Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent) Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
573 lines
17 KiB
TypeScript
573 lines
17 KiB
TypeScript
import { describe, expect, it } from "vitest";
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import {
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ACCURACY_BONUS_MAX,
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AIM_TRAINER_DIFFICULTIES,
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CIVILIAN_PENALTY,
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COMPLETION_XP,
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COURSE_DURATION_MS,
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HEADSHOT_POINTS,
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MAX_CONCURRENT_CIVILIANS,
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MAX_CIVILIAN_HITS,
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MAX_DESPAWNED_TARGETS,
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MAX_HITS,
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MAX_SHOTS_FIRED,
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NEW_TIER_RECORD_XP,
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POINTS_PER_XP,
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SCORE_XP_RATE,
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TORSO_POINTS,
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XP_CAP,
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type AimTrainerTarget,
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aimTrainerTargetBounds,
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boundsOverlap,
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calculateAimTrainerAccuracy,
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calculateAimTrainerScore,
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calculateAimTrainerXp,
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createAimTrainerTarget,
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isAimTrainerDifficulty,
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resolveAimTrainerHitZone,
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resolveAimTrainerTargetCollisions,
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resolveAimTrainerTargetHit,
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stepAimTrainerTarget,
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stepAimTrainerTargets,
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} from "@/lib/aim-trainer";
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/** Deterministic LCG-style RNG so target creation is reproducible across runs. */
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function seededRng(seed: number): () => number {
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let state = seed >>> 0;
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return () => {
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state = (state * 1664525 + 1013904223) >>> 0;
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return state / 0x100000000;
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};
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}
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describe("Aim Trainer constants", () => {
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it("exposes the course duration and scoring constants", () => {
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expect(COURSE_DURATION_MS).toBe(30_000);
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expect(TORSO_POINTS).toBe(100);
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expect(HEADSHOT_POINTS).toBe(250);
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expect(CIVILIAN_PENALTY).toBe(100);
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expect(ACCURACY_BONUS_MAX).toBe(500);
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expect(POINTS_PER_XP).toBe(500);
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expect(SCORE_XP_RATE).toBe(0.125);
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expect(COMPLETION_XP).toBe(1);
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expect(NEW_TIER_RECORD_XP).toBe(2);
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expect(XP_CAP).toBe(50);
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});
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it("exposes the server safety caps", () => {
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expect(MAX_SHOTS_FIRED).toBe(500);
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expect(MAX_HITS).toBe(180);
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expect(MAX_DESPAWNED_TARGETS).toBe(60);
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expect(MAX_CONCURRENT_CIVILIANS).toBe(1);
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expect(MAX_CIVILIAN_HITS).toBe(30);
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});
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});
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describe("AIM_TRAINER_DIFFICULTIES", () => {
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it("defines exactly the three tiers with the specified values", () => {
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expect(AIM_TRAINER_DIFFICULTIES).toEqual({
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recruit: {
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torsoW: 76,
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torsoH: 118,
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headRadius: 21,
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movingRatio: 0.25,
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speed: 80,
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targetLifetimeMs: 2000,
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replacementDelayMs: 400,
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maxConcurrentTargets: 1,
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civilianChance: 0.2,
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},
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veteran: {
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torsoW: 62,
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torsoH: 100,
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headRadius: 18,
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movingRatio: 0.55,
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speed: 140,
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targetLifetimeMs: 1500,
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replacementDelayMs: 300,
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maxConcurrentTargets: 2,
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civilianChance: 0.3,
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},
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elite: {
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torsoW: 50,
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torsoH: 82,
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headRadius: 15,
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movingRatio: 0.8,
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speed: 220,
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targetLifetimeMs: 1100,
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replacementDelayMs: 200,
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maxConcurrentTargets: 2,
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civilianChance: 0.35,
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},
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});
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});
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it("asserts every field of every tier explicitly", () => {
