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265 lines (228 loc) · 9.25 KB
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// SPDX-License-Identifier: AGPL-3.0-or-later
// Copyright (c) 2025-2026 Matthew Kissinger
import { describe, it, expect, vi, beforeEach } from 'vitest';
import * as THREE from 'three';
import { VehicleStateManager } from './VehicleStateManager';
import type { PlayerVehicleAdapter, VehicleTransitionContext, VehicleUpdateContext } from './PlayerVehicleAdapter';
import type { PlayerState } from '../../types';
vi.mock('../../utils/Logger', () => ({
Logger: { info: vi.fn(), warn: vi.fn(), debug: vi.fn(), error: vi.fn() },
}));
function createMockAdapter(vehicleType: string): PlayerVehicleAdapter & {
onEnter: ReturnType<typeof vi.fn>;
onExit: ReturnType<typeof vi.fn>;
getExitPlan: ReturnType<typeof vi.fn>;
update: ReturnType<typeof vi.fn>;
resetControlState: ReturnType<typeof vi.fn>;
} {
return {
vehicleType,
inputContext: vehicleType === 'helicopter' ? 'helicopter' : 'fixed_wing',
onEnter: vi.fn(),
onExit: vi.fn(),
getExitPlan: vi.fn(() => ({ canExit: true, mode: 'normal' as const })),
update: vi.fn(),
resetControlState: vi.fn(),
};
}
function createPlayerState(): PlayerState {
return {
position: new THREE.Vector3(),
velocity: new THREE.Vector3(),
speed: 10,
runSpeed: 20,
isRunning: false,
isGrounded: true,
isJumping: false,
jumpForce: 12,
gravity: -25,
isCrouching: false,
isInHelicopter: false,
helicopterId: null,
isInFixedWing: false,
fixedWingId: null,
};
}
function createTransitionContext(playerState: PlayerState, vehicleId = 'test-vehicle'): VehicleTransitionContext {
return {
playerState,
vehicleId,
position: new THREE.Vector3(10, 20, 30),
setPosition: vi.fn(),
input: {
setInHelicopter: vi.fn(),
setFlightVehicleMode: vi.fn(),
clearTransientInputState: vi.fn(),
} as any,
cameraController: {
saveInfantryAngles: vi.fn(),
restoreInfantryAngles: vi.fn(),
getFlightMouseControlEnabled: vi.fn(() => false),
getHelicopterMouseControlEnabled: vi.fn(() => false),
} as any,
};
}
function createUpdateContext(): VehicleUpdateContext {
return {
deltaTime: 0.016,
input: {} as any,
cameraController: {} as any,
};
}
describe('VehicleStateManager', () => {
let manager: VehicleStateManager;
let heliAdapter: ReturnType<typeof createMockAdapter>;
let fwAdapter: ReturnType<typeof createMockAdapter>;
let playerState: PlayerState;
beforeEach(() => {
manager = new VehicleStateManager();
heliAdapter = createMockAdapter('helicopter');
fwAdapter = createMockAdapter('fixed_wing');
playerState = createPlayerState();
manager.registerAdapter(heliAdapter);
manager.registerAdapter(fwAdapter);
});
it('starts outside any vehicle', () => {
expect(manager.isInVehicle()).toBe(false);
expect(manager.getVehicleType()).toBeNull();
expect(manager.getVehicleId()).toBeNull();
expect(manager.getActiveAdapter()).toBeNull();
});
describe('entering a vehicle', () => {
it('activates the matching adapter and marks the player as riding the helicopter', () => {
const ctx = createTransitionContext(playerState, 'heli_1');
const result = manager.enterVehicle('helicopter', 'heli_1', ctx);
expect(result).toBe(true);
expect(manager.isInVehicle()).toBe(true);
expect(manager.getVehicleType()).toBe('helicopter');
expect(manager.getVehicleId()).toBe('heli_1');
expect(manager.getActiveAdapter()).toBe(heliAdapter);
expect(heliAdapter.onEnter).toHaveBeenCalledOnce();
// PlayerState flags reflect helicopter membership, not fixed-wing.
