feat(sites): playable bounds rule with typed status
Co-Authored-By: Claude Haiku 4.5 <noreply@anthropic.com>
This commit is contained in:
1 parent
506f6dd0c8
commit
084b663d63
4 files changed
+112
No files matched your search
@@ -0,0 +1,38 @@
|
||||
class_name PlayableBoundsRule
|
||||
extends RefCounted
|
||||
|
||||
const PlayableBoundsStatus = preload(
|
||||
"res://game/application/sites/playable_bounds_status.gd"
|
||||
)
|
||||
|
||||
var _bounds_m: Rect2
|
||||
var _warning_margin_m: float
|
||||
|
||||
|
||||
func _init(bounds_m: Rect2, warning_margin_m: float = 40.0) -> void:
|
||||
_bounds_m = bounds_m
|
||||
_warning_margin_m = maxf(warning_margin_m, 0.0)
|
||||
|
||||
|
||||
func evaluate(position_m: Vector3) -> PlayableBoundsStatus:
|
||||
var point := Vector2(position_m.x, position_m.z)
|
||||
var to_west := point.x - _bounds_m.position.x
|
||||
var to_east := _bounds_m.end.x - point.x
|
||||
var to_north := point.y - _bounds_m.position.y
|
||||
var to_south := _bounds_m.end.y - point.y
|
||||
var distance := minf(minf(to_west, to_east), minf(to_north, to_south))
|
||||
var state := PlayableBoundsStatus.State.INSIDE
|
||||
if distance < 0.0:
|
||||
state = PlayableBoundsStatus.State.OUTSIDE
|
||||
elif distance < _warning_margin_m:
|
||||
state = PlayableBoundsStatus.State.NEAR_EDGE
|
||||
var direction := Vector3.ZERO
|
||||
if state != PlayableBoundsStatus.State.INSIDE:
|
||||
var centre := _bounds_m.get_center()
|
||||
var toward := Vector2(centre.x - point.x, centre.y - point.y)
|
||||
if distance == to_west or distance == to_east:
|
||||
toward = Vector2(signf(centre.x - point.x), 0.0)
|
||||
else:
|
||||
toward = Vector2(0.0, signf(centre.y - point.y))
|
||||
direction = Vector3(toward.x, 0.0, toward.y)
|
||||
return PlayableBoundsStatus.new(state, distance, direction)
|
||||
@@ -0,0 +1,22 @@
|
||||
class_name PlayableBoundsStatus
|
||||
extends RefCounted
|
||||
|
||||
enum State {
|
||||
INSIDE,
|
||||
NEAR_EDGE,
|
||||
OUTSIDE,
|
||||
}
|
||||
|
||||
var state: State
|
||||
var distance_to_edge_m: float
|
||||
var return_direction: Vector3
|
||||
|
||||
|
||||
func _init(p_state: State, p_distance_to_edge_m: float, p_return_direction: Vector3) -> void:
|
||||
state = p_state
|
||||
distance_to_edge_m = p_distance_to_edge_m
|
||||
return_direction = p_return_direction
|
||||
|
||||
|
||||
func requires_warning() -> bool:
|
||||
return state != State.INSIDE
|
||||
@@ -113,6 +113,16 @@ check_godot_log \
|
||||
"production site domain unit tests" \
|
||||
"$QUALITY_TEMP_DIRECTORY/site-domain-unit-console.log"
|
||||
|
||||
printf 'Quality gate: production site application unit tests\n'
|
||||
"$GODOT_EXECUTABLE" --headless \
|
||||
--log-file "$QUALITY_TEMP_DIRECTORY/site-application-unit.log" \
|
||||
--path . \
|
||||
--script tests/unit/run_site_application_tests.gd \
|
||||
2>&1 | tee "$QUALITY_TEMP_DIRECTORY/site-application-unit-console.log"
|
||||
check_godot_log \
|
||||
"production site application unit tests" \
|
||||
"$QUALITY_TEMP_DIRECTORY/site-application-unit-console.log"
|
||||
|
||||
printf 'Quality gate: production foundation integration\n'
|
||||
"$GODOT_EXECUTABLE" --headless \
|
||||
--log-file "$QUALITY_TEMP_DIRECTORY/foundation-integration.log" \
|
||||
|
||||
@@ -0,0 +1,42 @@
|
||||
extends SceneTree
|
||||
|
||||
const PlayableBoundsRule = preload("res://game/application/sites/playable_bounds_rule.gd")
|
||||
const PlayableBoundsStatus = preload("res://game/application/sites/playable_bounds_status.gd")
|
||||
|
||||
const TEST_COUNT := 9
|
||||
|
||||
var _failures: Array[String] = []
|
||||
|
||||
|
||||
func _init() -> void:
|
||||
_test_bounds_rule()
|
||||
|
||||
if _failures.is_empty():
|
||||
print("Site application unit tests: %d passed, 0 failed." % TEST_COUNT)
|
||||
quit(0)
|
||||
else:
|
||||
for failure: String in _failures:
|
||||
push_error(failure)
|
||||
print("Site application unit tests: %d failed." % _failures.size())
|
||||
quit(1)
|
||||
|
||||
|
||||
func _test_bounds_rule() -> void:
|
||||
var rule := PlayableBoundsRule.new(Rect2(-300.0, -300.0, 600.0, 600.0), 40.0)
|
||||
var centre := rule.evaluate(Vector3(0.0, -20.0, 0.0))
|
||||
_expect(centre.state == PlayableBoundsStatus.State.INSIDE, "centre is inside")
|
||||
_expect(is_equal_approx(centre.distance_to_edge_m, 300.0), "distance to the nearest edge")
|
||||
_expect(not centre.requires_warning(), "inside needs no warning")
|
||||
var near := rule.evaluate(Vector3(275.0, -20.0, 10.0))
|
||||
_expect(near.state == PlayableBoundsStatus.State.NEAR_EDGE, "within the margin is near the edge")
|
||||
_expect(is_equal_approx(near.distance_to_edge_m, 25.0), "near edge distance is measured to the east edge")
|
||||
_expect(near.return_direction.is_equal_approx(Vector3.LEFT), "return direction points back toward the centre")
|
||||
var outside := rule.evaluate(Vector3(0.0, -20.0, -340.0))
|
||||
_expect(outside.state == PlayableBoundsStatus.State.OUTSIDE, "beyond the edge is outside")
|
||||
_expect(is_equal_approx(outside.distance_to_edge_m, -40.0), "outside distance is negative")
|
||||
_expect(outside.return_direction.is_equal_approx(Vector3.BACK), "outside north returns south")
|
||||
|
||||
|
||||
func _expect(condition: bool, label: String) -> void:
|
||||
if not condition:
|
||||
_failures.append(label)
|
||||
Reference in new issue
Block a user