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const recruit = AIM_TRAINER_DIFFICULTIES.recruit;
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expect(recruit.torsoW).toBe(76);
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expect(recruit.torsoH).toBe(118);
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expect(recruit.headRadius).toBe(21);
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expect(recruit.movingRatio).toBe(0.25);
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expect(recruit.speed).toBe(80);
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expect(recruit.targetLifetimeMs).toBe(2000);
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expect(recruit.replacementDelayMs).toBe(400);
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expect(recruit.maxConcurrentTargets).toBe(1);
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expect(recruit.civilianChance).toBe(0.2);
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const veteran = AIM_TRAINER_DIFFICULTIES.veteran;
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expect(veteran.torsoW).toBe(62);
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expect(veteran.torsoH).toBe(100);
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expect(veteran.headRadius).toBe(18);
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expect(veteran.movingRatio).toBe(0.55);
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expect(veteran.speed).toBe(140);
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expect(veteran.targetLifetimeMs).toBe(1500);
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expect(veteran.replacementDelayMs).toBe(300);
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expect(veteran.maxConcurrentTargets).toBe(2);
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expect(veteran.civilianChance).toBe(0.3);
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const elite = AIM_TRAINER_DIFFICULTIES.elite;
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expect(elite.torsoW).toBe(50);
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expect(elite.torsoH).toBe(82);
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expect(elite.headRadius).toBe(15);
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expect(elite.movingRatio).toBe(0.8);
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expect(elite.speed).toBe(220);
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expect(elite.targetLifetimeMs).toBe(1100);
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expect(elite.replacementDelayMs).toBe(200);
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expect(elite.maxConcurrentTargets).toBe(2);
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expect(elite.civilianChance).toBe(0.35);
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});
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});
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describe("isAimTrainerDifficulty", () => {
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it("accepts the three valid tiers", () => {
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expect(isAimTrainerDifficulty("recruit")).toBe(true);
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expect(isAimTrainerDifficulty("veteran")).toBe(true);
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expect(isAimTrainerDifficulty("elite")).toBe(true);
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});
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it("rejects unknown values", () => {
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expect(isAimTrainerDifficulty("legendary")).toBe(false);
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expect(isAimTrainerDifficulty("")).toBe(false);
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expect(isAimTrainerDifficulty(42)).toBe(false);
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expect(isAimTrainerDifficulty(null)).toBe(false);
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expect(isAimTrainerDifficulty(undefined)).toBe(false);
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expect(isAimTrainerDifficulty({})).toBe(false);
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});
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});
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describe("calculateAimTrainerAccuracy", () => {
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it("returns 0 when there were zero attempts", () => {
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expect(calculateAimTrainerAccuracy(0, 0, 0)).toBe(0);
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});
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it("counts hits against shots fired plus despawned unhit targets", () => {
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// 3 hits, 3 shots, 1 despawned unhit target -> 3 / 4
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expect(calculateAimTrainerAccuracy(3, 3, 1)).toBeCloseTo(0.75);
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});
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it("clamps the result to the [0, 1] range", () => {
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expect(calculateAimTrainerAccuracy(10, 2, 0)).toBe(1);
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expect(calculateAimTrainerAccuracy(0, 5, 5)).toBe(0);
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});
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});
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describe("calculateAimTrainerScore", () => {
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it("scores headshots, torso hits, and the accuracy bonus", () => {
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// 2 headshots + 1 torso, 3 shots fired, 1 despawned unhit target.
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// Hit score = 2*250 + 1*100 = 600. Accuracy = 3/4. Bonus = round(0.75*500) = 375. Total 975.
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expect(calculateAimTrainerScore(2, 1, 3, 1)).toBe(975);
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});
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it("scores a perfect run with no accuracy penalty", () => {
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// 1 headshot, 1 shot, no despawned targets -> 250 + round(1*500) = 750.
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expect(calculateAimTrainerScore(1, 0, 1, 0)).toBe(750);
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});
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it("subtracts the civilian penalty from the hit score", () => {
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// 1 headshot + 1 torso = 350, minus 2 civilian hits = -200.
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// Accuracy counts only real hits: 2/2 shots -> round(1*500) = 500. Total 650.
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expect(calculateAimTrainerScore(1, 1, 2, 0, 2)).toBe(650);
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});
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it("clamps the total to zero when civilian penalties outweigh the hits", () => {
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// No real hits, 3 civilian hits -> -300 + round(0*500) clamped to 0.
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expect(calculateAimTrainerScore(0, 0, 3, 0, 3)).toBe(0);
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});
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it("excludes civilian hits from the accuracy denominator numerator", () => {
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// 1 torso + 1 civilian, 2 shots: accuracy = 1/2 (civilian not a hit).
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// 100 - 100 + round(0.5*500) = 250.