expect(playerState.isInHelicopter).toBe(true);
expect(playerState.helicopterId).toBe('heli_1');
expect(playerState.isInFixedWing).toBe(false);
expect(playerState.fixedWingId).toBeNull();
});
it('marks the player as riding a fixed-wing when entering that vehicle type', () => {
const ctx = createTransitionContext(playerState, 'fw_1');
manager.enterVehicle('fixed_wing', 'fw_1', ctx);
expect(playerState.isInFixedWing).toBe(true);
expect(playerState.fixedWingId).toBe('fw_1');
expect(playerState.isInHelicopter).toBe(false);
expect(playerState.helicopterId).toBeNull();
});
it('refuses to enter an unknown vehicle type', () => {
const ctx = createTransitionContext(playerState);
const result = manager.enterVehicle('boat', 'boat_1', ctx);
expect(result).toBe(false);
expect(manager.isInVehicle()).toBe(false);
});
it('swaps cleanly between vehicles (helicopter -> fixed_wing)', () => {
const ctx = createTransitionContext(playerState, 'heli_1');
manager.enterVehicle('helicopter', 'heli_1', ctx);
const ctx2 = createTransitionContext(playerState, 'fw_1');
manager.enterVehicle('fixed_wing', 'fw_1', ctx2);
expect(heliAdapter.onExit).toHaveBeenCalledOnce();
expect(heliAdapter.resetControlState).toHaveBeenCalled();
expect(fwAdapter.onEnter).toHaveBeenCalledOnce();
expect(manager.getVehicleType()).toBe('fixed_wing');
expect(playerState.isInHelicopter).toBe(false);
expect(playerState.isInFixedWing).toBe(true);
});
it('notifies occupancy changes from the session transition itself', () => {
const onOccupancyChange = vi.fn();
manager.setOccupancyChangeCallback(onOccupancyChange);
const ctx = createTransitionContext(playerState, 'heli_1');
manager.enterVehicle('helicopter', 'heli_1', ctx);
manager.exitVehicle(ctx);
expect(onOccupancyChange).toHaveBeenNthCalledWith(
1,
true,
expect.objectContaining({ status: 'in_vehicle', vehicleType: 'helicopter', vehicleId: 'heli_1' }),
);
expect(onOccupancyChange).toHaveBeenNthCalledWith(
2,
false,
expect.objectContaining({ status: 'infantry' }),
);
});
});
describe('exiting a vehicle', () => {
it('returns the player to infantry, notifies the adapter, and clears PlayerState flags', () => {
const ctx = createTransitionContext(playerState, 'heli_1');
manager.enterVehicle('helicopter', 'heli_1', ctx);
manager.exitVehicle(ctx);
expect(manager.isInVehicle()).toBe(false);
expect(heliAdapter.onExit).toHaveBeenCalledOnce();
expect(heliAdapter.resetControlState).toHaveBeenCalled();
expect(playerState.isInHelicopter).toBe(false);
expect(playerState.helicopterId).toBeNull();
expect(playerState.isInFixedWing).toBe(false);
expect(playerState.fixedWingId).toBeNull();
});
it('is a no-op when the player is already on foot', () => {
const ctx = createTransitionContext(playerState);
manager.exitVehicle(ctx);
expect(heliAdapter.onExit).not.toHaveBeenCalled();
expect(fwAdapter.onExit).not.toHaveBeenCalled();
});
it('blocks exit when the active adapter refuses it', () => {
const ctx = createTransitionContext(playerState, 'fw_1');
fwAdapter.getExitPlan.mockReturnValueOnce({
canExit: false,
message: 'Aircraft must be on the ground before exit.',
});
manager.enterVehicle('fixed_wing', 'fw_1', ctx);
const result = manager.exitVehicle(ctx);
expect(result).toEqual({
exited: false,
reason: 'blocked',
message: 'Aircraft must be on the ground before exit.',
});
expect(fwAdapter.onExit).not.toHaveBeenCalled();
expect(manager.getVehicleType()).toBe('fixed_wing');
expect(playerState.isInFixedWing).toBe(true);
});
it('passes planned emergency ejection position through the exit lifecycle', () => {
const ctx = createTransitionContext(playerState, 'fw_1');
const ejectPosition = new THREE.Vector3(20, 3, 40);
manager.enterVehicle('fixed_wing', 'fw_1', ctx);
fwAdapter.getExitPlan.mockReturnValueOnce({
canExit: true,
mode: 'emergency_eject',
position: ejectPosition,
});
const result = manager.exitVehicle(ctx, { allowEject: true, reason: 'input' });
expect(result).toMatchObject({ exited: true, mode: 'emergency_eject' });
expect(fwAdapter.onExit).toHaveBeenCalledWith(expect.objectContaining({
vehicleId: 'fw_1',
position: ejectPosition,
exitMode: 'emergency_eject',
}));
expect(playerState.isInFixedWing).toBe(false);
});
it('clears pressed input when leaving vehicle state', () => {
const ctx = createTransitionContext(playerState, 'fw_1');
manager.enterVehicle('fixed_wing', 'fw_1', ctx);
vi.mocked(ctx.input.clearTransientInputState).mockClear();
manager.exitVehicle(ctx);
expect(ctx.input.clearTransientInputState).toHaveBeenCalledOnce();
});
});
describe('per-frame update', () => {
it('drives the active adapter while riding a vehicle', () => {
const ctx = createTransitionContext(playerState, 'heli_1');
manager.enterVehicle('helicopter', 'heli_1', ctx);
const updateCtx = createUpdateContext();
manager.update(updateCtx);
expect(heliAdapter.update).toHaveBeenCalledWith(updateCtx);
});
it('does nothing while the player is on foot', () => {
const updateCtx = createUpdateContext();
manager.update(updateCtx);
expect(heliAdapter.update).not.toHaveBeenCalled();
expect(fwAdapter.update).not.toHaveBeenCalled();
});
});
});