransform, prepareModel,
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import { afterEach, describe, expect, it, vi } from "vitest";
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import { BoxGeometry, Group, Mesh, MeshStandardMaterial, Scene, Vector3 } from "three";
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import { PLACES, PlaceLayer, SOLID_MATERIALS, isSolidMaterial, placeTransform, prepareModel,
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wantedPlaces } from "../src/world/places.js";
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describe("placeTransform", () => {
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@@ -106,3 +106,114 @@ describe("PLACES", () => {
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}
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});
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});
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describe("PlaceLayer", () => {
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afterEach(() => vi.restoreAllMocks());
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const place = { id: "hof", url: "./hof.glb", at: [1489, 1067.5], rotation: 0, lift: -0.28 };
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// Spieler distance Meter südlich der Ortsmitte (three: +z ist Süden).
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const south = (distance) => ({ x: 1489, y: 0, z: -1067.5 + distance });
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function makeLayer(load) {
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const scene = new Scene();
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const player = { addCollider: vi.fn(() => ({ id: 7 })), removeCollider: vi.fn() };
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const layer = new PlaceLayer({ scene, player, places: [place], load });
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return { scene, player, layer };
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}
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// Bruch: Einsetzen schon beim Vorladen (der Hof stünde über ungeladenem Boden) oder erst nach
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// einem zweiten Laden.
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it("lädt ab 600 m vor und setzt erst ab 250 m ein", async () => {
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const model = fakeModel();
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const load = vi.fn(async () => model);
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const { scene, player, layer } = makeLayer(load);
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layer.update(south(500));
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await vi.waitFor(() => expect(layer.models.has("hof")).toBe(true));
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expect(load).toHaveBeenCalledWith("./hof.glb");
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expect(scene.children).not.toContain(model);
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expect(player.addCollider).not.toHaveBeenCalled();
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layer.update(south(240));
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expect(scene.children).toContain(model);
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expect(player.addCollider).toHaveBeenCalledWith({
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motion: "static", useWorker: true, shape: { kind: "mesh", source: model },
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});
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});
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// Bruch: Collider bleibt nach dem Herausnehmen stehen (unsichtbare Wand) oder Flackern an der Grenze.
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it("nimmt den Ort erst jenseits von 450 m heraus und meldet den Collider ab", async () => {
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const model = fakeModel();
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const { scene, player, layer } = makeLayer(vi.fn(async () => model));
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layer.update(south(100));
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await vi.waitFor(() => expect(scene.children).toContain(model));
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layer.update(south(400));
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expect(scene.children).toContain(model);
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expect(player.removeCollider).not.toHaveBeenCalled();
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layer.update(south(460));
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expect(scene.children).not.toContain(model);
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expect(player.removeCollider).toHaveBeenCalledWith({ id: 7 });
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});
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it("setzt nach der Rückkehr ohne neues Laden wieder ein", async () => {
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const model = fakeModel();
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const load = vi.fn(async () => model);
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const { scene, player, layer } = makeLayer(load);
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layer.update(south(100));
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await vi.waitFor(() => expect(scene.children).toContain(model));
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layer.update(south(700));
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layer.update(south(100));
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expect(scene.children).toContain(model);
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expect(load).toHaveBeenCalledTimes(1);
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expect(player.addCollider).toHaveBeenCalledTimes(2);
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});
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// Bruch: ein spät fertiges Laden setzt den Ort ein, obwohl der Spieler längst weitergefahren ist.
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it("lässt den Ort draußen, wenn der Spieler beim Ende des Ladens schon fort ist", async () => {
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const model = fakeModel();
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let finish;
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const { scene, player, layer } = makeLayer(vi.fn(() => new Promise((resolve) => { finish = resolve; })));
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layer.update(south(100));
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layer.update(south(500));
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finish(model);
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await vi.waitFor(() => expect(layer.models.has("hof")).toBe(true));
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expect(scene.children).not.toContain(model);
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expect(player.addCollider).not.toHaveBeenCalled();
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layer.update(south(100));
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expect(scene.children).toContain(model);
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});
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it("meldet ohne feste Teile keinen Collider an", async () => {
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const warn = vi.spyOn(console, "warn").mockImplementation(() => {});
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const model = fakeModel(["grass_medium_01"]);
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const { scene, player, layer } = makeLayer(vi.fn(async () => model));
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layer.update(south(100));
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await vi.waitFor(() => expect(scene.children).toContain(model));
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layer.update(south(460));
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expect(player.addCollider).not.toHaveBeenCalled();
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expect(player.removeCollider).not.toHaveBeenCalled();
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expect(warn).toHaveBeenCalledWith(expect.stringContaining("hof"));
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});
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// Bruch: ein fehlender Ort bricht das Spiel ab oder wird in jedem Frame neu angefragt.
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it("warnt bei einem Ladefehler, wirft nicht und versucht es nicht erneut", async () => {
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const warn = vi.spyOn(console, "warn").mockImplementation(() => {});
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const load = vi.fn(async () => { throw new Error("404"); });
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const { scene, layer } = makeLayer(load);
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expect(() => layer.update(south(100))).not.toThrow();
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await vi.waitFor(() => expect(warn).toHaveBeenCalledWith(expect.stringContaining("hof"), expect.any(Error)));
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layer.update(south(100));
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expect(load).toHaveBeenCalledTimes(1);
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expect(scene.children).toHaveLength(0);
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});
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});
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