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expect(calculateAimTrainerScore(0, 1, 2, 0, 1)).toBe(250);
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});
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});
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describe("calculateAimTrainerXp", () => {
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it("awards the completion XP for a zero score", () => {
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expect(calculateAimTrainerXp(0, false)).toBe(1);
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});
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it("awards completion XP plus 0.125 per full 500 points", () => {
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expect(calculateAimTrainerXp(499, false)).toBe(1);
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expect(calculateAimTrainerXp(500, false)).toBe(1.125);
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expect(calculateAimTrainerXp(999, false)).toBe(1.125);
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expect(calculateAimTrainerXp(1000, false)).toBe(1.25);
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});
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it("adds the new-tier-best bonus", () => {
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expect(calculateAimTrainerXp(0, true)).toBe(3);
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expect(calculateAimTrainerXp(500, true)).toBe(3.125);
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});
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it("caps the result at XP_CAP", () => {
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expect(calculateAimTrainerXp(1_000_000, true)).toBe(50);
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expect(calculateAimTrainerXp(1_000_000, false)).toBe(50);
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});
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});
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describe("createAimTrainerTarget", () => {
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const canvasW = 800;
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const canvasH = 600;
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it("returns a target with the tier's dimensions and a deterministic position", () => {
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const rng = seededRng(1234);
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const target = createAimTrainerTarget(rng, canvasW, canvasH, "veteran");
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expect(target.torsoW).toBe(62);
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expect(target.torsoH).toBe(100);
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expect(target.headRadius).toBe(18);
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expect(typeof target.moving).toBe("boolean");
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expect(typeof target.x).toBe("number");
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expect(typeof target.y).toBe("number");
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expect(typeof target.vx).toBe("number");
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expect(typeof target.vy).toBe("number");
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expect(target.kind).toBe("standard");
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});
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it("marks civilian targets when requested", () => {
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const target = createAimTrainerTarget(seededRng(7), canvasW, canvasH, "veteran", {
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civilian: true,
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});
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expect(target.kind).toBe("civilian");
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});
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it("avoids spawning on top of existing targets", () => {
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const blocker: AimTrainerTarget = {
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x: 400,
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y: 300,
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vx: 0,
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vy: 0,
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moving: false,
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torsoW: 62,
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torsoH: 100,
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headRadius: 18,
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kind: "standard",
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};
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for (let seed = 0; seed < 50; seed++) {
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const target = createAimTrainerTarget(seededRng(seed), canvasW, canvasH, "veteran", {
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existingTargets: [blocker],
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});
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expect(
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boundsOverlap(aimTrainerTargetBounds(target), aimTrainerTargetBounds(blocker)),
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).toBe(false);
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}
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});
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it("is deterministic for the same seed across repeated calls", () => {
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// Given: a fixed seed for Elite target generation.
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const seed = 42;
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// When: identical seeded streams each generate their first target.
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const a = createAimTrainerTarget(seededRng(seed), canvasW, canvasH, "elite");
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const b = createAimTrainerTarget(seededRng(seed), canvasW, canvasH, "elite");
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// Then: the complete targets match and the moving target has the balanced Elite speed.
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expect(a).toEqual(b);
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expect(a.moving).toBe(true);
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expect(Math.hypot(a.vx, a.vy)).toBeCloseTo(220);
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});
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it("keeps the whole target (torso plus head) inside the canvas", () => {
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for (let seed = 0; seed < 200; seed++) {
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const target = createAimTrainerTarget(seededRng(seed), canvasW, canvasH, "recruit");
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const left = target.x - target.torsoW / 2;
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const right = target.x + target.torsoW / 2;
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const top = target.y - 2 * target.headRadius;
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const bottom = target.y + target.torsoH;
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expect(left).toBeGreaterThanOrEqual(0);
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expect(right).toBeLessThanOrEqual(canvasW);
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expect(top).toBeGreaterThanOrEqual(0);
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expect(bottom).toBeLessThanOrEqual(canvasH);
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}
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});
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it("selects moving vs stationary based on the RNG roll against movingRatio", () => {
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// A rng that always returns 0 -> always moving (0 < movingRatio).
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const alwaysMoving = createAimTrainerTarget(() => 0, canvasW, canvasH, "recruit");
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expect(alwaysMoving.moving).toBe(true);
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// A rng that always returns 1 -> never moving (1 < movingRatio is false).
