Traffic cars picked a random direction even on one-way carriageways, so some drove head-on in the player's lane and stopped dead in front of them; every bump also threw the player's car backwards while the traffic car stayed put, so the player could not get past. - Map data records one-way roads (oneway tags, motorways, roundabouts) - Traffic drives with the flow in one of two lanes on one-way roads and on the right-hand half of two-way roads, spawning only from nearby roads - Bumps slow the player down instead of reversing them; a traffic car pressed against for more than 0.8 s pulls away out of sight - Regression test for traffic direction and lanes; ?debug collision log Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
69 lines
3.8 KiB
JavaScript
69 lines
3.8 KiB
JavaScript
import test from 'node:test';
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import assert from 'node:assert/strict';
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import {readFileSync} from 'node:fs';
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import {toLocal, toLatLon, bearing, ORIGIN} from '../src/geo.js';
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import {createCollisionWorld, resolveCircle, blocked, clearFraction} from '../src/collision.js';
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import {buildGraph, routeBetween, nearestSegment, buildSegmentIndex} from '../src/routing.js';
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import {createCar, stepCar} from '../src/vehicle.js';
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import {createTraffic} from '../src/traffic.js';
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import {Scene} from 'three';
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import {machines, machineById, FACTORY} from '../src/locations.js';
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const data = JSON.parse(readFileSync(new URL('../src/data/mellat.json', import.meta.url)));
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test('Projection round-trips and bearings follow the compass', () => {
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const p = toLocal(36.32092, 59.53744), back = toLatLon(p.x, p.z);
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assert.ok(Math.abs(back.lat - 36.32092) < 1e-9 && Math.abs(back.lon - 59.53744) < 1e-9);
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assert.ok(p.z < 0, 'north of the origin is -z');
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assert.deepEqual(toLocal(ORIGIN.lat, ORIGIN.lon), {x: 0, z: 0});
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assert.equal(bearing(0, -1), 0);
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assert.equal(bearing(1, 0), 90);
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});
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test('Circles are pushed out of footprints and segments stop at walls', () => {
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const world = createCollisionWorld([[0, 0, 10, 0, 10, 10, 0, 10]]);
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assert.ok(blocked(world, 5, 5));
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const out = resolveCircle(world, 9.5, 5, 1);
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assert.ok(out.hit && out.x >= 10.99);
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assert.equal(resolveCircle(world, 20, 20, 1).hit, false);
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assert.ok(Math.abs(clearFraction(world, -10, 5, 10, 5) - .5) < .06);
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});
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test('Real map: the factory connects by car to the city, and every city machine is reachable', () => {
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const walk = buildGraph(data.roads), drive = buildGraph(data.roads, {drivable: true});
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const toCity = routeBetween(drive, FACTORY.center.x, FACTORY.center.z, -445.8, -275.7);
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assert.ok(toCity && toCity.length > 18000 && toCity.length < 23000, `factory → Park Mellat is ~20 km (${toCity?.length})`);
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const start = machineById('mellat-park').anchor;
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for (const m of machines.filter(m => m.anchor)) {
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const onFoot = routeBetween(walk, start.x, start.z, m.anchor.x, m.anchor.z);
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assert.ok(onFoot, `walk route to ${m.id}`);
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assert.ok(onFoot.length >= Math.hypot(m.anchor.x - start.x, m.anchor.z - start.z) - 1);
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assert.ok(routeBetween(drive, start.x, start.z, m.anchor.x, m.anchor.z), `drive route to ${m.id}`);
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}
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const street = nearestSegment(buildSegmentIndex(data.roads), 494, 280, 30, s => s[5] >= 0);
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assert.equal(data.names[street.name], 'بولوار ملک آباد');
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});
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test('Car accelerates, steers right with positive input and brakes', () => {
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const car = createCar(0, 0, 0);
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for (let i = 0; i < 60; i++) stepCar(car, {throttle: 1}, 1 / 30);
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assert.ok(car.speed > 10 && car.x > 10 && Math.abs(car.z) < 1e-9);
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for (let i = 0; i < 30; i++) stepCar(car, {throttle: 1, steer: 1}, 1 / 30);
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assert.ok(car.z > 0, 'turning right while heading east moves south (+z)');
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for (let i = 0; i < 90; i++) stepCar(car, {throttle: -1}, 1 / 30);
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assert.ok(car.speed <= 0);
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});
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test('Traffic drives with the flow on one-way carriageways and stays inside them', () => {
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const oneway = new Set(data.oneway);
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assert.ok(data.roads.some((r, i) => data.names[r[1]]?.includes('چناران') && oneway.has(i)), 'Chenaran highway is one-way per carriageway');
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const traffic = createTraffic(new Scene(), data, 28), around = {x: -10008, z: -15049};
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for (let i = 0; i < 400; i++) traffic.update(1 / 30, [], around);
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const active = traffic.cars.filter(c => c.road);
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assert.ok(active.length > 10, `cars spawned near the player (${active.length})`);
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for (const car of active.filter(c => c.road.oneway)) {
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assert.equal(car.dir, 1);
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assert.ok(Math.abs(car.lane) < car.road.width / 2, 'lane inside the carriageway');
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}
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});
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