Add tests for actor scheduler routines with animation and follow-path effects
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@@ -2,7 +2,9 @@ import { describe, expect, it } from "vitest";
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import {
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createActorControlTargetRef,
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createFollowActorPathControlEffect,
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createLightControlTargetRef,
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createPlayActorAnimationControlEffect,
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createSetLightIntensityControlEffect,
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createSetActorPresenceControlEffect
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} from "../../src/controls/control-surface";
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@@ -16,6 +18,7 @@ import {
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PLAYER_START_GAMEPAD_CAMERA_LOOK_SCENE_DOCUMENT_VERSION,
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PROJECT_TIME_DAY_NIGHT_PROFILE_SCENE_DOCUMENT_VERSION,
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RUNNER_LOADING_SCREEN_SCENE_DOCUMENT_VERSION,
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SCHEDULER_CONTROL_EFFECTS_SCENE_DOCUMENT_VERSION,
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SCENE_DOCUMENT_VERSION,
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createEmptyProjectDocument,
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createEmptyProjectScene
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@@ -249,6 +252,73 @@ describe("project document JSON", () => {
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).toEqual(document);
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});
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it("round-trips actor scheduler routines with animation and follow-path effects", () => {
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const document = createEmptyProjectDocument({
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name: "Routine Project"
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});
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const npcModelAsset = {
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id: "asset-model-patroller",
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kind: "model" as const,
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sourceName: "patroller.glb",
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mimeType: "model/gltf-binary",
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storageKey: "asset:model:patroller",
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byteLength: 1024,
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metadata: {
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kind: "model" as const,
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format: "glb" as const,
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sceneName: null,
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nodeCount: 1,
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meshCount: 1,
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materialNames: [],
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textureNames: [],
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animationNames: ["Walk"],
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boundingBox: null,
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warnings: []
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}
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};
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const npc = createNpcEntity({
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id: "entity-npc-patroller",
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actorId: "actor-patroller",
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modelAssetId: npcModelAsset.id
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});
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const path = createScenePath({
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id: "path-patrol"
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});
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document.assets[npcModelAsset.id] = npcModelAsset;
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document.scenes[document.activeSceneId].entities[npc.id] = npc;
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document.scenes[document.activeSceneId].paths[path.id] = path;
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document.scheduler.routines["routine-patrol"] = createProjectScheduleRoutine({
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id: "routine-patrol",
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title: "Patrolling",
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target: createActorControlTargetRef(npc.actorId),
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startHour: 9,
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endHour: 13,
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effects: [
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createSetActorPresenceControlEffect({
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target: createActorControlTargetRef(npc.actorId),
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active: true
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}),
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createPlayActorAnimationControlEffect({
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target: createActorControlTargetRef(npc.actorId),
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clipName: "Walk",
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loop: true
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}),
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createFollowActorPathControlEffect({
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target: createActorControlTargetRef(npc.actorId),
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pathId: path.id,
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speed: 2,
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loop: false,
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progressMode: "deriveFromTime"
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})
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]
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});
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expect(
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parseProjectDocumentJson(serializeProjectDocument(document))
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).toEqual(document);
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});
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it("round-trips project scheduler routines bound to typed light control effects", () => {
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const document = createEmptyProjectDocument({
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name: "Lighting Project"
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@@ -277,7 +347,7 @@ describe("project document JSON", () => {
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).toEqual(document);
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});
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it("migrates v47 project documents with typed scheduler control effects to the current version", () => {
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it("migrates v48 project documents with legacy single-effect scheduler routines to the current version", () => {
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const pointLight = createPointLightEntity({
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id: "entity-point-light-main",
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intensity: 1.25
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@@ -287,7 +357,7 @@ describe("project document JSON", () => {
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...createEmptyProjectDocument({
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name: "Legacy Scheduler Project"
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}),
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version: EXPANDED_CONTROL_SURFACE_SCENE_DOCUMENT_VERSION,
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version: SCHEDULER_CONTROL_EFFECTS_SCENE_DOCUMENT_VERSION,
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scenes: {
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"scene-main": {
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...createEmptyProjectScene({
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