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const neverMoving = createAimTrainerTarget(() => 1, canvasW, canvasH, "recruit");
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expect(neverMoving.moving).toBe(false);
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});
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it("gives stationary targets zero velocity", () => {
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const stationary = createAimTrainerTarget(() => 1, canvasW, canvasH, "veteran");
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expect(stationary.moving).toBe(false);
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expect(stationary.vx).toBe(0);
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expect(stationary.vy).toBe(0);
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});
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});
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describe("resolveAimTrainerHitZone", () => {
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const target: AimTrainerTarget = {
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x: 400,
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y: 300,
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vx: 0,
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vy: 0,
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moving: false,
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torsoW: 62,
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torsoH: 100,
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headRadius: 18,
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kind: "standard",
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};
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it("resolves a head hit inside the head circle", () => {
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// Head center is at (x, y - headRadius) = (400, 282).
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expect(resolveAimTrainerHitZone(target, 400, 282)).toBe("head");
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});
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it("resolves a torso hit inside the torso rectangle", () => {
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// Torso spans x in [369, 431], y in [300, 400].
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expect(resolveAimTrainerHitZone(target, 400, 350)).toBe("torso");
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});
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it("returns null for a miss outside both zones", () => {
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expect(resolveAimTrainerHitZone(target, 100, 100)).toBeNull();
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});
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it("checks the head zone before the torso rectangle", () => {
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// A point that is inside the head circle but also within the torso's x-range
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// must resolve to "head", proving head is checked first.
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expect(resolveAimTrainerHitZone(target, 400, 282)).toBe("head");
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});
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});
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describe("resolveAimTrainerTargetHit", () => {
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const rearTarget: AimTrainerTarget = {
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x: 400,
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y: 300,
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vx: 0,
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vy: 0,
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moving: false,
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torsoW: 62,
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torsoH: 100,
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headRadius: 18,
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kind: "standard",
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};
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const frontTarget: AimTrainerTarget = {
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...rearTarget,
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y: 280,
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};
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it("resolves the topmost target first when ordered targets overlap", () => {
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// Given: index 1 is drawn above index 0, and (400, 282) hits its torso and index 0's head.
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const targets = [rearTarget, frontTarget];
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// When: the overlapping point is resolved against the ordered targets.
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const hit = resolveAimTrainerTargetHit(targets, 400, 282);
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// Then: the topmost target wins even though the lower target offers a headshot.
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expect(hit).toEqual({ index: 1, zone: "torso" });
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});
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it("returns null when every ordered target misses", () => {
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// Given: two overlapping targets whose complete geometry is away from the origin.
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const targets = [rearTarget, frontTarget];
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// When: a point outside every target is resolved.
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const hit = resolveAimTrainerTargetHit(targets, 0, 0);
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// Then: no target or zone is selected.
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expect(hit).toBeNull();
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});
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});
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describe("stepAimTrainerTarget", () => {
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const canvasW = 800;
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const canvasH = 600;
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it("moves a moving target by velocity times dt", () => {
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const target: AimTrainerTarget = {
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x: 400,
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y: 300,
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vx: 100,
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vy: 0,
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moving: true,
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torsoW: 62,
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torsoH: 100,
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headRadius: 18,
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kind: "standard",
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};
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const stepped = stepAimTrainerTarget(target, 0.5, canvasW, canvasH);
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expect(stepped.x).toBeCloseTo(450);
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expect(stepped.y).toBeCloseTo(300);
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});
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it("leaves a stationary target in place", () => {
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const target: AimTrainerTarget = {
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x: 400,
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y: 300,
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vx: 100,
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vy: 50,
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moving: false,
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torsoW: 62,
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torsoH: 100,
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headRadius: 18,
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kind: "standard",
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};
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const stepped = stepAimTrainerTarget(target, 1, canvasW, canvasH);
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expect(stepped.x).toBe(400);
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expect(stepped.y).toBe(300);
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});
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it("bounces off the horizontal bounds and keeps the target inside", () => {
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const target: AimTrainerTarget = {
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x: 400,
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y: 300,
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vx: 1000,
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vy: 0,
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moving: true,
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torsoW: 62,
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torsoH: 100,
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headRadius: 18,
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kind: "standard",
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};
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let current = target;
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for (let i = 0; i < 1000; i++) {
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current = stepAimTrainerTarget(current, 0.1, canvasW, canvasH);
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const left = current.x - current.torsoW / 2;
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const right = current.x + current.torsoW / 2;
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const top = current.y - 2 * current.headRadius;
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const bottom = current.y + current.torsoH;
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expect(left).toBeGreaterThanOrEqual(0);
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expect(right).toBeLessThanOrEqual(canvasW);
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expect(top).toBeGreaterThanOrEqual(0);
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expect(bottom).toBeLessThanOrEqual(canvasH);
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}
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});
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it("bounces off the vertical bounds and keeps the target inside", () => {
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const target: AimTrainerTarget = {
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x: 400,
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y: 300,
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vx: 0,
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vy: 1000,
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moving: true,
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torsoW: 62,
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torsoH: 100,
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headRadius: 18,
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kind: "standard",
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};
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let current = target;
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for (let i = 0; i < 1000; i++) {
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current = stepAimTrainerTarget(current, 0.1, canvasW, canvasH);
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const top = current.y - 2 * current.headRadius;
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const bottom = current.y + current.torsoH;
|
|
expect(top).toBeGreaterThanOrEqual(0);
|
|
expect(bottom).toBeLessThanOrEqual(canvasH);
|
|
}
|
|
});
|
|
});
|
|
|
|
describe("resolveAimTrainerTargetCollisions", () => {
|
|
const canvasW = 800;
|
|
const canvasH = 600;
|
|
|
|
it("bounces approaching targets apart without ever overlapping", () => {
|
|
let a: AimTrainerTarget = {
|
|
x: 300,
|
|
y: 300,
|
|
vx: 200,
|
|
vy: 0,
|
|
moving: true,
|
|
torsoW: 62,
|
|
torsoH: 100,
|
|
headRadius: 18,
|
|
kind: "standard",
|
|
};
|
|
let b: AimTrainerTarget = {
|
|
x: 400,
|
|
y: 300,
|
|
vx: -200,
|
|
vy: 0,
|
|
moving: true,
|
|
torsoW: 62,
|
|
torsoH: 100,
|
|
headRadius: 18,
|
|
kind: "standard",
|
|
};
|
|
for (let i = 0; i < 200; i++) {
|
|
const stepped = stepAimTrainerTargets([a, b], 0.05, canvasW, canvasH);
|
|
if (!stepped[0] || !stepped[1]) throw new Error("expected two stepped targets");
|
|
a = stepped[0];
|
|
b = stepped[1];
|
|
expect(boundsOverlap(aimTrainerTargetBounds(a), aimTrainerTargetBounds(b))).toBe(false);
|
|
}
|
|
});
|
|
|
|
it("reflects velocity components that point into the other target", () => {
|
|
const a: AimTrainerTarget = {
|
|
x: 380,
|
|
y: 300,
|
|
vx: 100,
|
|
vy: 0,
|
|
moving: true,
|
|
torsoW: 62,
|
|
torsoH: 100,
|
|
headRadius: 18,
|
|
kind: "standard",
|
|
};
|
|
const b: AimTrainerTarget = {
|
|
x: 420,
|
|
y: 300,
|
|
vx: -100,
|
|
vy: 0,
|
|
moving: true,
|
|
torsoW: 62,
|
|
torsoH: 100,
|
|
headRadius: 18,
|
|
kind: "standard",
|
|
};
|
|
const resolved = resolveAimTrainerTargetCollisions([a, b], canvasW, canvasH);
|
|
expect(resolved[0]?.vx).toBe(-100);
|
|
expect(resolved[1]?.vx).toBe(100);
|
|
});
|
|
|
|
it("separates stationary targets without giving them velocity", () => {
|
|
const a: AimTrainerTarget = {
|
|
x: 400,
|
|
y: 300,
|
|
vx: 0,
|
|
vy: 0,
|
|
moving: false,
|
|
torsoW: 62,
|
|
torsoH: 100,
|
|
headRadius: 18,
|
|
kind: "standard",
|
|
};
|
|
const b: AimTrainerTarget = {
|
|
x: 420,
|
|
y: 300,
|
|
vx: 0,
|
|
vy: 0,
|
|
moving: false,
|
|
torsoW: 62,
|
|
torsoH: 100,
|
|
headRadius: 18,
|
|
kind: "standard",
|
|
};
|
|
const resolved = resolveAimTrainerTargetCollisions([a, b], canvasW, canvasH);
|
|
expect(resolved[0]?.vx).toBe(0);
|
|
expect(resolved[0]?.vy).toBe(0);
|
|
expect(resolved[1]?.vx).toBe(0);
|
|
expect(resolved[1]?.vy).toBe(0);
|
|
});
|
|
});
|